FfH2 0.30 Bug Thread

Workboats aren't naval units, or at least nor UNITCOMBAT_NAVAL, which it doesn't double. Workboats (like workers, settlers, great people, Loki, skeletons and trants (except in my modmod)) don't have a unitcombat at all.


I'm not sure it should double workboats, but technically that is why it does.
 
Without going into whether or not Basium is "good" or just "anti-evil", the reputation as a villain is most likely due to you defying the over-council (voting "Never!" on votes that you don't favour). Fits Basium well to be honest (single-minded in his mission, despite what the overcouncil may have to say about it) but that's not going to stop them getting annoyed with him for ignoring them.

Sorry, but this is not it. I have been the head councilor or whatever the title is that proposes votes the whole game. I would not propose a resolution and then vote No or Never on the resolution.

Honestly, I have been refraining pretty much from proposing any resolutions.

I just can't see how in the context of this game (all Good civs now) he could be considered by them as a Villain.
 
That is probably not a bug.

It lowers the "real" counter by 1, not the "visible" counter. The "visible" counter displays the percent of the maximum "real" AC, rounded down. The real value varies based on number of civs and map size. The real values is often ~240, so a change 1 of 1 wouldn't be displayed.

Wow, what a mouthful! I can see why the documentation refrains from saying THAT!;)

Really, though, the game/mod documentation just isn't keeping up with game development and you get confusing cases like this.

You also cannot put the AC into negative numbers by sanctifying ruins when the counter is 0.

What I'm still wondering is why the big difference when you raze a large city and get maybe +8 added to the counter, yet get only -1 or nothing when sanctifying the ruins. Shouldn't the spell have a little more oomph when sanctifying those ruins?

Or is that related to your original point too?
 
I'm not sure if any of these are bugs (or even new), but three things I've noticed playing my first game using patch g.

1. From 6 goodie hut's I got 3 workers, 2 techs and a scout - Could be luck, but I think I've only ever received 1 worker from a goodie hut in the hundreds games of Civ IV I've played before.

2. Barbatos now summons a wraith not a earth elemental, which I think is good except that because of a hill placement I lost my starting scout without ever see what killed it, and my free scout (see above) the moment I did see him.
Anyway the point is he now attacks everything at a radius of two squares around him - which normally means if you can see him your going to die.

3. Orthus decided to protect a goodie hut (which by the way was also in range of Barbatos)
 
I'm not sure if any of these are bugs (or even new), but three things I've noticed playing my first game using patch g.

1. From 6 goodie hut's I got 3 workers, 2 techs and a scout - Could be luck, but I think I've only ever received 1 worker from a goodie hut in the hundreds games of Civ IV I've played before.

What difficulty level? Lower levels can give better goodies and more chances at good stuff, but I've never seen workers either. Slaves would be cool though.
 
What difficulty level? Lower levels can give better goodies and more chances at good stuff, but I've never seen workers either. Slaves would be cool though.

Good Call - Had some upgrade issues, so I did a fresh install of CivIV & forgot to change the difficulty from the default (Chieftain) - Mystery solved (I wonder how long that would have taken me to notice?).
 
just tried this mod yesterday... ...great work

...

a problem I faced:

I wanted to build the tower of mastery, and therefore the 4 towers required to build it.

The description said "you need that OR that node to build tower xy"

In fact, I needed ALL nodes listed to build one tower... ...so the tower of mastery is impossible to build, because you never get enough mana resources to build ALL towers required (AND event should be replaced by OR event, like stated in description)

should be addressed, because like this, this victory condition "Tower of Mastery" doesn´t work (I used the last patch)
 
I think below Noble you can get not only Workers, but Settlers as well.

As you get into higher difficult maps, it seems like you get mostly maps (I wish those actually showed some terrain!) and low gold with Scouts and hostile reactions with Warriors exploring.

I play at Monarch and find only limited exploration is worth it now with the few rewards available in Goodie Huts vs. the risk with some of the animal around as well as Lizardmen, Skeletons, etc.

Four things I have noticed in my games with Goodie Huts:

1. If you pop that first hut with your Settler, you will get either a map or gold, usually low.

2. Whatever you get in your first hut seems to be what you get often in others if you do enough exploring.

3. Techs seem to come earlier before the animals show up on the map.

4. There seems to be a relationship between the civ you are playing and the techs you pop from the goodie huts - I suspect this is true of ai civs too. For example, Elves get Hunting, Dwarves get Mining, Sheaim gets Knowledge of the Ether.

These are merely observations on my part and I cannot support them with any code, etc. Also, I'm sure it depends on the difficulty you are playing.
 
Not sure if this is a bug, but it is definitely bugging me. Played two games last night as Cassiel. Game 1 had 12 civs, set on noble, 6 custom continents, no advanced start. After turn 30, there was an engineer born somewhere every 2-3 turns. I was not capable of making a wonder at all. Quit that game and played another one at warlord level. Same thing happened but, engineers were born after turn 40 and there were between 1-3engineers born every other turn. The only saving grace at playing this game at warlord level was goodie huts game me only $$ or techs. First 4 huts game me techs which helped but, by the time I found all of the other civs, my score put me in 5th place. Plus, I only had one engineer born and that was because I founded Engineering.

So, can something else be done to limit the amount of engineers being born because changing the difficulty does nothing?
 
An actual Great Engineer that often. Very wierd. Do you have a save if Kael needs it?

Yeah. I have them as an autosave as well. I also believe someone else had this problem recently. See below.

The forge events definitely need toned down. I'm wondering if it's linked to the khazad being in the game? Some are reporting not getting the event at all, but in a game with all 19 civs, great engineers were popping up all over the place. I couldn't build a wonder without one. the AI just rushed every one it could.
 
The engineers are because of the forge event. Happened in a couple of my games as well, but in others the event never even came up. Living world may be affecting it, as I haven't had the problem since I shut it off.
 
I wanted to start with, love this game! Have been lurking around for some time but this is my first post sorry it has to be a gripe.

3.0 patch 'g'

Maybe two bugs maybe newbie mistake playing as Lanun

1) Can't build Boarding party anymore as prereq is harbor and now this civ can only but Lanun Harbor

2) Can't seem to load units onto Black Wind or any Pirate ship

Thats it. Thanks for making such a great game with such depth.

Edit: Thanks MC for the responce, also found previous post reporting bug '1' and how to fix it (http://forums.civfanatics.com/showthread.php?t=171398&page=336)

damn this is why I've never posted if you just look long enough someone else has already figured it out!
 
Number of cities affects rate increase of mind mana.

It would appear that mind mana gives ~3% * (number of your cities connected by roads).

I was looking through the c files and noticed it loops through every single city when doing the commerce rate modifiers. So I went into a game and spawned a bunch of settlers, and each city I created that was on a road connected to my other cities added about another 3% to the research rate modifier given by mind mana.

I'll admit I dont know exactly where it's happening, but here's how I've gone through the code so far:
CvCity::processBonus(BonusTypes eBonus, int iChange)
CvPlayer::changeCommerceRateModifier(CommerceTypes eIndex, int iChange)
CvPlayer::updateCommerce(CommerceTypes eCommerce) <-- noticed this loop:

for (pLoopCity = firstCity(&iLoop); pLoopCity != NULL; pLoopCity = nextCity(&iLoop))
{
pLoopCity->updateCommerce(eCommerce);
}

I'm going to guess that it when it loops it hits that update function and each time it has a city with access to mana, it adds an extra 3% (and then every city ends up with 3%*# of cities). But I'll see if I can't figure it out exactly.


EDIT: Or if I had realized what I was looking at in the process bonus part I would say it's just cause that gets run for every single city, and the modifier are running on CvPlayer which I'm assuming makes them global so each city gets the previous city's bonus. FYI, it looks like heal rate and the earth mana bonus are done in the same way, so I'm going to assume the same process is affecting them as well.
 
I wanted to build the tower of mastery, and therefore the 4 towers required to build it.

The description said "you need that OR that node to build tower xy"

In fact, I needed ALL nodes listed to build one tower... ...so the tower of mastery is impossible to build, because you never get enough mana resources to build ALL towers required (AND event should be replaced by OR event, like stated in description)

should be addressed, because like this, this victory condition "Tower of Mastery" doesn´t work (I used the last patch)

The description is a bit misleading, yes. But a Tower victory is far from impossible. You will need to be aggressive and take some cities from the AI. You will probably need the Rites of Oghma ritual. But it's feasible as long as your map is big enough (I think I won one on Small, can't remember).
 
The description is a bit misleading, yes. But a Tower victory is far from impossible. You will need to be aggressive and take some cities from the AI. You will probably need the Rites of Oghma ritual. But it's feasible as long as your map is big enough (I think I won one on Small, can't remember).

It also helps if you can build some of the wonders that give mana (both regular and the Holy City wonders). Also, the Amurite spell 'Arcane Lacuna' resets mana nodes letting you attune them to different types.

In trying for this victory type (and eventually succeeding) I was startled to discover that every civ declared war on me when I began construction of the Tower of Mastery. Looking through threads I see that this is a desired effect, but could the Civilopedia be updated to include this information? I could have used a little more time to prepare (Poor Cassiel, my vassal, had to fend off The Ashen Triumvirate of Svaltalfar/Bannor/and Hippus).
 
I wanted to start with, love this game! Have been lurking around for some time but this is my first post sorry it has to be a gripe.

3.0 patch 'g'

Maybe two bugs maybe newbie mistake playing as Lanun

1) Can't build Boarding party anymore as prereq is harbor and now this civ can only but Lanun Harbor

2) Can't seem to load units onto Black Wind or any Pirate ship

Thats it. Thanks for making such a great game with such depth.

Edit: Thanks MC for the responce, also found previous post reporting bug '1' and how to fix it (http://forums.civfanatics.com/showthread.php?t=171398&page=336)

damn this is why I've never posted if you just look long enough someone else has already figured it out!

look here for help
Yep, that's a bug. You can easily fix it though, by updating the PrereqBuilding attribute on the unit from BUILDING_HARBOR to BUILDING_HARBOR_LANUN. You'll have to do it by hand (update CIV4UnitInfos.xml) as the editor seems to fall over with a bug in one of the scripts when trying to make this update.
 
The engineers are because of the forge event. Happened in a couple of my games as well, but in others the event never even came up. Living world may be affecting it, as I haven't had the problem since I shut it off.

I figured that may be the problem but, I'm not playing a map that contains the Khazad civilization and I haven't received the forge event at all. I also ran into a sitiuation where I was consistantly getting the Calabim refugee event. It was getting annoying so I went and destroyed the Calabim with Larry, Moe and Curly and some of my Adventurers. 12 turns later, I got the event again.

I am going to play another game with Living World shut off but, it's a shame that I need to do that because the events add a wonderful flavor to the game. Although, I am rather confident that Kael and the rest of the team will come up with a fix.

I also agree with a recent post the Acheron should be immune to fire. It really didn't bother me in the past, but after reading about Acheron on the FFH II website (http://phrasr.com/ffh/pedia.php?p=UNIT_ACHERON), it would seem that fire should do no damage, IMO.
 
This might be an intended feature that I missed, but all improvements that "grow", ie: cottages and Lanun ports, do so on their own without being worked. Further, if they are worked, they grow at double speed. Like if I have a cottage that needs 10 turns to become a hamlet, if I work that cottage then the next turn it will require 8 turns. Then 6 turns, then 4, etc. If I stop working the cottage it will continue at the rate of 1 per turn. It seems that the improvement must be worked for at least one turn before the automatic growth starts.
 
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