FfH2 0.30 Bug Thread

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.

by immortal i mean he hadn't died yet
 
7. Bonus yields arent being applied from sidar specialists?

ok i got the scoop, in the top right corner the math is not there, but he DOES get the bonus :crazyeye:
 
Council of Esus issues. Situation: a group three civs are members and the "not trade techs to other than members" have passed. Then two of them suddenly leaves the council, leaving me alone as a member of the Council of Esus. I want to remove the "not to trade tech ..." but since (now, since I'm suddenly alone) only zero (0) votes are needed to pass it, so I can vote no how much I want in my council of solitude, still only zero votes are needed to pass anything so nobody outnumber my no vote.
 
7. Bonus yields arent being applied from sidar specialists?

ok i got the scoop, in the top right corner the math is not there, but he DOES get the bonus :crazyeye:


Ok, can I ask how you got this scoop? Because using a Sidar great merchant, I was most certainly getting 6 gold per turn.
 
What's that they say on the radio... Long time listener first time poster? Something like that.

I recently read on the Civilizations quick guide that the Luonnotar can be used instead of great prophets to build the Altars. I tried it out on .30 with patch "a" with no luck. I tried with both Adventurer Luonnotar, and regular Luonnotar. I'm not exactly sure if this is a bug, or just a problem with the quick guide.

Thanks for all your great work.
 

Attachments

from the list of known issues:

8. Gotta change impersonate so that if your temp civ is destroyed while you are impersonating them with you go back to your real civ instead of losing

Why would you want to change this? getting the temp civ destroyed must be extremely easy for impersonation. (I have to say I have never had the spell and tried it's effect, but it sounds extremely powerful and destructive for the poor victim, even if you get only one or two turns. Declare war move all units to the pole. get your cities taken over)
 
My warrior keeps disappearing, I have plenty of gold for upkeep and have guild of Wardens in my city, save game attached, just watch the warrior due north of the city that has just won a battle and hit end turn.
 

Attachments

.30a
As Sidar w/ Esus, got the man speaking out against the government. Chose to debate. Lost the debate. City went into revolt for 4 turns. Production reset. Also, the cultural borders collapsed until end of revolt and two mana nodes reverted to raw mana, but with improvements uneffected. Had to rebuild different kinds of mana on the nodes, couldn't put the same ones back on.

had the same with Hanna the Irin / Lanun, got the event 3 times and even when I got the second option with the 50% chance for +1 :) diced for me the city production got reseted, very bad as I had nearly completed the it :crazyeye:
 
First post in FFH forums, although have been playing it for about a year...hopefully I can help get rid of the question mark beside the sidar bonuses in the known bug list. :)
In the likely event you don't feel like reading my excessive verbage, skip to the conclusion. That's the good bit.

----

Casual Observations:
In my games, bonus research to sage is definitely applied. I understand where there is confusion, as one of the tooltip displays is not correct.

Purpose:
The purpose of this study, and reporting post, is to clarify the sidar bonuses.

Hypothesis:
Bonuses are being applied correctly (+1 research per sage, +1 hammer per engineer, etc). The tooltip display is not showing the correct result.

Method:
I originally planned to test all 4 specialists as well as great specialists (hence why you will see a lot of great people in the screens). I changed my mind, and am only testing specialists (I don't have quite that much time on my hands.)

Start standard game, no options. Found city. Open world builder. Create second city. Add population point.
Add Elder council (+2 research, no multiplication), add forge (+25% to hammers), add market (+3 gold, no multiplication), add carnival (+20% culture) to second city.
Save Game. Every time a turn is advanced to view effects, I will revert back to the original save. You can find it here.

Results:

Initial Conditions:
Spoiler :
sidar_test_IC.JPG


You can see the totals of interest are 2 research, 3 gold, 1 hammer, and 0 culture.
There is 1 commerce (from the city centre), with 100% science, giving 1 science. The other science comes from the elder council (+2) and the market (-1)
The gold comes from the market (+3)
The hammer comes from the city centre.

2 2F food tiles are being worked, to avoid additional complications.

Production is set to an obelisk (60 hammers) and research set to Mysticism (260 "beakers" [although we all know they are flasks...])
The capital is producing 10 beakers, for a civ-wide total of 12. The expected number of turns is 21 2/3 (or 22). However, 18 turns are showing. Interestingly enough, when the turn is advanced, 15 beakers are applied to the research, yielding the diplayed value of 17 1/3 (18) turns. Extremely strange. I've never done this kind of test of vanilla, so I can't say whether this is a FFH feature or not. (I'm playing on Noble level). Hopefully some wise person can clarify this.

You can see it in the save.
If the game is advanced by a turn without any specialists applied, I end with 96 gold (not 98, as expected from the display!),
15 beakers applied to my research (not 12, as expected!), 1 hammer applied to production (as expected), and 0 culture accrued
(as expected).

Anyway, carrying on with the stated purpose.

Sage: Produces 3 beakers usually. Should be 4.

Spoiler :
sidar_test_sage1.jpg

This is where I think the confusion occurs. The tooltip over the research shows 5 research (3 from specialist)
while the city screen total displays 6 research (4 from specialist). The global total displays 15 research, so the specialist
is applying a total of 3 there. However, F1 (no screenshot) displays 6 research.
The 15 beakers are clearly displayed. Without changing anything else, end turn is hit. 19 beakers are applied (the strange 15 from before, +4 due to the specialist) to the research.
The specialist clearly applied 4 beakers.
Spoiler :
Before and after global views:
sidar_test_global_sage.jpg
sidar_test_global_sage2.jpg


Engineer: Produces 2 hammers usually. Should be 3.
Spoiler :
sidar_test_eng.jpg

No problem here. 4 base hammers are displayed (1 from city centre, 3 from specialist.) The
forge gives the 25% bonus. Obelisk now takes 12 turns. When turn is advanced, 5 hammers are applied (no screenshot)

Merchant: Produces 3 gold usually. Should be 4.
Spoiler :
sidar_test_merch.jpg

Same problem as sage. Tooltip and city total do not agree. City total gives correct amount, tooltip is incorrect. However, the global total is incorrect as well, showing +3 due to the specialist (originally net +2 gold, now
+5). When turn is advanced, something reasonably extraordinary happens. 99 gold are in the treasury.
Spoiler :
sidar_test_merch2.jpg

Which is +3, rather than the expected +6 (or even the displayed +5). I note with interest that I am accruing an extra +3 beakers, and -3 gold, against what I would expect. Hmm. I wonder if the bonus from the market is going to commerce, rather than gold. That will have to be the study of another day. For the purposes of this study, only +3 gold is added (99 gold, compared to 96 without specialists)

Bard: Produces 4 culture usually. Should be 5.
Spoiler :
sidar_test_bard.jpg

I'm thankful that the culture calculator maintains precision digits. Mousing over the bard gives the correct result (+5 culture), while the city screen shows 4 from the bard (for a total of 4.8 with multiplication from carnival),
rather than 5 (for a total of 6 with multiplication). Advancing the turn shows that this bonus is not being applied, as the accumulated culture is 4.8.
Spoiler :
sidar_test_bard2.jpg


Conclusion: The bonuses.

Engineer: Works perfectly.
Sage: Appears to function properly, although the 2 of the displays (the tooltip, and the global count) do not give the correct result.
Merchant: Appears to not function properly. 2 of the displays (tooltip over the merchant, and the city count) do give the correct result.
Bard: Does not work. Only the tooltip over the bard gives the correct result.

I welcome critique and comments, although please do similar tests yourself before making wild statements of agreement or disagreement.
And if you know why there is a +3 research/-2 gold disparity compared to displayed and expected values, I would love to know
(Although I suspect it is due to the market...)
 
Two issues. Playing .30 as the Calabim.

1 - I have founded the Council of Esus, built the xxx, and got three civs to convert to the religion. I also have 3 or 4 civs that have adopted Undercouncil including me. What do i have to do to trigger votes? I thought it was automatic but i've had the above conditions set for some 10 turns and no voting options are coming up.

2 - The Moroi no longer upgrade to anything?! This is very bad IMO. The text says that they can become vampires but they don't and their listing shows no upgrade path. I'm sitting on a handful of level 8+ Morois that can go nowhere.

- feydras
 
An AI civ asked my the favour to declare war on Elohim, what I did.
...
The impossibility to enter Elohim lands after declaring war, I did experience that it in another game before, so it could be just an Elohim issue (didn't check it with other civs). The effect wore off after a few turns, however, so it appears to me that this could be some kind of strange "10 rounds peace treaty" effect (that just happened *after* declaring war).

I got same issue with Elohim but no HN, ordinal units cant enter (even fireballs cant). Elohim units can attack mine lands though. Pretty nasty.

Savegame attached [I'm in his land becouse he reconquered his city and gain culture. Can't move though]
 

Attachments

While playing Svarfaltar I experienced the following strange one or two bugs.

I had the three Nilhorn giants and a nightwatch stacked in front of an Elohim city (all of them with HN promotion intact). An AI civ asked my the favour to declare war on Elohim, what I did. The next turn, Larry and Moe got expelled from Elohim lands (although they had HN!), while Curly and the Nightwatch were still present at the same spot!

However, I could neither enter Elohim lands nor attack their cities with any of my troops (not even with my HN units). The impossibility to enter Elohim lands after declaring war, I did experience that it in another game before, so it could be just an Elohim issue (didn't check it with other civs). The effect wore off after a few turns, however, so it appears to me that this could be some kind of strange "10 rounds peace treaty" effect (that just happened *after* declaring war).

That's the effect of their (Elohim's) world spell, sanctuary. Not a bug, a feature. :)
 
Conclusion: The bonuses.

Engineer: Works perfectly.
Sage: Appears to function properly, although the 2 of the displays (the tooltip, and the global count) do not give the correct result.
Merchant: Appears to not function properly. 2 of the displays (tooltip over the merchant, and the city count) do give the correct result.
Bard: Does not work. Only the tooltip over the bard gives the correct result.


:agree: Beautiful. It appears to be exactly the same when waning level six units into great people. Engineer is fine, Scientist seems to work, the others do not.
 
When I killed a barbarian unit, a message popped up saying that my unit had gone on to serve the Infernals in the afterlife. My unit had survived, so is it possible that the killed barbarian unit became an Infernal manes? Barbarian units don't follow any religion, AFAIK, so that shouldn't be happening.
 
7. Limited Crossbowmen to 3 per player.
Can we assume this applies to elven flurries as well?

Originally Posted by Seventh Star
.30a
As Sidar w/ Esus, got the man speaking out against the government. Chose to debate. Lost the debate. City went into revolt for 4 turns. Production reset. Also, the cultural borders collapsed until end of revolt and two mana nodes reverted to raw mana, but with improvements uneffected. Had to rebuild different kinds of mana on the nodes, couldn't put the same ones back on.
Mana nodes are behaving strange on cultural conversion.
 
While playing Svarfaltar I experienced the following strange one or two bugs.

I had the three Nilhorn giants and a nightwatch stacked in front of an Elohim city (all of them with HN promotion intact). An AI civ asked my the favour to declare war on Elohim, what I did. The next turn, Larry and Moe got expelled from Elohim lands (although they had HN!), while Curly and the Nightwatch were still present at the same spot!

However, I could neither enter Elohim lands nor attack their cities with any of my troops (not even with my HN units). The impossibility to enter Elohim lands after declaring war, I did experience that it in another game before, so it could be just an Elohim issue (didn't check it with other civs). The effect wore off after a few turns, however, so it appears to me that this could be some kind of strange "10 rounds peace treaty" effect (that just happened *after* declaring war).

I bet Elohim cast its Sanctuary World Spell right after you declared war. I had the same thing happen, except I expected ALL of my units to be thrown out. Instead, about two thirds were expelled, the rest could only just walk back out to my lands since they could not attack Elohim cities.

Hey Kael, is Elohim's Sanctuary supposed to have a 100% chance of expelling enemies?
 
I ran the Illians and saw there was no world spell for them. Is it because their world spell's not been designed yet or just a balance issue?

Illians aren't playable yet and comp sucks anyways with world spell usage, so they haven't added it yet. Also they have said not implemented till Ice.
 
Illians aren't playable yet and comp sucks anyways with world spell usage, so they haven't added it yet. Also they have said not implemented till Ice.

Auric Ulvin is unlocked in the present version. Actually they kicked butt, even without their world spell or very little in the way of unique features. :p

What did you mean by "comp sucks" by the way?
 
Back
Top Bottom