FfH2 0.30 Bug Thread

More a suggestion than anything: how about an option for all 7 unique features to appear? Oh, and I've seen work boats on land tiles too. I wish I'd have thought to take a screenie at the time...
 
Playing as Khazad on Patch "a":

If vault status gets to "low" (like when a new city is built), once the vault is back above "low", the status disappears. It comes back if it gets back down to low, but I can't tell how its doing above that level.

Clan used "for the horde" spell before Orthus even showed up. AI should be limited from using this spell before there are any barbarian orcs spawned for it to take!

PS - Update the FFH homepage with news of the release!
 
Nice work on patch b, team. Resolved a lot of the most troubling issues. A couple more patches, and you'll have covered them all! Thanks for all the hard work.
 
If vault status gets to "low" (like when a new city is built), once the vault is back above "low", the status disappears. It comes back if it gets back down to low, but I can't tell how its doing above that level.

There is a status for the vault which has no descriptor. If you get more money, you'll see it go to full, abundant, and overflowing, but from low it has to pass through normal.

Dwarven Vault (Empty)
Dwarven Vault (Low)
Dwarven Vault
Dwarven Vault (Full)
Dwarven Vault (Abundant)
Dwarven Vault (Overflowing)

See?
 
I'm sure someone's said this already, but HN units don't seem to be working properly after declaring nationality. They can still attack other HN units and are still attacked by other HN units, or something to that effect. I'm not sure if that's the exact problem, but they're behaving like they're half way in between HN and non-HN.
 
I'm finding multiple opponent's ships moving onto land and attacking my units. One of the units is the Dragonship; another is the Privateer. All have been owned by Hippus.

Edit:
I have a shot with a Bannor Caravel on land in a later post, along with a saved game.

An image and a saved game at the point that the image was taken showing this problem. Perhaps the issue is that a Fort is treated as a city for the purposes of moving a ship?

Confirmed via testing.
 

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Basium cast his world spell and killed Hyborem. Lucky him, wasn't all too worried about it as I had my immortal promotion, unfortunately his world spell apparantly doesn't allow hyborem to respawn with immortal. It would be nice to not allow Basium to damage Hyborem himself with it, it's nasty enough as it is killing off all the defenders in 75% of my cities with one spell.

On the up side, the code that removes the leader traits after Hyborem is dead is working correctly, and Hyborem dropped Orthos' Axe in the square he died in and didn't take it to the void with him.

EDIT: Hyborem still had his immortal promotion meaning he hadn't died yet, i realize he's not actually immortal.
 
The bonus point (science, gold, hammer) for the Sidar is definately not being added to the city totals.
 
kiri :
normally, hyborem is not an immortal... he just has the immortal promo.
it means that when he dies, he spawns once... after that, he is mortal...

but maybe the mercurian spell is a bit overpowered, if the spell alone can kill hyborem, thus loosing the immortal promotion, it would be overpowered.
 
Playing as Sheaim on patch a:

Ratcatcher's guild founded on turn 1 in my capital. Suggest a turn limit or tech limit before the guild can form.

Running slavery civic, I attacked Orc axemen with Azers (flying) from on top of a mountain. Orc slaves were generated on top of the mountain. The slave generation check should probably fail if a unit is attacking from impassable land terrain.

Running slavery civic, actual % chance to get a slave is so far much higher than the 25% stated in civilopedia. Is the value set correctly?

Running slavery civic, are summons supposed to create slaves when they win a battle? I parked a stack of Azers outside a Barb city and they kept generating slaves as Orc archers charged into them and died. Seemed odd.

Are burning sands supposed to be allowable in city tiles? Blight can turn land under cities to desert, hell changes them to burning sands and then access is blocked. Currently my capital is on burning sands and I can't reinforce or settle any great people.

Edit:
Acheron is using his meteors but he's just spamming them into random tiles every turn. I have a stack of units sitting next to his home city but most meteors are sent to unoccupied tiles as though the AI is trying to scout. My units are only occasionally being hit by chance.
 
Not sure if this is a bug but Ancient watchtowers turn into castles and then citadels on their own. In the most recent example it all happened outside anyone's borders and there wasn't any unit present.

I thought it only changed if you worked it?
 
Im not sure if this has been mentioned before, I have read the entire bug thread but over a couple of days, so I forget.

Im playing Amurites, have founded Overcouncil a bunch of nation join and I purpose a defensive pact among members to resist against our more violent undercouncil enemies, the resolution is passed BUT; everyone, both Under- and Over- Council get defensive pacts with each other, so the world is one big defensive pact against... uuu... the barbarians?

Love FFH Shadow, keep up the good work:)
 
Playing Dark elf, now that working in forest no longer needs bronze working, but the work time is long as if the worker is cutting down the forest. I don't know whether it is intended.
 
Running on patch a.

I can't tell if its a bug, oversight, something everyone else has alread notice and will be fixed very soon or intended but I am surprised to find that the Svartalfar can't seem to build catapults. I build my seige works and found that the unit still wasn't available (it wasn't even greyed out, it just wasn't there). I then double checked the tech tree and the catapult is not there under construction as it should (nor anywhere else).

I've also noticed that Svartalfar workers (possibly all elves) can't remove jungles. Now I know they can't remove forests but the workers can and try to remove jungle except when they finish the jungle feature isn't actually removed! This means that automated workers go around and around in circles trying to remove the same jungle and not getting anywhere or being able to move onto another job. I noticed the problem when I saw all my workers had gathered on the same spot to remove a jungle to get to some bannanas and noticed that the time until completed kept on going from "1 turn left" back up to "5 turns left".
 
My Paladins are getting diseased. They have the "Immune to Disease" promotion listed, but after fighting "Diseased Corpses" they managed to get the "Diseased" promotion anyway. (Probably not relevant, but these particular Paladins started off as Doviello Battlemasters and were later upgraded to Paladins.)
 
Obsidian Plains (Hell version of flood plains) aren't being spawned. The flood plains just turn into burning sands, losing the +3:food: +1:commerce: bonus.
Pretty sure that this is a bug, since Obsidian plains still exist in the WB.
 
Shock II promotion is useless, as it only gives 40 % versus melee units, even though it's supposed to give 80 % against melee units. I checked that if shock I and shock II promotions stack, but they don't stack, so please increase shock II's percent against melee units.

And I also noted the svaltarfars lack of destroying jungles, even though I have sanitation.
 
I have had odd crashes a couple of times when loading saved games. I am thinking of two times I loaded an auto-saved game. I had maybe 50 auto-saves in the folder (as they generate every 4 turns.)

The first time the save loaded, but then my game started back at the first turn (with the same terrain, opponents, bonuses, etc.) and then all of the other previous auto-saves had been deleted. Bummer given that I hadn't done a manual save for 50 turns or so...

The second time FfH just crashed and deleted all of my auto-saves.

I am very sure that I did not click the turn 1 auto-save. I never ran into this error in regular Civ 4, and never w/ .25l either.

Thanks,

Josh
 
A few oddities with Gibbon's Impersonate and the choices the AI is allowed to make for your civ whilst you're "away".
  • If a rival civilization is destroyed whilst Gibbon is impersonating their leader, the player controlling Gibbon is eliminated.
  • When the AI takes temporary control of your own civ (whilst you're impersonating another leader), it is very prone to swapping large numbers of civics and/or changing religions - would it be possible to reset the "Revolution Timer" for 20 turns when Impersonate is used, to prevent the AI from making changes? (some units are dependant on civics/religions and the changes the AI makes may throw them away)
  • The same may also be useful for the "Tribute timer" (the one that prevents you declaring war for 10 turns after receiving tribute) to prevent the AI from declaring against neighbours whilst it's babysitting your civ.
 
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