FfH2 0.30 Bug Thread

Sindar OO going for cultural victory:

- for some strange reason my units started to gain the enraged promotion, this blew up my whole game as my units in the centre of my empire that was to be my cultural bomb fell in the hands of my former-own units; had no chaos mana, asylum only in one city[the units gained the promotion on the whole map, mostly axemen], build 3 lunatics so far and one cultist with the raging blood spel-never used it, used the cultist to found a OO temple

- here I am not sure but hell terrain should not spread any more after Hyborem is killed? it should continued to spread even after the whole Infernal civ was killed

- each armageddon event happens on the next turn after the counter reached the trigger limit, it was former the case that it went off immediately

- when avatar of wrath came to the world none of my units went to join his army, lucky me :) he spawned on the second continent on a 2 land mass map [random chosen]

- ghosts [so I assume all assassins/marksman units] kill equipment if it is in the enemy stack, like after killing Hyborem my ghost killed his weapon :/

- upgrating my adept to mage he did not get a free promo
 
[NWO]_Valis;6275275 said:
Sindar OO going for cultural victory:

- for some strange reason my units started to gain the enraged promotion, this blew up my whole game as my units in the centre of my empire that was to be my cultural bomb fell in the hands of my former-own units; had no chaos mana, asylum only in one city[the units gained the promotion on the whole map, mostly axemen], build 3 lunatics so far and one cultist with the raging blood spel-never used it, used the cultist to found a OO temple

- here I am not sure but hell terrain should not spread any more after Hyborem is killed? it should continued to spread even after the whole Infernal civ was killed

- each armageddon event happens on the next turn after the counter reached the trigger limit, it was former the case that it went off immediately

- when avatar of wrath came to the world none of my units went to join his army, lucky me :) he spawned on the second continent on a 2 land mass map [random chosen]

- ghosts [so I assume all assassins/marksman units] kill equipment if it is in the enemy stack, like after killing Hyborem my ghost killed his weapon :/

- upgrating my adept to mage he did not get a free promo


Let me guess, all your units randomly became enraged at the same time as the Avatar showed up and didn't gat any of your units? That is a feature change; instead of randomly choosing units to kill and bring back neat the Avatar and under barbs control, it gives all the units the enraged promotion. I think this is computationally much simpler (not making older computer freeze up like the old implementation did) and makes the event hurt all civs more evenly. Complaint 1 and 4 are working as intended.

Defeating the Infernals never made Hell go away (although it doesn't enter until they do). There destruction does not automatically heal the broken lands. However, sinc it does probably mean that the AC drops a lot, the lands will gradually start to heal on their own.

I'm guessing complaint 3 was changed to be easier on the hardware.

5 and 6 are bugs.
 
A ravenous werewolf conquering a city stays outside the city, transforming into a blooded werewolf (leaving the city empty but conquered)
 
Some things that happened in my game with the Kuriodates

- When i Killed hyborean, no weapon and no XP from it too, he simply vanished with his civilization, he was not the last unit on the city even so i took the city and destroyed his civilization when i killed him.

- I managed to capture the red dragon, he got enervated from one of the barbatos summons and there is no way to cure it

- The same dragon got diseased in a fight, and the spell to cure disease does no cure him, it cures every one in the title but not him.

- When i load the save i lose the efect from the Tower of Elements, all my sumons lasts one turn again

- I had one city atacked by a beastmaster, he killed my unit and took the city, i had more 3 units that get repeled from the city when he atacked.

- Well that one is not a bug, but is very anoiyng... the dragon roar (i mean the sound it does in the game), it is louder than any other sound, and keep repeating in a infinite loop while you have the dragon selected, i had to turn of the sound to play... i think that a lower sound that does not repeat so much would be better

Well there are more things but i don't remember right now :)
 
- When i Killed hyborean, no weapon and no XP from it too, he simply vanished with his civilization, he was not the last unit on the city even so i took the city and destroyed his civilization when i killed him.
Sounds llike a problem with the code to remove the traits of the Infernals if Hyborem is killed.
 
Let me guess, all your units randomly became enraged at the same time as the Avatar showed up and didn't gat any of your units? That is a feature change; instead of randomly choosing units to kill and bring back neat the Avatar and under barbs control, it gives all the units the enraged promotion. I think this is computationally much simpler (not making older computer freeze up like the old implementation did) and makes the event hurt all civs more evenly. Complaint 1 and 4 are working as intended.

Had to miss the log description of that change. Interesting and yes, it started when the AC hit 90. #3 was more of a question to make sure than a complain.

Defeating the Infernals never made Hell go away (although it doesn't enter until they do). There destruction does not automatically heal the broken lands. However, sinc it does probably mean that the AC drops a lot, the lands will gradually start to heal on their own.

I'm guessing complaint 3 was changed to be easier on the hardware.

Ok, here I am not saying that it should just wanish but stop spreading. Actually the AC did not fall much down but I thought that it would stop from spreading and wait to be cleansed. I am not sure about this thou.

Also, are there any pre requirements to build the AV temple? You have to be evil or something? Cause I couldn't build one in a city that had the religion. I could build OO [my state religion] and FoL temple [also present in that city].
 
Spoiler :

See attached screenshot:
Hyborem has a 59 city and a 37 city in the ice, I am wondering what all these citizens are doing apart from being angry that the city is crowded :lol:
He should probably be stopped adding manes as soon as a certain number of people (e.g. 3) do nothing anymore.

By the time hyborem spawned all the good places for cities had already been taken, still 59 would be too much even in a good spot...
 

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The counsul thing is a bit dodgy. We decided on Liberty as the "world civic", it seemed smart at the time but i realized later that i wanted scholarship instead. The counsul window wasnt turning up and i got a bit impatient and quit the counsul. Now my Cultural values and membership civics seem locked. I can change them, but when i press revolution nothing happens. This resolved itself after a revolution.

Also Barbarian settings does seem to be a bit inconsistent, in one game i had an absolute zerg while in a diffrent game i hardly saw any. This was with raging barbs.

Barbatos sometimes spawn too close to starting points, destroying civs before they get built. It was like this in the beta versions aswell, i just thought he would get nerfed. Dont get me wrong if he spawns in the open he creates a nice "barbarian zone", that works kinda neat imo.
 
Yeah,making hell stop spreading once the Infernals are gone might be good.

AV temples (like all the other ones) requires the technology that founds the religion in addition to having the religion present in the city. There are no state religion or alignment restrictions.



I'm pretty sure that Agnostic leaders can found both of the new religions, and probably also build there temples. I've seen Cassiel found the Empyrean once. I'm not sure I like having the new religions tied to same techs that allow you to join the Over/Undercouncil, because I think Agnoctic leaders should still be able to join the xouncils but not found or adopt the religion.
 
I'm pretty sure that Agnostic leaders can found both of the new religions, and probably also build there temples. I've seen Cassiel found the Empyrean once. I'm not sure I like having the new religions tied to same techs that allow you to join the Over/Undercouncil, because I think Agnoctic leaders should still be able to join the xouncils but not found or adopt the religion.

Last game i had Auric Ulvin found both OO and AV. Both in the same city. Kind of a let down because noone else wanted to be AV.
 
Immediately upon capturing the Veil Holy City the AC is increased by 5. When it is razed the
AC is decreased by 6. So in actuality, razing the Veil Holy City only lowers the AC by 1.
The same thing happened when I captured the city which had built the Pillar of Chains wonder. Except that the AC increased by 4 when I took the city, but it did not decrease when I razed it (except for the -1 for AV). So the AC actually increased by 3 when I destroyed that evil city. I assume the same thing will happen for the Octopus Overlords Holy City, and for any other cities which have an AC increasing building in it.

Obviously whats happening, is that when capturing the city (before it can be razed), the AC increases as if the buildings had been just built. I wonder if this will also happen if the city is gifted to another civ? Or if a AC increasing unit is gifted? I wonder if resurrecting an AV Hero will also add a second AC increase? And if the death of AC increasing unit with the Immortal promotion would also do it upon resurection? And does it also happen when the Avatar of Wrath turns an AC increasing unit to his side?
 
Hyborem cities don't require food and manes can be added to cities as citizens. Although 57 does mean allot of useless unhappy citizens unless Hyborem starts sacrificing some of them.
 
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?

Casting For the Horde on turn 4, casting revelry at any random time, casting thier 30 turns of protection the first time each game that 2 people declare war on them.

I just mean the AI for world spells isn't there yet, but that is a very very difficult thing to make a smart AI for as each civ player plays differently, it is rather difficult to make an AI that isn't biased by how the programmer plays.

EDIT: Actually Kael if you read this, I have my degree in computer science with an emphasis on AI if you want some help with AI issues I can offer some free time, just toss me a pm with contact info for you.
 
I had a Domination spell resisted and got the pop-up saying that the unit had lost the ability to cast that spell. However it still had the Mind III promotion and the next turn could cast Domination again. The unit did however lose a bunch of experiance. It should have lost Mind III and no experiance.

I had another occurrence of poor Pillar of Fire targeting. It targeted a single Worker rather than a city full of defenders. Targeting decisions must be tied to the AI decisions which value unprotected workers far too high. It is very easy to manipulate the AI into going after Workers in lieu of valuable units in danger of death. I think this needs fixing, and now even more so since spell targeting is also affected.
 
I had a Domination spell resisted and got the pop-up saying that the unit had lost the ability to cast that spell. However it still had the Mind III promotion and the next turn could cast Domination again. The unit did however lose a bunch of experiance. It should have lost Mind III and no experiance.

I had another occurrence of poor Pillar of Fire targeting. It targeted a single Worker rather than a city full of defenders. Targeting decisions must be tied to the AI decisions which value unprotected workers far too high. It is very easy to manipulate the AI into going after Workers in lieu of valuable units in danger of death. I think this needs fixing, and now even more so since spell targeting is also affected.

Im not sure what to make of the domination spell. There isnt anything in it that effects the casters xp and the logic looks decent for removing mind3.

Pillar of Fire will always choose tiles without neutral units it to avoid wars. If there was a neutral unit in that city it would have skipped it. It doesnt use any game logic that prefers workers.
 
I may have missed the change in the log but is wither supposed to be everyone in the surrounding squares now instead of a single target? Right now it just casts wither on everyone in range when used.
 
Is it intentional that hidden nationality units are unable to use neutral roads? My Hill Giants seem to use my own roads fine, but gain no benefits from roads outside my borders. Non-HN units of mine are using neutral roads fine...

Playing Svartalfar, if that matters.
 
Im not sure what to make of the domination spell. There isnt anything in it that effects the casters xp and the logic looks decent for removing mind3.
It is possible that I was mistaken about the XP loss since it was such a high level unit. But I definitely didn't lose Mind III. I'll pay close attention to the xp levels for when Domination is resisted again.

Pillar of Fire will always choose tiles without neutral units it to avoid wars. If there was a neutral unit in that city it would have skipped it. It doesnt use any game logic that prefers workers.
After that first casting on the Worker, I used a Ranger to capture the Worker and then my next two Pillars struck the city. So neutral units weren't the case here.

For the Worker logic I was wondering if its somehow tied to that which causes units to go after undefended workers instead of other easy prey. I've avoided the death of Heros and the loss of cities by putting workers in jeopardy. The AI values them very highly.
 
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