FfH2 0.30 Bug Thread

Hi.

I'm playing patch "e" right now (didn't install "f" dueto breaking save-games) and I have a problem. When I trained my druid and gave him the Nature III promotion I noticed I can't cast any spells that need Nature II (such as guardian vines or poisoned blades). However, another druid that happened to be trained with only 4xp (so he only had Nature II) could cast guardian vines but when he gained the one missing xp point, he lost the ability to cast the Nature II spells, just as the other druid. Can that be fixed somehow? Or is it fixed in "f"? I'd really love those guardian vines coz' I want to try the Tower victory, which iirc causes everyone to fight you.

Also another strange thing. When I conquered the capital city of the Khazad (Khazak) I noticed 4 Golden Hammers in the city and... 13 free engineer specialists. How on Earth did that happen?
 
I'm playing patch "e" right now (didn't install "f" dueto breaking save-games) and I have a problem. When I trained my druid and gave him the Nature III promotion I noticed I can't cast any spells that need Nature II (such as guardian vines or poisoned blades). However, another druid that happened to be trained with only 4xp (so he only had Nature II) could cast guardian vines but when he gained the one missing xp point, he lost the ability to cast the Nature II spells, just as the other druid. Can that be fixed somehow? Or is it fixed in "f"? I'd really love those guardian vines coz' I want to try the Tower victory, which iirc causes everyone to fight you.
So just to be sure:
You know you can cast poison blade only when there are recon units on your tile that haven't the promotion yet?
You know that you can have only one guardian vine per druid? Once you reach the limit you can't cast the spell unless one of the vine dies.

Also another strange thing. When I conquered the capital city of the Khazad (Khazak) I noticed 4 Golden Hammers in the city and... 13 free engineer specialists. How on Earth did that happen?

I think you confused them with the lurchip.
And this is the effect of their world spell.
 
Don't forest tiles with lumbermills get +1 commerce from rivers ? It should work the same way with cottages.

Well lumber mills do give +1 commerce when placed at a straight part of the river, but not when placed at a corner of the river.
If you give cottages +1commerce near rivers every cottage would gain one more and not only the ones in forests gain the "lost" on back. So forest cottages would still have one less.
 
I think you confused them with the lurchip.
And this is the effect of their world spell.

I'm absolutely positive those were Khazad - the leader's Kandros Fir and I didn't fight golems on my way. Even the name of the city I found the hammers in (Khazak) fits. I really wonder how it could've happened. And too bad I couldn't take the 4 golden hammers left to my other city to support production. The unit which picked the hammer up couldn't drop it in the city :/

So just to be sure:
You know you can cast poison blade only when there are recon units on your tile that haven't the promotion yet?
You know that you can have only one guardian vine per druid? Once you reach the limit you can cast the spell unless one of the vine dies.

I didn't know that, thanks! I guess that info should be in the pedia though.
 
I have been playing FfH for a while. I love it. I have updated to 0.30 patch f and suddenly it is crashing just as I get into gameplay from the menus. I've updated my drivers for the video card and DirectX, also redownloaded and reinstalled the mod twice all to no avail. Is there any reports I can run and post to get some help? Is this only happening to me? I dunno... I'm just freaking out, I NEED MY FFH FIX!!!! Can anyone help me?

Adam:cry:
 
bit more detail on a issue ive seen a few times in various guises ...

Playing as Bannor, patch f

The requirements for units are not being displayed correctly on screen or in the pedia.
- In the pedia the axeman apparently requires only the bronze working tech, yet he cant be built in any of my cities (i dont have access to metal, nor do I have a training yard - expect this is the actual requirement)
- On hovering over the greyed Horseman icon in my city screen it apparently requires me to have 'Nightmare' to build, even though i have horses already. This is supposed to be stables rather than nightmares, and they are buildable once I have stables


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Also, Hawks cannot rebase to a hunter, they have to be picked up at a city (different from before in FfH so unsure if this is intentional or just a bug)
 
also i noted that the blinding light spell can only be targeted against enemy units (though i have not had a chance to use it yet)

can this not be applied to the Wither spell to stop this affecting my own units? I think the current working of it is very flawed



========
- further on the Withered spell ... how come this one can not be cured in the pool of tears?!
 
For the guild of nine event, the mercs that I get don't seem to have the promotions promised in the event (like the Adept not getting Water I promotion automatically), sometimes they did get the Morale promotion when bought into the city with the Ride of the Nine Kings.
 
Flesh golem is able to have different metal weapon promos simultaneously (I got bronze and iron), each increase its strength.
 
For the guild of nine event, the mercs that I get don't seem to have the promotions promised in the event (like the Adept not getting Water I promotion automatically), sometimes they did get the Morale promotion when bought into the city with the Ride of the Nine Kings.

All units get the morale promotion when entering the city with the Ride of the Nine Kings, so I that is independent of anything related to the Guild of the Nine.

Many other people on the forum here have reported issues about mercs being purchased not having promised promotions, so hopefully that is a bug that will get fixed soon...
 
When the Avatar of Wrath comes into play, instead of 60% of world units becoming barbarians and being summoned to him, these units just receive the enraged promotion, thus making this event much less dangerous. Is this working as intended ?
 
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.

I'm using patch f and have the same problem (also I can build over the nodes with other nodes now - is that intended)
 
Playing a game as Mahala tonight, in 120 turns the Chaos Flare event came up 6 times (i was in living world) but all 6 times only the second option do not enter the flare was available the first option was always greyed out. my curiousity is peaked, has anyone ever been able to enter the chaos falre or is this a bug? if you can enter the flare what is the prerequisite?
 
The Alazkan Assassin hero bug was reported earlier -- just confirming it still happens. Basically, Alazkan keeps showing up every now and then, with Alazkan attacking my units and eventually getting itself killed. This got annoying enough I dumped the game I was running.
 
In my recent MP game (0.30e), Amelanchier (in team with Rhoanna/Basium, they all had the fellowship religion) attacked me with Shadows. I thought that you could only build shadows with Council of Esus.

I don't know, but a possible reason could be, that he upgraded a recon unit within the borders of his vassal (Faeryl with CoE-religion) :confused:
 
The Alazkan Assassin hero bug was reported earlier -- just confirming it still happens. Basically, Alazkan keeps showing up every now and then, with Alazkan attacking my units and eventually getting itself killed. This got annoying enough I dumped the game I was running.

He can make an Illussion mirror of himself you know? Or is he making more than one in a turn?
 
Hi !
Three issues with the Lanun civ (sorry if it has already been escalated) :
- the Pirate Coves can be built within 3 tiles of a Pirate Port or a Pirate Harbor : but it is claimed in the pedia that a Cove can't be built within 3 tiles of another Cove.
- Boarding promotion :
When a unit with this promotion attacks a ship, the combat odds are not displayed.
- Capturing a ship :
When a ship is captured, it is moved to the tile where the Unit that attacked the ship was coming from. The problem is that the Unit that captured the ship moved to the tile where the ship was, and is therefore standing on the water ! IMHO, the Unit should stay on its tile.

Anyway, FFH2 is a great great game !!!!
 
Playing on patch f.

Khazad mines built by dwarven workers can be pillaged. Possibly intended, but the pedia entry says they shouldn't be pillage-able.
 
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