FfH2 0.25 Bug Thread

Graft flesh works well with kraken's. Which may be why they are designed with land-based promotions, to buff OO a bit.
 
Graft flesh works well with kraken's. Which may be why they are designed with land-based promotions, to buff OO a bit.

Maybe I'm missing the point, but since the kraken cannot attack land units even on coastal tiles, why would any of these promotions be of any use? (What does OO mean by the way?)
 
Ambreville said:
Maybe I'm missing the point, but since the kraken cannot attack land units even on coastal tiles, why would any of these promotions be of any use? (What does OO mean by the way?)

OO = Octopus Overlords
 
Maybe I'm missing the point, but since the kraken cannot attack land units even on coastal tiles, why would any of these promotions be of any use? (What does OO mean by the way?)
Units with Water Walking (essentially they gain the ocean domain, limited to coast and friendly territory like galleys IIRC - The Drown start with it, and it's a water spell for Divine and Sorcery. 's probably possible to get it from Mutation, too.) can interact with it, so Shock and so on could be of use. Plus, as mentioned above, it's a good candidate for Graft Flesh, in which case the more promotions the merrier. The reason WHY it gets access to those promotions rather than the naval ones is because it's a Beast unit, the rest of which are all land-based. Kinda makes sense anyhow - otherwise it could get Expanded Hull and possibly even the crew promotions, which make no sense.
 
Units with Water Walking (essentially they gain the ocean domain, limited to coast and friendly territory like galleys IIRC - The Drown start with it, and it's a water spell for Divine and Sorcery. 's probably possible to get it from Mutation, too.) can interact with it, so Shock and so on could be of use. Plus, as mentioned above, it's a good candidate for Graft Flesh, in which case the more promotions the merrier. The reason WHY it gets access to those promotions rather than the naval ones is because it's a Beast unit, the rest of which are all land-based. Kinda makes sense anyhow - otherwise it could get Expanded Hull and possibly even the crew promotions, which make no sense.

I guess I'm not understanding this. Since it cannot enter land tiles, what benefit is there for the Kraken to get bonuses for combat in hills, forest, cities, or bonuses vs. dwarves/elves/etc? These don't make anymore sense than, as you pointed out, a promotion allowing the Kraken to transport troops.

Land units moving about through water tiles at any given time are in fairly limited numbers, compared to the rest of the land or sea units in play. It doesn't seem right to go all the way up the third level of casting ability to generate a large sea beast whose purpose is to primarily hunt lowly Drowns or spellcasters with water-walking ability. Hmmm.... You're better off with other spells then.

The point I'm making is that the Kraken is most likely to be interacting with ships and take on naval missions. I think it would be better if the Kraken had access to naval promotions instead (even to the point of disallowing the transport ability -- is this so difficult to accomplish?) If it could possibly enter coastal tiles or attack ports, at least the land promotion would have some value -- but only in this case. No? :confused:

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Edit -- and for that matter, the crew promotions aren't really that much of a problem if their purpose is to make the beast faster or stronger when it's created. Obviously, the selection cannot be changed afterward since there is no crew or rigging, just fins, tentacles, and whatnot! Transporting special heroes might not be entirely absurd either (Jonas-style I guess, ugh...)
 
I had some disciple of leaves disappear from save game files. When you reloaded you could see the revealed fog of war where the disciple was, but no disciple.
 
Ive had a WFOC bug on every ffh2 game ive tried to play. It may only wait a few seconds, then it crashes to the desktop. Is there any way to avoid these? I tried the patch made for this problem but it doesnt work.
Does turning the AC off help?
 
I decided to leave my beloved Elohim (who were firmly in first place) and give Basium a go for the first time in .25. I was quickly reminded why I don't play the big fella and his band of angels often. It is great having IMO the most powerful unit in the game, however, you have to contend with an ally that is just absolutely brutal. I could go on and on about the bonehead moves my old civ pulled, but I will save it and just list what I think were some bugs I noticed playing Basium.

1. The Elohim strangely started building forts on all the resources that I had not already worked (there were quite a few as Blight had just struck). If you moused over the fort/resource, you would see IN RED that a camp, plantation was required, which generally means you are not getting the resource. However, I think the Elohim was getting the resource as it gifted a few to me. With a fort on the resource!

2. The Workers of my ally kept building improvements over the improvements I built in my territory. It was very annoying to have Elohim workers keep building cottages over my farms. I couldn't figure out a way to stop this. I always use the option that makes Workers leave old improvements (I don't automate anyway), but this doesn't affect your ally obviously.

3. I was unable to gift any Gold to my ally. Previously I found this necessary as my wonderful ally went into expand mode and rang up large maintenance costs with small cities allover the map. He reduced his research down to nearly ZERO to cope with this and getting any techs was tough - our alliance fell far behind the other civs in research. To help, I would send Basium out to pillage and gather as much Gold as I could and then gift it to my ally. I couldn't see how to do this in .25.

4. A carryover from prior versions: When you take over your first city, some buildings remain, while some that were built there (by the Elohim when you were playing them) vanish. I'm not sure why this happens as it would make sense that the buildings remain intact with a peaceful takeover. Anyway, it seems like they should all go, or all stay. This is not the case now.

5. Another issue, not directly related to Basium, was the XP I got when I killed Stephanos. I got a very high XP Angel and after lowering Stephanos' strength to 16+, I killed him with that Angel which had 103 XP. How many XP did I get for killing such a powerful unit? ONE!!! Remember, Basium has the Raider trait. Later in the game I killed Rosier the Fallen with Basium who had nearly 200 XP and he garnered 7 XP. Why did the Angel only get 1 XP? Because he was a barb unit? I think it should be more for killing a barb 'hero.'

I've never played Hyborem, but I have to say based on this experience of giving up my civ in favor of Basium in .25, it just won't happen again. The AI of your former civ is just maddening!
 
Got a freind whose vanilla .025 works just fine, but we get the OSS with the double fortify thing, and a WOC when he tried to play as hyborem from Calabim.

So we try to install the patch, works for me, but gives him a C++ runtime error when we try to load an old game. When we try to start a new one we cant see each others games on gamespy just a blank list, hes got the same version as I do, and he's got the same directory as I do also.

So I am somewhat stumped, I'm sure you guys have plenty on your hands with Shadow and all, so I wouldnt be suprised if yall wont get around to thinking about this, but any help would be appreciated.
 
Patches will usually break save games.
 
Still, even when we try a new game we cant see eachothers over gamespy, though with vanilla .025 it works just fine (excluding OOS and WoC)
 
1. The Elohim strangely started building forts on all the resources that I had not already worked (there were quite a few as Blight had just struck). If you moused over the fort/resource, you would see IN RED that a camp, plantation was required, which generally means you are not getting the resource. However, I think the Elohim was getting the resource as it gifted a few to me. With a fort on the resource!

A BTS feature, forts grant you resources form the plot if you have the appropriate tech to build the correct buildings. Forsts do not grant the bonus yeld so it is not good to build forts on resources in your city radius.

2. The Workers of my ally kept building improvements over the improvements I built in my territory. It was very annoying to have Elohim workers keep building cottages over my farms. I couldn't figure out a way to stop this. I always use the option that makes Workers leave old improvements (I don't automate anyway), but this doesn't affect your ally obviously.

You cant argue with its decisions when you do not know its strategy. Whatever it would be it is the AI choice. Just face it, it is your ally now, not your civilisation. If it helps you cope with it the other AI do exactly the same.

3. I was unable to gift any Gold to my ally. Previously I found this necessary as my wonderful ally went into expand mode and rang up large maintenance costs with small cities allover the map. He reduced his research down to nearly ZERO to cope with this and getting any techs was tough - our alliance fell far behind the other civs in research. To help, I would send Basium out to pillage and gather as much Gold as I could and then gift it to my ally. I couldn't see how to do this in .25.

Were you able to gift gold to your ally in 0.23? I remember you couldn't do that and I have tried for sure. A gift option between alleys would be very nice.

@5: Yup, you do not get XP from barbs after 100 XP. It was requested/suggested before that a reward XP/hero promotion would be granted for killing a hero.
 
aswfreak12. Okey, I'm not an expert on multiplayer, so I can't help you there, but on the terms, what do you mean with "vanilla 0.25". Vanilla is usually the nick-name for Civ without any expansions and FfH2 is for BtS3.13. So is it 0.23 (vanilla vesion) or 0.25 (BtS version).
 
Not sure if this has already been brought up -- played Doviello in v0.25L and could not declare war against Jonas's Clan. I suppose the technical reason is that they are both Barbarian Civs. I tried in worldbuilder mode, but no state of war remained when I returned to play mode. The only thing I did not try was accepting to go to war against the clan when asked by another Civ. Has anyone tried that approach?
 
aswfreak12. Okey, I'm not an expert on multiplayer, so I can't help you there, but on the terms, what do you mean with "vanilla 0.25". Vanilla is usually the nick-name for Civ without any expansions and FfH2 is for BtS3.13. So is it 0.23 (vanilla vesion) or 0.25 (BtS version).
I suspect he meant unpatched 0.25 FfH.
 
Thats exactly what i meant (unpatched 25). Ive gotten it too work with Hamachi now.

Now im havign issues with casting spells with the priest of leaves, i can upgrade the spell but the icon to cast it is still greyed out, even though i havnt casted the spell that turn (or ever).

And why do you need to be neutral to make druids?
 
Are you in a forest? Is a recon unit on your square? I am assuming you want to cast either treetop defense, or Poisoned Blade.

Check the Civ entry for each spell, and if it grants a promotion, for that promotion as well. Many have restrictions on when/where it can be cast.
 
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