FfH2 0.30 Bug Thread

Someone had posted once before about an arbitrary 100 hammer that is added to the cost of settlers by the computer, I think they stated it was due to the era setting you are in or somesuch... wish I could remember enough to do a decent search for it, because the thread is far too old and dead to find easily any other way :(
 
I can't find any info on the settler unit in CIV4UnitInfos.xml and my version of Excel seem to be to old to handle the editor file. Well, I guess I will just call it a night and hope someone has cast light on the matter by tomorrow.

Cheers.
 
.30 Patch G:

1. The Balseraph carnival event has popped up over a dozen times. In fact, that and the 'Talented Performer' event have been 95% of what I've gotten.

2. Orthus seems to have a death wish. He's been going off on his own and seeking out heavily fortified cities to attack, actually bypassing ones he could have easily taken.
 
ffh 3.0 Patch g

Event popups seem to have several problems;

1. Item selections are either have multiple items selected, or sometimes none can be selected, see attached image.

2. The same event popup keep recuring.


This was working fine with patch f!
 

Attachments

Advanced Start doesn't place the AI.

I had started an advanced start game as the lanun, and had played for a while, surprised that i hadn't met anyone (especially as i was playing on a small world, with the Standard amount of Civs) so i checked the WorldBuilder, and there were no other civs on the map. this has happened more than once...
 
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?


1. is caused by frozen animations. The team doesn't have the ability to freeze animations, so units revert to something from vanilla/BtS/a mod made with the help of firaxis (in the case of drowns, water elementals, stygian guards)

2. That is a BtS change to airplanes that carried over to FfH. Birds can rebase, but only from one city to another. They must be loaded into a recon unit that in a city.

3. I'd guess that the main problem is that the AI really likes to hunt down animals. Also, the types on animals that spawn depend on the terrain, so some maps don't allow some types of spawns (end of winter means mostly wolves and bears). (In my modmod, I made scouts unable to attack and moved subdue animal to hunting to delay animal loss. I'm also thinking about dividing the Barbarian state into 3 minor civs (Barbarian Horde= Orks, Legions of Darkness=undead/demons, AC heroes, Creatures of Nature=animals, beasts like Gurid) and getting rid of the HN promo for animals (I think Nikis-Knight said that the AI is set to try to kill HN units more than mere enemies, so this should save some animals))
 
Hey guys

Patch g said:

"Fixed the issue where Free Promotions can sometimes be lost if promotions are granted through other means."

This has not been fixed. I have just tried a new game, and have a demon altar and the prophecy of ragnarok in my capital. Units built there have a prophecy mark, but dont have the free scourge promotion.

Thanks

Al
 
I'm not sure if this has been stated before or if this is intentional, but if i use graft flesh and add my runekeeper to the golem, it loses the ability to cast spells. Once again, this may be intentional, but I think it may not be.
Thanks
 
It is intentional. Grafting a unit into a flesh golem doesn't give the golem the chenneling 1-3, sorcery, summoning, divine, or racial promotions.
 
So, I just found wonderful truffles in my peak near Thariss. Bug?

Also, would be quite interesting if, if you had pigs, you had a better chance of discovering truffles :) Kidding.... Sorta. :D
 
In .30f, I still am having trouble using the Restore City spell. I'm not too close to an existing city either. The spell is unselectable, but it should be. It doesn't have to be a former city of yours, right? Just any city ruins, right?

A save:
 

Attachments

With patch g:

Two Python Exceptions for the "One of your heroes would like to lead an adventuring party to explore an ancient tomb" event. (Also, on mouseover, part of the description says, e.g., "%s1_unit will be killed".)

Code:
File "CvRandomEventInterface", line 98, in ApplyAdventure3
Runtime Error: unidentifiable C++ exception

Code:
Can't find type enum for type tag PROMOTION_JADE_RUNE
 
Playing as the Ljosalfar in .30f

I created (using the bloom spell) a forest on a hill with an undevelopped mana source. I then build a mana node with adepts. The presence of the forest will cause the node to revert to undevelopped status at the start of the next turn. Is this intended or is it a bug?
 
When I play as Perpentach the only event I ever get is the trait change one, this has been the case in patches f and g both.
 
I got one of the new falamar events when playing as Amurite, kinda at least (interesting event btw ;p). I had to look through the xml to actually figure out about it.

Basically I got a pop-up which looks like should have happened if I accepted Capria's invitation. However I never got asked about it, and as I was playing Amurite I shouldn't have gotten it at all. Not sure if it did anything either, I'm assuming it should have increased relations but it doesn't look like it did that.
 
Earlier I posted about mind mana giving way more of a boost than it should. I noticed something else playing today. The bonus seems to start off at 3% as it should and then slowly get better as the game progresses. Was playing on huge/marathon again and around turn 200 I was getting a 12% bonus from 1 mind mana (playing as Amurite so had 1 from the palace). By turn 350 the bonus was at 21%. I am playing on patch g.
 
Is it a bug with AC in this version, or is it only me? I played on standard map with Last Days,but AC is stil +0. Even when I've built the Necronomicon (It's said +3 AC), the AC is still stayed at 0...
Acheron spawns nicely, so no complaints here.

I agree that forge events happen too often (I've got 4 in 200 turns in my epic game, and it looked like everyone had them at least twice. It's nice, I like such often happening events, but if it would be even nicer to have more diversity.

Also Calabim refugee event happens very often (8-9 times in the same 200 turns), it's ok but it looks like it gives - to relations even if you haven't ever seen Calabim. I noticed it because when I first met Calabim, I had -16 from last events o_O. And it says nothing about "-" in the popup window, even if you already met the Calabim. I think it should, and also don't give "-"/don't ever happen if you hadn't found calabim yet.
 
Playing Clan of Embers, I had Rosier diseased by an undead, isn't he supposed to be immune ?
More fun, I had the Calab refugee event, with Sheelba :
"Oh gentle Orc Leader, will you protect us ?"
"Urh...? Yeah, come in, our fire is ALWAYS burning."
 
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