FfH2 0.30 Bug Thread

I have encountered an oddity with the incense resource. In some games i dont get the resource although i do have an plantation with road acess, in a previous game i even had 3 and still didnt get the resource. :confused:
I'll attach a savegame of my current campaign.
 
Sarisin, the event you speak of is the Overcouncil sending help. It can create a few Radiant Guards for a member state that is at war with (I think) any non-Council civ. How many guards are you seeing?

Elven Champions... I dunno.

Thank you for your response, PyrO. Yes, that is the event, but it just seems like there have been too many Radiant Guards wandering in the lands of my neighbor and friend, Ethne the White. There have been constant wars going on, but I'm wondering if there is a limit to this event. Something like one Radiant Guard per event? Anyway, I saw no announcement of the event, but I am sure that is what is giving them to the Elohim. But, how long and how many does the event give???
 
I have encountered an oddity with the incense resource. In some games i dont get the resource although i do have an plantation with road acess, in a previous game i even had 3 and still didnt get the resource. :confused:
I'll attach a savegame of my current campaign.

I got a "Failed to Uncompress Data" error message when I tried to view your savegame. Thanks for showing that SAVEFILE site though!:)

Anyway, I'm guessing you have not yet researched the Tech Philosophy so that the Incense resource will function in your game.

This question comes up the most in the game, and I suspect a game popup of some sort would be helpful.
 
I have been playing 030f tonight as the sheaim. I built a planar gate in my second city on turn 120. I already had a mage guild in there and immediately built a temple of the ashen veil next. about 30 turns after that i built a carnival. it has been 110 turn since I built that planar gate, the AC is at 29 and not one creature has walked thru the gate. i am playing with the no compact option on which the description says will stop hyborem or basium from entering the world, but is this stopping my creatures from coming thru my planar gate as well or is this a bug?
 
Thank you for your response, PyrO. Yes, that is the event, but it just seems like there have been too many Radiant Guards wandering in the lands of my neighbor and friend, Ethne the White. There have been constant wars going on, but I'm wondering if there is a limit to this event. Something like one Radiant Guard per event? Anyway, I saw no announcement of the event, but I am sure that is what is giving them to the Elohim. But, how long and how many does the event give???

I've only had it once, when I was in a long war with Faeryl Viconia (AV) as Grigori. It gives 3 options, one of which is to have them send Radiant Guards to your capital. I think the tooltip said it was 2 or 3 of them, so just a few. I ignored it because I already had Dragon Slayers (Champion uniques). One of the others for me was a free Valor promotion for all units, and I forget the third.

Also, wierd graphical problem/model problem for the Courtesan in my current game.
Spoiler :
courtesanvi9.jpg

And yes, I know that knight is ungodly powerful. That's what happens when a Hero scout manages to survive until endgame :D
 
I got a "Failed to Uncompress Data" error message when I tried to view your savegame. Thanks for showing that SAVEFILE site though!:)

Anyway, I'm guessing you have not yet researched the Tech Philosophy so that the Incense resource will function in your game.

This question comes up the most in the game, and I suspect a game popup of some sort would be helpful.

Thanks for the info, im using a german game client, might that cause problems in uncompressing ? Indeed i did not research philosophy, id never came to the idea of combining this with incense, the (bug) is that if you hover incense it doesnt tell you you need philosophy, it does when you hover a reags resource and tells you you need knowledge of the ether.
 
Here is the save before a very strange event. Garrym summons Basium, and they both declare war on Hyborem. Then they declare war on themselves! A message came up saying Garrym Garr/Basium has declared war on Garrym Garr/Basium! How odd is that? And all their units got kicked into my or my allies land.
Edit- The first is several turns before the incident, the second is the turn before.
Doubleedit- And the IT afterwards gets stuck on "waiting for civilizations"- not frozen, it just wouldn't get back to my turn.
 

Attachments

Clan of Embers, Sheelba, tiny world, prince, and um... :eek: ... AC of 100, the four horsemen and the avatar of wrath... on turn 52 :eek: . Minding my own business, la dee da and all that, all quiet up to turn 51. Turn rolls over, elohim hero (random event spawn, lucky guys) is able to go on an adventure. That same turn (or the turn after), whap, AC of 100, and the five munters of barbarianess :crazyeye: .

Phew, glad im at peace with the barbs! :lol:

Sorry, only save on turn 52, after it happens :rolleyes: wasnt expecting this haha... Maybe an early conquest victory is in the bag? hmm :D

2030f
 

Attachments

You can't select stacks of hidden nationality troops. Which makes moving them around a royal pain.

This isn't a bug. They can't allow players to group hidden nationality units without creating other more sever problems, CTD's, etc. So there is now no grouping of these units.

Best wishes,

Breunor
 
Clan of Embers, Sheelba, tiny world, prince, and um... :eek: ... AC of 100, the four horsemen and the avatar of wrath... on turn 52 :eek: . Minding my own business, la dee da and all that, all quiet up to turn 51. Turn rolls over, elohim hero (random event spawn, lucky guys) is able to go on an adventure. That same turn (or the turn after), whap, AC of 100, and the five munters of barbarianess :crazyeye: .

Phew, glad im at peace with the barbs! :lol:

Sorry, only save on turn 52, after it happens :rolleyes: wasnt expecting this haha... Maybe an early conquest victory is in the bag? hmm :D

2030f


This happened because of the adventure for the Hero unit. The adventure has an error that breaks the code and will send various numbers VERY off course, in your case, the AC. Should be fixed in patch G.
 
1. The Avatar of Wrath was killed in the city he was guarding when the city culture flipped to me. :D

2. It seems irrigation can't spread on hell terrain. It's possible to build farms near fresh water, though.

3. Your unit's can't heal in enemy territory, if you own entropy mana. Had to "generously" trade it away to get rid of it. :satan:

4. I'm not sure, but I think if your summoned units become killed in enemy territory it raises the war weariness of your people. That would be really bad, because I'm using them for softening up the enemy.

5. When I attacked the four horsemen I realized that only their attack strength was going down. Defense stayed at its original value. Seems only a visual bug, because my odds became better with every skeleton attacking them.

6. It's impossible for living units to overcome fear without courage.

7. Even your best friends are attacking you with their hidden nationality units (especially privateers). Annoying, if you only want to send a great merchant. I lost an entire fleet to the privateers of another nation which requested my help in the first place.

8. Unique improvements should be indestructable by workers.
 
I found my problem. Hyborem has a permenant DP with Garrym. They cannot go to war with each other, even if you set them at it in worldbuilder.
 
Mind mana seems to be giving way more of a boost than it should.

I looked at a bunch of my cities and calculated it out that each mind mana was giving me a 162% increase in research. In real terms it meant a city with 204.75 research (after % bonus from buildings - mind mana seems to calculate an increase based on the base research points and then add it on after the percentage gain is calculated) was instead creating 583.83 with 2 mind nodes (394.29 with 1). On a smaller scale a city with 3.6 base points was producing 15.26 research points with 2 mind nodes and 9.43 with 1.

Anyone else notice this? I'll admit I have changed the xml a little, but all I did was increase the number of cities available via the sprawling trait by 2 since I play on huge maps a lot and the limit seemed a little low for them.

EDIT: was playing huge/marathon so not sure if that might have had something to do with it.
 
4. I'm not sure, but I think if your summoned units become killed in enemy territory it raises the war weariness of your people. That would be really bad, because I'm using them for softening up the enemy.

Actually, if that happens with fireballs that might explain a strange behaviour I recently noticed. My war weariness rocketed a few turns after starting a war and I had to completely rechange my civics to adapt to that (even taking despotism). I used an huge amount of fireballs and meteors, and I now suspect the AI might consider them as units "defeated" in combat -which might afect war weariness. I don't know how the war weariness works, though. Does it make any sense?
 
This happened because of the adventure for the Hero unit. The adventure has an error that breaks the code and will send various numbers VERY off course, in your case, the AC. Should be fixed in patch G.

I had the same problem and got some funky outcomes, with any infinity moving Severous that could not attack but did have unlimited pillage. hahaha

When will patch G be released?
It seems that further patch releases on 0.30 have been suspended and work is focused on 0.31. All of which is fine with me, just like to know.

Cheers
 
This is probably NOT a bug or maybe an unintended consequence:

My son was in for the three day weekend. He played the Bannor, got the Order. He attacked the Hippus, who had a lot of techs. the techs weren't available on the diplomacy screen. When we went into t he screen determining which techs were available, all of the Hippus techs were listed as 'cannot be traded'. Usually, when you are at war, the techs are listed as available to be traded. These techs were not precluded by pre-requisites.

Our guess was that the issue was the undercouncil. The Hippus were part of the undercounsel, and I suspect there was a resolution barring trading techs to the good guys.

So, the question on the table is whether an undercouncil vote should override a potential peace treaty. The Hippus were getting the bleep beaten out of them (my son is better than I am!), there could be an argument that peace treaties should override this; but I can also see it being logical that it wouldn't. I just wanted to point it out.

Also, I wanted to report that he is playing on a huge map and is NOT having the performance problems we had before -- something in patch F must have fixed it.

Best wishes,

Breunor
 
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