FfH2 0.30 Bug Thread

Using patch e:

BUG 1:
When you force liberty or public healers with the overcouncil and later switch to undercouncil or no membership, the restriction stays.
The other civic options are displayed correctly and you even get forced out of liberty/public healers if you don´t have the necessary techs, but you cannot revolt to any other civic in Compassion and Cultural Values.
The game simply seems to ignore it if you click the revolution button.

BUG 2:
If you are the only member of over/undercouncil a resolution needs 0 votes (instead of 1) to succeed. This is annoying, because it means you cannot revoke a resolution even though you are the only voting member.
Similarly a resolution should need 2 votes to succeed instead of 1 if there are two members.

BUG 3:
The slave has fled from your lands event does not work correctly. He never leaves: This python error gets displayed:

Spoiler :

Civ4ScreenShot0022.JPG


BUG 4:
The adventure event caused my civ to lock up when it happened to a Grigori hero, who was not upgraded yet.

BUG 5:
It seems as if in FFH2 there are still the standard Bts bugs regarding resource trading with AIs and workers building forts on perfectly good tiles inside the city radius. Bhruic fixed those in his official patch, it would be nice if the fixes would be added to FFH2 as well.

BUG 6:
I can confirm the scarcity of reagents under the blessings of Amatheon option. In four games I never had a single source of reagents on the map.
 
Certain events seem to not work. The event where you can do human testing to get extra health (-2 unhappiness, 90% chance to make all your cities 2 healthier forever) failed twice, and the event where you have a 67% chance to get a sage in your city, and 3 health in the city failed. While there is some chance that all these would fail, the odds are pretty low. anyone else have problems with some of the events working?

I got the positive result from all of those events, so you just had bad luck or didn´t notice the health bonus from the testing event (It´s filed under civilization I think).
 
I'm pretty sure it's been mentioned but I was playing a game next to the Svartalfar and at one point in time I was getting swarmed with Alazkans left and right. I killed about a dozen and got so fed up that I went into the Worldbuilder and deleted about two dozen more all spread out.

One mirror image is fine but this is ridiculous.
 
Loki is still killable, read kills himself with a single enemy. Is this intentional? He never got hurt in my 0.25 games.
 
playing .30 patch "e"... And somehow, mana nodes that I build are randomly disappearing... for no reason at all. I have workers leave old improvements turned on. For example, I have the tower of the elements built... but zero fire mana. Not sure what is causing this.
 
playing .30 patch "e"... And somehow, mana nodes that I build are randomly disappearing... for no reason at all. I have workers leave old improvements turned on. For example, I have the tower of the elements built... but zero fire mana. Not sure what is causing this.

Did they turn back into raw mana nodes? If so, the Amurites cast their World Spell.
 
playing .30 patch "e"... And somehow, mana nodes that I build are randomly disappearing... for no reason at all. I have workers leave old improvements turned on. For example, I have the tower of the elements built... but zero fire mana. Not sure what is causing this.

Is it possible that an AI has some invisible units that it's usung to pillage them?

how about a world spell:
Amurites- Arcane Lacuna: All the players Arcane units gain 1xp per upgraded mana node in the world, all mana nodes revert to raw mana.​

now for a bug report:
for elven workers the mouseover for all improvements shows yields as if the forest on the tile would be removed (e.g. +1 :food: -1 :hammers: for a farm on a forest tile). I use patch E
 
Playing as the Calabim: My vampires can't feed on bloodpets.
Undercouncil: The resolutions enabling the gambling ring and the smuggler's port don't work - or am I doing sth wrong?
 
not sure if previously mentioned, but casting "reform city" can give you a 2nd city in an OCC game. Maibe turn off the spell completely for OCC?
 
The religion civic is not giving me +1 happy in cities with the state religion (runes)

**oops, Im an idiot, I researched it first but forgot to switch**
 
Patch "f" is linked in the first post. It will break save games and it fixes the following issues:

1. Fixed an issue that can cause civics to be enforced even if the players isn't a member of the Overcouncil.
2. Fixed the Slave Escape and Slave Revolt events.
3. Domination can no longer capture multiple copies of the same unit.
4. Fixed an error in the Adventure event.
5. Fixed a CtD caused by capturing Hidden Nationality units through setXY (usually caused when capturing a city with a privateer/pirate in it).
6. You can no longer duplicate equipment by picking it up with a group.
7. Fixed the affinity bug (thanks to Snarko!).
 
Just noticed this with Patch "e", and I don't think it was caused by any of my tinkering with the game (I haven't touched the relevant files): In single player custom game, Auric Ulvin seems to be playable. Haven't tried playing as him yet, but I'm pretty sure that's a bug. :)

He doesn't seem to show up in the list of playable civs in any other menu.
 
Are you sure it was for the player and not the AI? And did you have unrestricted leaders on?
 
Adventurer archmages did not receive free promotion from mage to archmage. I thought I saw it posted this was fixed. Still broken as of 12/31/07.

Also, I was over 83 XP, therefore, hero capped at 100/101 and never received tier 3 spell. Since they are adepts and heros, shouldn't 100 xp cap be removed so that arcane xp continues?
 
did a search, didn't find anyone else mentioning this so....

i noticed after doing a sanctify on ruins, that the armeggedon counter didn't go down. however i also noticed the next turn it dropped several points. the answer was quite obvious but it wasn't until i noticed my mind mana wasn't showing up that i put it together. the display is only updating after certain actions.

it seems to update just fine after leveling a city to the ground, but is not updated when a new mana node is built or when sanctify is cast. these changes are only shown after you end your turn, well the begining of the next turn.

The simple solution is to manually toggle the scores on and off if you want to double check that your action affected the counter. But this is atleast part of the reason why certain actions don't seem to lower the counter.
 
Are you sure it was for the player and not the AI? And did you have unrestricted leaders on?

Seeing as how I just played through a complete (but very short) game as Auric Ulvin of the Illians, yes, I'm pretty sure. ^_^

Speaking of which, his palace gives +4 XP to all melee units created at his capital. Since he has Charismatic, this means all his melee units start at level 3.

Hence, it was a short game (Duel size map). :D
 
Here's a really game-breaking bug: Sanctuary, the Elohim's world spell, can be resisted. However, units that resist the spell become immobile within the Elohim's territory for 30 rounds... they cannot move, they cannot attack, but they CAN be attacked. Sitting ducks is the word.

edit: CIV4SpellInfos.xml says:

Code:
			<bResistable>
				0
			</bResistable>

for Sanctuary, so something with the implementation of resistance is broken. It was cast on a whole bunch of units, some of whom were built in the city with the bone palace (50% magic resistance).
I've encountered a possibly related problem:

Heal spell does not effect magic-immune units (such as the Golden Dragon). So the Dragon can still get disease, but resists all attempts to heal it.
 
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