FfH2 0.30 Bug Thread

I have a crash to desktop when ending this turn (savegame below).

And, BTW, I still can't change to Undercouncil when that's the only change I select before starting a revolution.
 

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Order and Veil can coexist in the same city. I captured a Veil city and I founded a temple in it while it is in revolt. The Ashen veil did not go away. Is this intentional?

After some time you will get an event that supporters of the religions are brawling..

Where are the barbarians?

after 138 turns on epic game speed with large map aggressive AI, raging barbarians, there are still no normal barbarians spawned. Only those from the cities and from barrows appear. There is enough room for barbarians to spawn.

I have the same problem, no barbarians
 
I am not sure if this is intended or not, but ships can enter citadels. Kind of makes the pirate cove less attractive as a unique feature of the Lanun.
 
It would be helpful if those having no barbarians give the map type they are using. I've been using big and small and I'm being swarmed. Current game is big and small, raging barbs, barb world and no settlers. Two barb cities near my settler at the start.
 
Edit: Turns out it wasn't a bug, and I don't want to spoil a fun mechanic. Sorry for wasting space.
 
From the Screenshots you can see that the Svartalfar Warrior and Scout look like civ4 vanilla Warrior and a different civ scout texture in the small box with their description.I don't have animations frozen


Civ4BeyondSword_2007-12-17_15-27-37-50.jpg



Civ4BeyondSword_2007-12-17_15-27-42-64.jpg
 
0.30a when capturing an elephant by attacking it with the proper promotion, the elephant is moved to the square, where the scout came from. It would rather be expected to stay where it was
 
.30a

I noticed if the Undercouncil has an even number of voters, ties seem to result in a "YES." Example, if there's just two members, you can elect yourself as the head honcho for "1 of 2 votes." Same goes for declaring war, setting up gambling rings, whatever. Possibly the underlying mechanic (Apostolic Palace / UN) worked the same way, I really do not know.

I haven't tried Overcouncil to figure out whether "1 of 2" votes works the same way.
 
0.30a when capturing an elephant by attacking it with the proper promotion, the elephant is moved to the square, where the scout came from. It would rather be expected to stay where it was
That's done in case there were others on the elephants tile before.
Alazkan the Assassin's Mirror image doesn't start with elven.
Illusion counts as a race.

This has got to be a bug... I'm at war with the Malakim and I move one Sheaim unit into their territory. The unit is out of movement points, but is still able to pillage.
This was intentional, but we're considering changing it back.
 
Occasionally a mana node does not produce mana (yes, it was improved, roaded, well inside borders, etc.).

To get it to work, I've had to pillage off the node and rebuild it.
 
Also, perhaps I was mistaken, but I was under the impression that the various towers were supposed to be changed to require 3 mana types to build in Shadow. My last game required the full suite before the towers could be built.
 
now that i found the bug report section here's what I put on the normal forum:

Ratcatcher's guild is ALWAYS founded on the first turn by the human player, (on advance start, living world, wild animals, raging barbarians, allow alliances) I have used 5 different civilizations:

Sidar, Malkaim, Clan of Embers, Calbaim and Sheaim

Cult of the dragon is ALWAYS founded when Archeon spawns, happend with a five games.

Malkaim's world spell isn't present as it is with the other civilizations.

With Raging barbarians and barbarian world, clan of ember's AI always strikes their world spell within the first three turns. It still doesn't give them a whole lot of barbarians when I open up the world builder. ok hope that helps
 
There wonder that you build that gives you the 3 giants.
Currently, you can’t select all 3 at once or even select a giant with any other unit.
This was not the case in .25
 
I got a mercenary event offering me the services of either an Assassin or a Champion. I took the Assassin (actually, it turned out to be a Ghost, as I was playing Sidar), and the event said that unit would be upgraded to HN. I would have thought an Assassin would already have HN. Barring that, I would think that the Ghost's Hide spell would allow him to explore rival territory (but it did not). Barring that, I would have expected the Ghost to be given HN as the event indicated. As it was, he could not enter rival territory and I had to declare war in order to use him - kind of a useless Assassin...
 
Apologies if this has been posted but I got through the first bunch of pages and didnt see it.

When I traded techs and received Deception I received a Nightwatch unit. I thought this was only granted if your the first to discover Deception?

Eitherway the Nightwatch unit can for some reason be upgraded to a Confessor unit.

Im playing as Ethne the White on Prince level with 19 Civs. All other settings as standard. My state religion is currently Order and I have no cities with any other religion or guild.
 
Not that you support it but perhaps it's in the coding of .30a. Using smart map any time you pick "clan of embers" as your race before it generates the map it always produces an entire grassland world map with no oceans and nothing else. (except the resources allowed on that terrain) any other race it works fine
 
It would be helpful if those having no barbarians give the map type they are using. I've been using big and small and I'm being swarmed. Current game is big and small, raging barbs, barb world and no settlers. Two barb cities near my settler at the start.

well, it took them some time to spawn, around turn 180 on epic speed



There wonder that you build that gives you the 3 giants.
Currently, you can’t select all 3 at once or even select a giant with any other unit.
This was not the case in .25

that seems to be because of HN, I can´t stack HN units with normal units
 
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