FfH2 0.30 Bug Thread

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

I think that you should be able to trade techs when this vote is passed, but that doing so would kick you off the council and give a diplo penalty with the other Undercouncil civs. The AI should only do this in extreme situations (like when they are about to be destroyed and need peace!)

That said, are you sure you didn't have No tech trading or no tech brokering turned on? I've never actually noticed being unable to trade techs after this vote passes, and didn't think it was working.
 
Patch "g" has been linked in the first post. It will break save games and it makes the following changes:

1. Resolved an issue where some civ specific buildings can be captured on culture flips (like dwarven vaults).
2. Dissent event doesn't remove city production anymore.
3. The AI will build Acheron now (most troublesome monster ever).
4. Spells that reduce population can no longer drive cities into negative population.
5. Fixed an error with the Adventure event that could break units and cause CtD's.
6. Fixed an issue that could cause entire stacks to flee from fear/withdrawal/immortal instead of just the effected unit.
7. Fixed the Shrine of the Champion for the Malakim, Svartalfar, Infernal and the Illians.
8. Fixed the issue where Free Promotions can sometimes be lost if promotions are granted through other means.
9. Fixed an issue that caused the AI to sometimes destroy equipment instead of capturing it.
10. Added the Centaur Archer (Kuriotate only, Horse Archer replacement, art by AA).
11. Added the Cenatur Charger (Kuriotate only, Knight replacement, art by AA).
12. Added 12 special Falamar events.
13. Added the Balseraph Performers event.
14. Added the City of a Thousand Slums wonder (increases the plot radius of the city to 3, idea by Kol.7).
15. Added a Lanun Harbor (Lanun only, as a Harbor but grants -10% maintenance and +25% naval unit production) (woodelf).
16. Added the Amurite Trial event.
17. Added the Malakim Pilgrimage event.
18. Added the Calabim Sanctuary event.
19. Added the Khazad Forge event.
20. Added the Demonic Citizens building (given for free in all infernal cities, prevents all unhappiness and unhealthiness) (loki).
21. Added the Pestilence event (random, requires at least 40 AC, reduces the population of all non-infernal cities, damages all living units) (loki).
22. Added the Warrens building (Clan of Embers only, doubles all living units built in the city, doesnt effect heroes, national, siege or naval units) (Nikis-Knight).
23. Added the Hunter event (Deal).
24. Added the Market Theft event (Crime).
25. The Svartalfar can no longer build Siege Workshops.
26. The Mother Lode world spell now gives 25 gold per mine and has a 10% chance to transform each flatland the player owns into a hill.
27. Citadels don't act as cities anymore (stops boat on land confusion).
28. Lanun Palace loses its +25% Naval unit production (ability move to the new Lanun Harbor).
29. Removed the Fire requirement from the Citadel of Light.
30. Gurid is 15% less likely to climb skyscrapers and swat at biplanes.
31. Reevaluated all the Event chances (adjusted the rariety of each to be more appropriate).
32. Raze Cost Per Population Over increased from 3 to 5 (so razing doesn't increase the AC as much) (loki).
33. March of the Trees now requires Way of the Forests tech (to stop early trent rushes).
34. Earthquake unfortifies all non-flying units within range (Nikis-Knight).
35. Seraph min level reduced from 12 to 6.
36. Reduced Settler cost from 160 to 120.
37. Added 20 new pedia Concept entries explaining various new features in FfH.
38. Added feedback to many of the events (ballon popups to tell you how events ended).
39. Added txt strings for Kontrollator (german translation).
40. New Ghost model by C.Roland.
41. Updated Sidar Warrior and Sidar Scout skin by C.Roland.
42. Added the FfH Manual by Grey Fox (thanks Grey Fox!).
43. New Nightwatch and Shadowrider art by C.Roland.
44. Chugginator's awesome Nazgul model (the old Shadowrider) moved to the Death Knight model.
45. New Sphener model by seZereth.
46. Building requirements are now listed correctly on the unit pedia pages.
 
I think that you should be able to trade techs when this vote is passed, but that doing so would kick you off the council and give a diplo penalty with the other Undercouncil civs. The AI should only do this in extreme situations (like when they are about to be destroyed and need peace!)

That said, are you sure you didn't have No tech trading or no tech brokering turned on? I've never actually noticed being unable to trade techs after this vote passes, and didn't think it was working.

My son never plays with these, I'll check with him but I'd be shocked if he used them.

Best wishes,

Breunor
 
I love the latest patch. It will make a great base for my modmod.

In my first .30g game I noticed that the free second unit provided by the new Warrens building does not start with any free xp or promotions from buildings or civics (I was cheating a lot to test out the new features quickly, so I know that Sinister, Dexterous, Spirit Guide, etc., only go to the first of the two units). I'm not sure if that is a bug though, or even a problem. Orkish armies aren't really know for being elite troops. More, weaker ones may be better; you necessarily need to change anything, but it would be best if the tips/mouseovers/civilopedia entry for the building made this clear.
 
Patch g
I received an event which allowed me to put a forge in the city but this happened before I had even researched the tech which gives forges and the 2nd
option was bugged as well as it allowed the non-existent forge to receive +1:hammers:.
Edit
A few turns later, I received the same event AGAIN and having chosen the 1st option the 1st time, Only the 2nd one is available this time.:crazyeye:
Edit2
Cottages etc. still upgrade at the rate of 2 per turn
 

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"30. Gurid is 15% less likely to climb skyscrapers and swat at biplanes."

:lol: :goodjob:

This is great news as I was building a squadron of Sopwith Camels. I just have to locate an Oil resource somewhere on the map.

Now, what about his twin brother, Marmaduke, or Marmalade, or whatever his name is?

PS. Still one of the my best FFH2 moments ever was when these two oversized monkeys appeared in my game!
 
"30. Gurid is 15% less likely to climb skyscrapers and swat at biplanes."

Yes I saw that too lol. Does it mean lesser size? Or only a joke? :p
 
Patch "g": (will break save games)

30. Gurid is 15% less likely to climb skyscrapers and swat at biplanes.

Finally, my biplanes will be safe :)
 
patch g
multiplayer, direct IP, LATE DAYS setting
8 civs= 2 human players, 6 are AI

After playing 4h00 hours and 187 turns in a QUICK speed, with 6civs out of 8 being Evil with AV, the AC counter is still at 19...
I had the same problem when trying with patch e and f a month ago, with games lasting up to 12 hours without being able to really see "the Late Days".

I am afraid this LATE DAYS option is not activated (in multiplayer).
Am I right?

p.s.: congratulations for the patch g ... the largest number of updates ever produced, is not it?
 
Playing a game as Lanun under patch g. Settlers now cost 220 instead of 160 (suposed to be 120). I know this is probably a small typo somewhere, but how do I fix it?
 
I ran a quick test Sandro and they seem to cost the same as everyone else. map size and game speed will scale the cost of units up and down. Try starting a new game with the same setting with a different civ and see how much the settler costs then.
 
hemispheres, standard size, normal speed. Settlers are 260 hammers in the 4 games I started. Bannor, Lanun, Calabim, and Khazad are all the same.
 
Kael, PLEASE put some restriction on the Luchirp world spell. Getting an engineer on turn 1 is absolutely BROKEN. Requiring Construction feels appropriate, as that is certainly one tech that the Luchirp will get. In addition, I would suggest you lower the wood golem strength from 6 to 5.

As it stands, I can win with Luchirp consistently simply by popping the hammer on turn 1, and using those great engineers to good effect. As far as wood golems go, considering they are as strong as swordsmen with iron weapons right off the shelf. Other civs will at best have swordsmen with bronze weapons, so typically its a strength 9 (6+empower 5) vs strength 8 (5+combat3). Add that Luchirp will build catapults also and there isn't much anyone can do to stop them.
 
I'm getting settlers costing 220 with the Clan, standard game size, normal speed, Pangaea map.
 
They cost 220 in my game - tried Lanun and Gregori so far.

Edit: Setting quick speed changes cost to 145.

I tried looking in the FfH Editor.xlsm, but there the iCost for Settler is 120 so could not see anything wrong there (not really sure what to look for either, gonna check the mod thread to see how to change such simple things)

Cheers,

Sandro
 
I am noticing some bugs regarding visibility and lack thereof with towers. Sometimes I park a unit on a tower, the extra visibility is extremely helpful when hunting animals and barbs. When I moved the unit off the tower (now upgraded to a tier 2) there is some tiles still visible around it, just a few mountain tiles near it. However when I moved a unit back to it, the fog of war didn't disappear, in fact my own unit is hidden by the fog now... I can still select him through the cycling of my active units, but if I fortify him, I can't ever select him again.
 
I suspect this must be a problem with my machine somehow rather than FFH, since no one else is reporting these issues. Also, apologies for a possibly redundant set of problems, but i can never find anything on search.

Weird things I'm experiencing:

(1) the model of the unit is not appearing in the Unit Info screen in the lower left. Everybody looks right on the map, but the image reverts to the default "scout", for example, on the unit close-up.

(2) Hawks can never rebase, and still have the default icons for "rebase" and "recon" missions.

(3) Far lesser of an issue: Wildlands seems only sporadically wild. Generally, not noticeably more animals than normal. Certainly nothing of the scale between normal and raging barbarians.

These issues appear regardless of map and faction played. Really, these are all minor, but it does make me curious what's wrong. I haven't tried re-installing. Are these reported bugs? Or my special problem?
 
They cost 220 in my game - tried Lanun and Gregori so far.

Edit: Setting quick speed changes cost to 145.

I tried looking in the FfH Editor.xlsm, but there the iCost for Settler is 120 so could not see anything wrong there (not really sure what to look for either, gonna check the mod thread to see how to change such simple things)

Cheers,

Sandro

I found before the patch they cost 260 so just assumed Kael had made a typo and that it should read "Reduced Settler cost from 260 to 220"
 
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