FfH2 0.25 Bug Thread

V0.25l - while playing Luchiurp, I experienced the following problems

Iron mines (fully connected) do not grant access to the resource. (But iron could still be obtained by trading with AI opponent that had Mines of Gal-Dur.)

Sometimes, attacking catapults do not loose their movement point. (I would guess it has something to do with the retreat mechanic.)
 
Ok, I see, but then the inconsistency goes the other way: Even without Iron Working it was possible to obtain iron (via trade) and my units did immediatly upgrade to iron weapons.
 
Well, from an rp perspective, it's presumed that whoever you are trading it from has Iron Working, and so they trade it to you in the form of weapons, with which you equip your soldiers. I see nothing inconsistent with it.
 
Ok, if you interprete the iron resource as "iron weapons", then that makes sense.

But again, inconsistency arises, also in a rp sense, because "mithril" upgrades work quite differently, since you need a Weaponsmith to upgrade your units. Why is it not possible to trade mithril weapons=resource, then?

IMO, there is also a balancing issue involved. What use has researching Iron Working if all you just need is an ally that sends you "iron weapons" for few turns to upgrade your whole army? So all what you need is "Bronze working" for your Axemen and that is it.

What if I wish to upgrade/"modernize" my Rangers in an analoguous manner with Poisoned Blades? I need not only Nature mana, but several mages of at least level 4 with the right mana (Nature II) promotions. Druids also work, wait for their first promotion, but only if you are a neutral player. Thus Techs needed are Sorcery and Animal Handling, or Alteration and Feral Bond. Compare this to I-do-not-need-Iron-Working-to-upgrade-all-my-Axemen. Seems quite unbalanced, IMO.

I think the old system as in V0.23 was better where Copper and Iron upgrades could be only obtained if your unit is in a city with Forge. Doviello was also more unique and fun to play with, since they were the only civ with the ability to upgrade their weapons "on the fly".
 
I noticed that as of .25l all civilizations can use the Hunting Lodge to build Slave Cages. The Freak Show doesn't seem to give the Balseraphs the ability to build them, either (although they can like anyone else w/ a Hunting Lodge.)

Seems problematic on a couple of levels 1) Gives everyone one of the Balseraph's best abilities. 2) Hunting Lodges can be pretty expensive, a lot harder to build them than Freak Shows...
 
I noticed that as of .25l all civilizations can use the Hunting Lodge to build Slave Cages. The Freak Show doesn't seem to give the Balseraphs the ability to build them, either (although they can like anyone else w/ a Hunting Lodge.)

Seems problematic on a couple of levels 1) Gives everyone one of the Balseraph's best abilities. 2) Hunting Lodges can be pretty expensive, a lot harder to build them than Freak Shows...

I'll fix it in 0.30.
 
Noticed something odd using leaders with the barbarian trait.

In .23 animals and hill giants won't touch your units, just like the standard barbarian spawns. In .25, the barbarians won't attack you but the animals and hill giants go to town on your scouts and other units.

Also any chance the clan is going to be getting back thier pitch wagons or shamans and witch doctors that can build barrows again?

Also will the "regenerate map" function make a comeback in .30? It was nice to have it in .23 if you got a crappy starting position.
 
jprc:

No Treant Spawning in Ancient Forests: I think someone talked to you about this. It was either the current patch problem, or no enemies were walking in your forests to CAUSE the treants.

I had a Treant spawn in an ancient forest just the other night (0.25l), so it does happen. On the other hand, it seems that it happened a bit more often in 0.23. ..fritz..
 
0.25, patch L, Monarch, I play as Falamar.

error: Python exception
ffh-python_exception-031107.JPG



effect: unknown. I continue the game without having identified an obvious consequence of this error.
The only "special" thing I did during this turn is to hurry the Winter Palace with an engineer. I do not know if te error relates to this...


Saved game: http://forums.civfanatics.com/uploads/100907/LILI_AD-0553-before_exception_python-031107.CivBeyondSwordSave

How to reproduce: just end the game, the python exception will occur before the pop ups for city buildings.

p.s.: thank you Fritzworth. Xienwolf is right: you need to be invaded for this
But what is odd is that some days ago one of MY mercenary crossing my (his) land spawned a Treant and was destroyed by it! Ancient forests are lethal to your own troops!!...
*******************************************************
EDITED: (I edit my own post for avoiding spamming in this thread)
Thanks, it will be fixed in 0.30. (Kael, post 1017: http://forums.civfanatics.com/showpost.php?p=6115828&postcount=1017)
 
Sure, if your troops don't declare themselves members of your forces, how would the Treants know not to kill them?

Also, as an additional bug report, the Kuriotates Sprawling trait is still not functioning, but does not appear in your list of 'things to fix for shadow'
 
I played 0.25 k many times. Too many??? ;-)
If you play with random personality you can ,I think, get agnostic trait on your leader. It doesn't stand anywhere on screen, but in some games I can convert to my religion and in some games I can't. I played with different civilizations too. Not Cassiel.

Bug?
 
Sure, if your troops don't declare themselves members of your forces, how would the Treants know not to kill them?

Also, as an additional bug report, the Kuriotates Sprawling trait is still not functioning, but does not appear in your list of 'things to fix for shadow'

It actually does.

"7. Need to add the Sprawling trait effects"
 
Morticia, my question would be which leader did you wind up playing as, and which Civ did you belong to?

I know when I played unrestricted leaders (which I imagine you are doing?) I have had Basium be the first person that I run into. I've wondered if by doing unrestricted leaders and a random selection for myself I could wind up starting AS Basium, Hyborem, or the Illians. So if you wound up as Illians, then you would wind up unofficially agnostic I think.


Also, from what I gather Agnostic used to be a function of the Civilization, and was recently changed to be a function of the leader (to accomodate unrestricted leaders). So if you were a normally religious leader, but Grigori, and were unable to take religion, then it is something which needs to be documented for fixing :)
 
0.25, patch L, Monarch, I play as Falamar.

error: Python exception
ffh-python_exception-031107.JPG



effect: unknown. I continue the game without having identified an obvious consequence of this error.
The only "special" thing I did during this turn is to hurry the Winter Palace with an engineer. I do not know if te error relates to this...


Saved game: http://forums.civfanatics.com/uploads/100907/LILI_AD-0553-before_exception_python-031107.CivBeyondSwordSave

How to reproduce: just end the game, the python exception will occur before the pop ups for city buildings.

p.s.: thank you Fritzworth. Xienwolf is right: you need to be invaded for this
But what is odd is that some days ago one of MY mercenary crossing my (his) land spawned a Treant and was destroyed by it! Ancient forests are lethal to your own troops!!...

Thanks, it will be fixed in 0.30.
 
Not sure if it is a bug or just a typo. Wonder that require Mana(It says: Requires Water Mana or Air Mana or Fire Mana) require all of them rather than just one as description suggests?
 
Cosmetic:

Spirit Mana adds the 5% to your GPP but it doesn't show this in the calculation for GPP points (so in a city with +21 GPP, the "final GPP" value in the calc box is +63 (+100 Philo +100 Nat'l Epic), but the actual growth bar says +64.
 
Back
Top Bottom