FfH2 0.30 Bug Thread

Not sure if this is a bug. I'm playing Varn Gosam and my Valin Phanuel is either being attacked or I'm capable of attacking warriors of Faeryl Viconia without being at war with her. I have open borders agreement and when my Valin moves around in her territory, I get attacked. If I move him onto a city that contains a warrior, my Valin attacks. NOTE: My religion is Orders and hers is Council of Enus, plus its only warriors I battle with. Not scouts, hunters or archers.
Her units are likely to be Hidden Nationality, as expected for CoE Svartalfar what with their world spell and all. You're not supposed to know she's CoE though, really :)
 
Not sure if this is a design issue or a bug, but I think we should think through it (the next 3 paragraphs are pure story-telling, go to paragraph 4 if you just want to talk about the issue):

I was playing my 3rd game of FfH 0.3 (I had played 2 at 0.25, I had the time for my third game because I lost the first two so quickly!) and I was winning, when Stephanos came and ruined my fun. He blasted me, went into a city, and attacked. I lined up about 20 swordsmen to take him down, and then I fond out about fear.

OK, ok, don't panic. I remembered there was a spell, courage, or something like that. Look it up, with a spirit mana (I just had the ability to build adepts, had a node), damn, have to get the adept over there, wait a few turns. OK, got spirit mana. Now, I have to wait for my adept to get enough Xp's to cast. Got it! In the meantime, I have a force of catapults. What better to hit the nasty guy, let's lob rocks at him. 80% Withdrawal after all. But the catapults even can't bring him down, they also fear.

So, I now get the adept to the square with the army. About 20 - 25 guys against one horseman, its like in regular Civ when Monte sends 30 ancient guys against a rifleman:

Now, here is the issue. The catapults can't attack because of fear. However, the courage spell doesn't work on them because they aren't living. I would think that either non-living units should be immune to fear, or they should be able to have courage cast on them. Saying a non-living creature can never attack a unit with fear seems too strong.

Best wishes,

Breunor
 
Guild of the Nine doesn't give your units the promotions they promise (i.e. archers you 'buy' don't have city garrison, assasins don't have hidden nationality, and adepts don't have water I)
 
Breunor: Want to hear something even more strange (?), illusions are afraid too, tried the other day to take out the (walking) dragon, but failed since my illusionists summoned creatures (azer, mistform, phantom) where to afraid to attack.
 
Guild of the Nine doesn't give your units the promotions they promise (i.e. archers you 'buy' don't have city garrison, assasins don't have hidden nationality, and adepts don't have water I)
Have noticed that too. I had no water mana and got that offer (adept with water I), but no. Since then I never accept offers from that guild, since you never know what go get.
 
This is either a bug or a cool AI behavior :)
Just thought I'd post it:

In my latest game, Barbatos took Orthus's axe.
So I had an axeless Orthus wandering around...
 
In a Huge map, Epic speed with Barbarian World option turned on...

For The Horde! was cast on .... <drumroll> turn Six. This had the nice benefit of clearing out the city near my start point allowing me to destroy it without combat.

Actually, I rolled back and edited to code to require 150 units, but this isn't much of a fix.
 
There seems to be a problem with the sight from fort/citadells. I walked onto the fort on the last turn before it became a citadel and something strange happened to the tiles that actually should have been revealed...

(Loki is standing in the mist in the screenshot)
 

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I have 1 thing:

1. My worker started working on Plantation on Incense (Normal speed, 7 turns), completed the thing in 1 turn but the Incense does not show as connected (it's within cultural borders of course, but outside a city's fat cross). I destroyed the plantation with my Warrior, started again, this time it was complete after 3 turns, again, not connected/not shown as available/no bonus. Is it a feature I'm not aware of?
 
Thanks for the Blue Marble. Pretty cool that you heard me. I appreciate it very much.

Also, great work on the towers in "C". The absolute key to making the mod more and more fun is creating very deep differences in playstyles between the civs and making the AI take advantage of them too. Nice work. Merry xmas to you too.
 
1. I've checked the settings to make sure but my game isn't spawning any animals despite the no animals option not being set. Although I am using other probably lesser used options:

Barbarian world (the world starting with barb cities option)
No settlers
No city razing
Thawing world
Think that was it...

I'm playing as the Elohim btw.

2. Oops 2nd bug wasn't a bug, just got confused at how incense doesn't get accessed until you have a certain tech. The bug above is still unsolved though.

P.S. I'm using patch c
 
@kevjm + demeryt

About Incense: you can build a Plantation on it with Calendar and it gives the gold bonus, but it won't show as a resource in the city screen until you get the required tech.... Philosophy, IIRC.
Not a bug, it's a feature :)
 
I have 1 thing:

1. My worker started working on Plantation on Incense (Normal speed, 7 turns), completed the thing in 1 turn but the Incense does not show as connected (it's within cultural borders of course, but outside a city's fat cross). I destroyed the plantation with my Warrior, started again, this time it was complete after 3 turns, again, not connected/not shown as available/no bonus. Is it a feature I'm not aware of?

Incense requires Philosophy to use.
 
2. I've built + connected a plantation in my cultural borders but still don't have incense. it's outside any of my city's working radius and inside an enemy's (barb) city radius. The problem has persisted for several turns.
I should probably do some playing around with worldbuilder to see if I can fix/diagnose the problem and if I do I'll update this post.
Check the left of the three resource columns too, it might be there. Incense was changed to not grant happiness except with a temple, so it doesn't show up in the right-hand column until you have a temple. But you do get +1 happiness for each temple, so you could get it to +6 in theory (7 religions but Order and Veil can't co-exist -- or is it 5? Can Empyrean and CoE co-exist?).
 
I believe that none of the civic bonuses applied to specialists are working. Neither Guilds or Scholarship were granting an actual bonus to culture or research, although they are displaying a bonus on the city screen. (using C)
 
Check the left of the three resource columns too, it might be there. Incense was changed to not grant happiness except with a temple, so it doesn't show up in the right-hand column until you have a temple. But you do get +1 happiness for each temple, so you could get it to +6 in theory (7 religions but Order and Veil can't co-exist -- or is it 5? Can Empyrean and CoE co-exist?).

Only Temples of Empreyan, Overlords, Order, and Leaves grant incense happy. Gems is required for Kilmorph, Reagents for Veil (I think), and Esus has no temple, afaik.
 
When casting "for the Horde" being in war with barbs your newly gained orcs in barb cities kick out other defenders and capture cities.
Edit: Even Barbatos can be kicked out from the Broken Sepulcher.
 
Immobile Acheron, that's no fun? Can't you just use a negative movement promotion and have it removed when he changes teams? Sorry If I'm wrong, but I don't know this engine...
 
Playing patch c as the svartalfar (but that should have no bearing)
Game crashes when a sirdar unit attacks the peices of Barnaxus.
Save just before the crash occur attached. Of courseit may or may not happen depending on how Sirdar moves. Have had the crash moved in turns.
 

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