FfH2 0.30 Bug Thread

Pretty sure that's deliberate actually, or at least a direct consequence of forts and castles not acting as cities until they grow to citadels.
 
So it's deliberate - meaning I can bite the dust about this issue (of mine). Well, it will become a citadel eventurally.
 
This behavior was with Shadow patched to "e".

After completing the Purge the Unfaithful ritual some of my cities went into revolt. During revolt the tiles covered by the area of control of a given city decreased and put several mana resources outside the area of influence of my nation.

All this was expected behavior. What wasn't expected was that once the cities came out of revolt and "recovered" the mana resources they did not become "available" to my nation.

In order to regain access to the nodes in question I had to destroy the existing node and then rebuild it. Once rebuilt things functioned normally.

Any thoughts?

Cheers

Magus
 
No, other than to point out that it's a known issue. I think it's an unintended consequence of the code to revert them after culture flips (since you're not allowed to pillage your own nodes) not working as it's meant to.
 
I sent my Adventurer on an adventure with the best equipment available (20 something gold).

He didn't get a piece of equipment or levels, but he did get...

Strength: -5614xx...
Movement: 46xxx

Then civ locked up.

I seem to have a similar bug with adventure event when played as Grigori.
Just after "best equipement selection, CIV program didn't respond.

This event happens each time very soon in the game when with Cassiel, so it's not great trouble ! :shifty:
 
i have had some trouble with resources. I had two mana nodes, one enchantment and one fire within my cultural boundaries and connected via roads, that do not show up as available. They had the node built on them and everything. I have been playing ffh since before there were even mana types and i have never had this problem before.
 
Hi, I was playing Hippus and I killed a Pyre Zombie with (IIRC) a Stonewarden. My civics were: Overcouncil, Protect the Meek, Arete, Agriculture, Religion, and City States. I had not used my worldspell.

The only civ with Slavery was the Sheaim under Os-Gabella.

Is this a bug?
Running 0.30f, BtS, patched.

Edit to clarify: The slave was aquired on the tile where my Stonewarden killed a Pyre Zombie, so presumably the PZ was converted to a slave. Also, I was running Runes.
 

Attachments

You don't have to have the religion, just be a member of the Council, and if the slave trade has been voted on you can buy slaves.
 
But he says he was Overcouncil. He shouldn't have slave trade. Perhaps you captured the slave like capturing a worker?
 
I'm playing Patch f with Svartalfar.

When I upgrade a Faun that has the sinister promotion its power is displayed as 9/4. I don't know if its only a display bug or whether the defense is actually 4 (as I've been guarding them with rangers and using them as attack units) Some other split units seem to get inconsistent display of their attack vs defense strength as well. For example I've seen a hunter start a fight at 5/4 and be listed as 2.3/4 afterwards.

This has probably been mentioned, but is it normal for elven workers to be able to build farms, mines, plantations etc on jungle before sanitation?

I'm almost certain that I managed to delete Alazkan by disbanding his illusion the game before last. I haven't been game enough to try it again. (I've just been declaring nationality after attacking which prevents the AI from attacking you unless they actually want to declare war). He does seem fairly game-breaking against the AI.
 
In my one successful attempt to "steal", the object in question disappeared from the game entirely (not on my guy's possession, not in one of my cities, and absent on the list of wonders) and my Shadow's movement rate went from '3' to '1' (despite his mobility promotion). I slowly moved him back to one of my cities and nothing changed (so I killed him).

In my present game, the Ehloim (sp) made an excellent move and cast Sanctuary after I declared war on them and was moving a stack towards a poorly defended city; however, half of my stack was kicked out and the other half was trapped within Ehloim territory, unable to move for thirty turns. The stack total was maybe twenty units, before the split, if numbers may be the culprit.

PM or email me for questions or possible save files, as I don't follow this thread.

Jonathan
 
In the Mercenary event where you get a choice of a champion or an assasin, the assasin provided does not have hidden nationality. This happened twice for me in 2 separate games..
 
I sent my Adventurer on an adventure with the best equipment available (20 something gold).

He didn't get a piece of equipment or levels, but he did get...

Strength: -5614xx...
Movement: 46xxx

Then civ locked up.

The same choice for this event made my civ4 lock up once too. Another time, when I chose the same option all went smoothly and the hero got a very small amount of xp (2 if I remember right).
 
0.30 patch f as Lanun

I cast the withered spell in a city I owned (just because it was highlighted and a new spell to play with) and it gave the withered promotion to all units in my city. There were no enemy units around so this had no benefit, and I could not get rid of the negative promotion.

I could see this promotion improved in a few ways ... making this either:
- castable only on enemy units (either with or without the targeting system from 0.25)
- having a 5% chance of wearing off per turn
- doing a small amount of damage, removed after unit is fully healed

yep, same problem with the Clan. Enemies actually resisted my Withered spell more than my own units >_<
 
0.30 f. Debating the guy criticizing your administration, and getting the happy faces, still wipes out any hammer progress in your capital. I lost The Bone Palace because of that. :(
 
0.30 f. Debating the guy criticizing your administration, and getting the happy faces, still wipes out any hammer progress in your capital. I lost The Bone Palace because of that. :(

yeah, that event is very annoying, luckily I have an autosave for every turn so I can reload
 
- elven forest cottages do not gain +1 commerce when adjacent to river, this does not seem right.
No forest tile gets the +1 commerce from rivers.
Thats a vanilla civ thing.(Which really makes me wonder why?)
 
Back
Top Bottom