FfH2 0.30 Bug Thread

Patch f:
got the adventure event and chose the third option (take the best equipment)
the unit disappeared, I got the python popups listed below and the armageddon counter jumped from 0 to 100 :eek:

first python popup:

File "CvRandomEventInterface", line 93, in applyAdventure3

RuntimeError: unidentifiable C++ exception
ERR: Python function applyAdventure3 failed, module CvRandomEventInterface

second popup:

Can't find type enum for type tag PROMOTION_JADE_RUNE
 
Patch f:
got the adventure event and chose the third option (take the best equipment)
the unit disappeared, I got the python popups listed below and the armageddon counter jumped from 0 to 100 :eek:

first python popup:

File "CvRandomEventInterface", line 93, in applyAdventure3

RuntimeError: unidentifiable C++ exception
ERR: Python function applyAdventure3 failed, module CvRandomEventInterface

second popup:

Can't find type enum for type tag PROMOTION_JADE_RUNE

I had a similar bug - the unit about to go on the adventure was a grigori adventurer. Chose the third option, and all of a sudden the unit had several billion points of strength, according to the mouseover tooltip. The game froze when selecting the fortunate(?) adventurer, though.
 
Not sure if it is intended, but:

I can only spread CoE when it is statereligion. Makes it impossible to run CoE as secondary religion to earn some money...:cry:

Building the Mines of Gal-Dur enables Iron-Weapon-Promotions, even without smelting! :eek:
 
More accurately, ANYTHING that directly grants a metal resource will give weapons of that type regardless of tech.

i.e. Basium will have Iron weapons from his Palace even if you summon him before you have Smelting.
 
Eaters of Dreams can depopulate cities way down into the negatives, at least while the city is revolting just after having been captured. (I didn't try under other conditions.)

Ended up with an enemy ex-capital at size -15, and several dozen wraiths.
 
The "Random Number Seed" gets changed on load. it gets changed consistently, meaning that a load from a save will always cause the same events afterwards, but they are unlikely to be the same events as the original if play continued past the save point.

This is actually a bother for people who don't abuse reloads to get desired effects, I rely on the consistency to be able to dump out of the game without worrying about having things change on me.
 
Council Voting

patch f as Bannor

the UN voting system I got with Empyrean doesnt work for my civics motion - passed to allow public healers. Keelyn was on the councli and had it as state religion, yet still used sacrifice the weak civic

Also I took on public healers after making the vote even though i had not got the technology for it.
 
I decided to try a game at Marathon setting for the first time.

I was really surprised during early exploration to come across a Clan LIZARDMAN on turn 18!

I just cannot possibly see how he could get one so fast. Even getting REALLY lucky with a couple of goodie huts, wouldn't he still need to build a Hunting Lodge and then the Lizardman? Units in Marathon take 50 turns to build!

Is there some event (I didn't see one) that would cause him to get this unit so early???
 
I decided to try a game at Marathon setting for the first time.

I was really surprised during early exploration to come across a Clan LIZARDMAN on turn 18!

I just cannot possibly see how he could get one so fast. Even getting REALLY lucky with a couple of goodie huts, wouldn't he still need to build a Hunting Lodge and then the Lizardman? Units in Marathon take 50 turns to build!

Is there some event (I didn't see one) that would cause him to get this unit so early???

Had the clan casted "For the Horde" yet? If the lizardman spawned to guard a jungle ruin or something, I could see the Clan gaining a couple quite early.
 
Late Days option. (does not work as intended)
patch f , but similar in other patches.
It is several times now that we try to reach high Armageddon counters, without success, and I feel it as a bug as in solo it goes fast, in multiplayer it is way too slow.

setup:
Multiplayer, direct IP.
3 human beings (1 good, 1 neutral, 1 bad), 5 AI, for a total of 3 evils, 3 good, 2 neutral.
I have set up: Standard size, Quick game, Advanced start with 3000 poinst(!), Living Word, Raging Barb., Barbarian World, End of Winter, Late Days, agressive AI
The 2 neutral goes evil by adopting AV early in the game, for a total of 5 evils with AV and 3 goods.
We all try to increase as much as we can the counter
Starting at 15h30 and finishing at 3h30am (total 12 hours of game!), we reached 40 only before giving up.
This is our 3rd try for reaching high counters with the same settings, always the same result: Late Days or not, it is exactly the same... after about 10 hours of game, we are between 30 to 40...

What we saw:
- the Late Days option does not work. the counter does NOT double when something should change it. Ex.: creating a wonder that "officially" gives +2 for the counter, gives +2 and not +4.
- having 2/3 of a map with burning sands, AV in 2/3 of the civs does not affect much the counter.
- the Evils crushed the Mercurians, then Capria, then the Kuriotates, and we finished the game with only 40... with as much as possible razed cities


Is the option "Late Days" enabled, or is it reserved for later versions?
 
patch f
pyre zombies don't appear to be causing collateral damage, atleast when attacking. there is definitely no message indicating collateral damage was done, and none but the unit defending ever shows any harm. was this changed and i missed it? my searches found nothing.

i'm afraid i haven't been paying close enough attention to know if the reverse is working, that is if pyre zombies are causing collateral damage when they die while defending. i'm betting no. but i try not to stack them, and can't get the AI to attack one anyway, so i doubt ill find out.

patch e
Another funny behavior *Seems* my hidden nationality units loose the ability to heal outside my borders. when i first built them i swear i was able to heal them in neutral or enemy territory, but after a awhile the icon suddenly vanishes. I thought at first some mana type might be preventing me from healing in my enemies territory but for 2 things, i couldn't heal in neutral territory either, and the AI wasn't building mana nodes(besides, i've always seen the option it just reports something ubsurd like 30 turns to heal)
i, however was building mana nodes. maybe something really hinky with the bonus/penalty system for death and body mana?...

no afflictions to them to prevent healing. it was with multiple types of units, all hidden nat, (the three giants, some assassins, and a night watch).guess if i were smart i would have declared nationality and seen if they could heal then, but since patch f broke the save games...
my searches found nothing, which is pissing me off cause i know i saw someone else mention it.
 
In patch f, the shrine of the champion wonder doesn't always work. For units that receive a free promotion already like adepts or melee units when the player has the aggressive trait you don't get an additional free promotion from the wonder. It works fine for other units.
 
030f: when boarding party successfully attacks a ship from the land the ship moves to the land tile and the boarding party to the sea. Single ship and single BP.
 
Okey, today I was to test the Infernals, not to play, just to test how it works. Things I don't like with the conversion was that, the game suddenly didn't wait at the end of turn and my right click menu option didn't work, although they where on in the options. It worked again by deselect them and then later on select them. Strange. Then my first battle with the infernal looking longbowman and I saw that he have strange arrows, so should it look like this or is it a bug somewhere involved.
 

Attachments

  • StrangeArrows.JPG
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Coves can be built next to each other.
Spoiler :
coves.JPG


Maybe there is a check for cove but not for harbor and port.
 
Okey, today I was to test the Infernals, not to play, just to test how it works. Things I don't like with the conversion was that, the game suddenly didn't wait at the end of turn and my right click menu option didn't work, although they where on in the options. It worked again by deselect them and then later on select them. Strange.

I've just had the same experience, I fixed it by saving and reloading.
 
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