FfH2 0.25 Bug Thread

- a non-HN ship loaded with HN units will strangely displace other civ's ships (open border agreement, sailing through their waters)

- stack of HN units seems erroneously immune to collateral dammage from siege units

- upon creation of the avatar of wrath at AC90, the AC jumps straight to 100, wihout any other event such as city capture or razing: I suspect the AC is erronuously increased while transferring mark of the raganork units to the Avatar (almost all of the AC increase in this game was due to raganork)
 
- a non-HN ship loaded with HN units will strangely displace other civ's ships (open border agreement, sailing through their waters)

- stack of HN units seems erroneously immune to collateral dammage from siege units

- upon creation of the avatar of wrath at AC90, the AC jumps straight to 100, wihout any other event such as city capture or razing: I suspect the AC is erronuously increased while transferring mark of the raganork units to the Avatar (almost all of the AC increase in this game was due to raganork)

That avatar issue was even bigger than that. Its supposed to decrease the AC when units with prophecy marks die and that wasn't working. That will be fixed in 0.30.
 
I've been able to capture Barbarian units that have the Loyalty promotion. So far its just been with the Domination spell. I'm still trying with my Inquisitors but haven't managed to capture any units via the Command promotion yet.

In case this makes any difference... these units were mine but then joined the
Avatar of Wrath. Previous to their flip they had the Loyalty and Immortal promotions.
 
A few quirks from a recent game.

Perpentach has been pushing up the AC and a lot of tiles switched to desert and improvements were destroyed when the AC reached 40. I assume this either an effect of the counter increasing or the AC increase was a side effect of whatever created the desert. None of the AIs made any attempt to reclaim the desert. The Ljosalfar and Luchuirp have huge chunks of desert in their lands with no water mana. It wouldn't have been a bad strategy if the Balseraph had converted their own lands back to productive tiles but even the Balseraph have a lot of desert (screenshot). They have water mana from the Necronomicon but still haven't built an adept and converted the desert into plains. Is there a mechanism to show the AI that tiles can be improved and get them to prioritize water mana and an adept or two a bit more?

Typhoid Mary doesn't seem to spread disease. I assume this is part of the poison problem.

Donal Lugh recruited a pretty useless unit. The 0xp mage in the screenshot doesn't help me very much since it didn't get the free Fire I and II from my 3 sources of Fire Mana. Recruited units should probably start at the minimum xp required to build them or only 'buildable' units should be recruited.
 

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"Free" units never get bonuses, because the bonuses are applied to the city, not the leader. Since free units do not come from a city, they only get the default stats/abilities for that unit type.

Yes, Typhoid Mary and all spread effects are tied in together and will resolve in .30.

The AI still doesn't handle magic well at all. Huge problem, and major work in progress. Just fear the day when they DO handle magic well :) (as is right now, they seem to tend toward Chaos (don't know why) & Law (maintenance effect is something they can identify with)) Not entirely sure what sets the current AI preference toward Mana. But frequently they will leave nodes undeveloped, or build things that are seemingly contrary to their nature (Balseraph with Law mana)
 
I installed Civ 4 Gold, then BtS, then BtS patch, then FfH .25, then patch "l", then media pack. FfH was installed to default path (Program Files/Firaxis/.../Beyond the Sword/Mods/FfH). Install program never asked nor placed a shortcut on desktop. I went in manually and double clicked on shortcut icon in FfH folder and computer started browsing. I got an invalid path message. What am I doing wrong? Help!
 
Sorry if I'm interpreting this incorrectly, but I do think there is something wrong with he Baron Duin Halfmorm Werewolf creation. I know it works on living units only, but I've won about 15 battles with him against humans, and I had only one werewolf (who subsequently died). Clearly, this isn't happening 97% of the time or so. I don't know if my opponents had some magical protection against it, or something like that, but I do think something is wrong here. (Again, sorry if I'm mis-interpreting the rule, which is likely.)

Thanks,

Breunor
 
Not sure where you are getting the 97% from, but it most certainly shouldn't happen THAT often. I would think 1/15 is a bit of bad luck, but near to the proper ratio.

As for the improper shortcut problem, right click on the shortcut and select Properties, look in the launch line to ensure that the folder path is proper for your setup. Gold may have used a funky filepath. If the part in Quotes correctly finds the Civ BtS launch EXE, then just ensure that the part after it correctly states the mod folder name (which it almost certainly has to if you just installed things as they were set up.)
 
It would have been 97% pre-BtS (when the chances were 100% -3% per unit with the werewolf promotion), but it certainly isn't supposed to be that high anymore. I believe that a mouse over of the Baron will reveal that there is supposed to be a 25% chance of spawning a ravenous werewolf each time he defeats a living unit. Other werewolves are less likely to spread lycanthropy (I think that ravenous werewolves have a 10% chance, blooded a 15% chance, and Greater a 20% chance but I'm not sure I remember exactly). (I'm also not sure if the chances of spawning werewolves are still reduced based on how many you have or not)

also remember, the ravenous werewolves you spawn now start at full health, with movement left (they also have movement left when they upgrade to blooded of greater, and so can attack again. If you're very lucky a ravenous werewolf could attack 3 times a turn, if it gets upgraded twice). They also start with enraged, which gives them a chance of turning barbarian.
 
RobertTheBruce said:
Perpentach has been pushing up the AC and a lot of tiles switched to desert and improvements were destroyed when the AC reached 40. I assume this either an effect of the counter increasing or the AC increase was a side effect of whatever created the desert. None of the AIs made any attempt to reclaim the desert. The Ljosalfar and Luchuirp have huge chunks of desert in their lands with no water mana. It wouldn't have been a bad strategy if the Balseraph had converted their own lands back to productive tiles but even the Balseraph have a lot of desert (screenshot). They have water mana from the Necronomicon but still haven't built an adept and converted the desert into plains. Is there a mechanism to show the AI that tiles can be improved and get them to prioritize water mana and an adept or two a bit more?

When the AC hits 40 the Blight strikes the world, so yes, some of the plains tiles turning into desert is an intended effect of the AC rising. Blight only strikes once, so if the AC falls and then rises past 40 again, nothing happens. The FfH wiki explains it pretty well.

http://www.civ4wiki.com/wiki/index.php/FfH_Armageddon_Counter_(Feature)
 
It would have been 97% pre-BtS (when the chances were 100% -3% per unit with the werewolf promotion), but it certainly isn't supposed to be that high anymore. I believe that a mouse over of the Baron will reveal that there is supposed to be a 25% chance of spawning a ravenous werewolf each time he defeats a living unit. Other werewolves are less likely to spread lycanthropy (I think that ravenous werewolves have a 10% chance, blooded a 15% chance, and Greater a 20% chance but I'm not sure I remember exactly). (I'm also not sure if the chances of spawning werewolves are still reduced based on how many you have or not)

also remember, the ravenous werewolves you spawn now start at full health, with movement left (they also have movement left when they upgrade to blooded of greater, and so can attack again. If you're very lucky a ravenous werewolf could attack 3 times a turn, if it gets upgraded twice). They also start with enraged, which gives them a chance of turning barbarian.


Thanks. Sorry, I got my information from the Wiki, which said that the chance of getting a werewolf was 100% - 3% times the nmber in play or something like that, so I thought it was abotu 97% . If it is one in 4, then this isn't so bad. We all have had worse Civ luck!

Best wishes,

Breunor
 
Hi folks!

I think I may have encountered another bug, sorry, I'm talking about Towers again!

I recently took a city which had a chaos node in its fat square. After a number of turns, I had the node in my fat square. The tile couldn't be worked, so I assumed I 'had' the chaos node. Scrolling over it said it was a chaos node. But when i went to build the appropriate tower, it said I needed a chaos node.

I know you told me that the Towers are now buggy, but maybe you should look into this too.

Best wishes,

Breunor
 
Hi folks!

I think I may have encountered another bug, sorry, I'm talking about Towers again!

I recently took a city which had a chaos node in its fat square. After a number of turns, I had the node in my fat square. The tile couldn't be worked, so I assumed I 'had' the chaos node. Scrolling over it said it was a chaos node. But when i went to build the appropriate tower, it said I needed a chaos node.

I know you told me that the Towers are now buggy, but maybe you should look into this too.

Best wishes,

Breunor

Did you have a road to the node?
 
Breunor said:
Hi folks!

I think I may have encountered another bug, sorry, I'm talking about Towers again!

I recently took a city which had a chaos node in its fat square. After a number of turns, I had the node in my fat square. The tile couldn't be worked, so I assumed I 'had' the chaos node. Scrolling over it said it was a chaos node. But when i went to build the appropriate tower, it said I needed a chaos node.

I know you told me that the Towers are now buggy, but maybe you should look into this too.

Best wishes,

Breunor

A mana node that changes hands has its improvement destroyed and turns into raw mana. What seems to be the bug in version 0.25 is that on the screen it still looks like an improved mana node and says so when you mouse over the square, e.g., "chaos mana." In your game as you've described it, you should be able to send a spellcaster to the node and build a chaos mana node.

EDIT: D'oh! Forgot about roading the tile. Thanks, Kael.
 
I had one case where I captured a city with mana node next to it. I built an Earth node there. A few turns later, the city revolted and wiped out my Earth node, as expected. Several turns later, after the revolt ended, I went back and tried to rebuild that Earth node. The Earth mana was no longer available from my builds menu, although the other elemental mana builds were. So I replaced the previous Earth node with an Air node. Several cities further down the map, I captured another node and built... an Earth node! Why was the Earth mana no longer available with that first node, but fine with the very next?
 
Wanted to get rid of that annoying vassal?

Get your priest to cast a ring of fire over your vassal's units, and... voila! Instant declaration of war from your own vassal! My units weren't event expelled from my former vassal's lands. I'm sure that's gotta be a bug, but I sure took advantage of it! :lol:
 
@ Ambreville

Mana nodes are no longer destroyed when the mana type reverts. You couldn't build an Earth Node on the tile because there was already one there. If you got a unit to pillage the tile, then you could rebuild the original node.

Needing to pillage node in order to rebuild them does get annoying though. I hope that in Shadoe Kael will remember to destroy thr improvement when the mana reverts to raw mana.
 
Not sure it can be called a "bug" but there is something wrong with AI and religions. I created a thread to discuss this, as the bug thread is not the best place to discuss.
 
I'm thinking something might be wrong with the spell "Entangle" Or at least the miscast mechanic. Not sure if I saw that one discussed yet, but I know the miscast was known to have some minor issues.

With a stack of 3 druids, I had them all selected and tried to cast entangle. All 3 failed, the notification was a missing text key for MISCAST, and the notification icon was a pink circle. Pretty sure that entangle shouldn't be failing 12 times out of 12, let alone the missing tags.
 
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