FfH2 0.30 Bug Thread

I was setting up a new game and notice something odd.
The Illians do not appear in the civilization drop down when setting up a game, unless to choose Auric Ulvin in the leader drop down first. Also you can't choose them from the 'Play Now' single player setup wizard.
And their civilopedia entry is missing the link that appears on the left hand side when your looking at any civilization entry, although it is selectable when displaying all civilization at the top civilopedia level.
 
Playing patch G,

I dont know if this is still reportet, but i played as the Calabim and my Vampires were able to summon a skeleton every turn, no matter if one of the skeletons they summoned before died or not. I could make a neverending stream of skeletons. I could post a (multiplayer)savegame if needed.
 
Playing patch G,
I dont know if this is still reportet, but i played as the Calabim and my Vampires were able to summon a skeleton every turn, no matter if one of the skeletons they summoned before died or not. I could make a neverending stream of skeletons. I could post a (multiplayer)savegame if needed.
I've just been playing as Calabim, and this wasn't the case for to me.
 
Weird attributes are often due to granting a promotion that does not exist. Problably PROMOTION_JADE_RUNE (CvRandomEventInterface.py) which is actually PROMOTION_JADE_TORC (CIV4PromotionInfos.xml). (I don't have g installed so perhaps it's something else, but I doubt it.)

I had the same problem with my Adventurer. My Panlupan received the Jade Torc and when I clicked on him to move him, the game locks up. Doesn't CTD, just locks up. Although, I see that in the upcoming patch, this may be fixed.
 
I think theirs something wrong with the mutaet event ("spark apepared" -> "jump in spark"/"no to dangerous"(my guess: EVENT_MUTATE_1/EVENT_MUTATE_2 or the EVENTTRIGGER_MUTATE)) because I only get this event for already mutated units, and then can't select the "jump into spark" option.
 
I was setting up a new game and notice something odd.
The Illians do not appear in the civilization drop down when setting up a game, unless to choose Auric Ulvin in the leader drop down first. Also you can't choose them from the 'Play Now' single player setup wizard.
And their civilopedia entry is missing the link that appears on the left hand side when your looking at any civilization entry, although it is selectable when displaying all civilization at the top civilopedia level.

That's intentional. The Illians aren't ready for play yet.
 
Playing an mp game with 3 players, first round after the beginning we get an oos (all of us have patch g). save game follows
 
Patch G, Perpentach, Esus religion. Um, my taskmaster destroys the Gela equipment when he attacks the infernal city of Dis. :confused: Do assassins destroy equipment if they attack? Maybe this is not intended...
 

Attachments

It isn't that Assassins destroy Equipment, but that the "Capture" mechanism is that you destroy the unit, and then spawn a new version of it, now under your control, in the same square. For most units, this can only be done in an empty square (thus they will then be standing in that square), and it means they can then pick up the equipment.

For a Marksman promoted unit, the equipment is the FIRST thing you will attack, thus if there is any other unit in the tile with the equipment then the game attempts to spawn an item under your control in the same square as an opponent, realizes that it is not allowed to, and doesn't. (Delete the Imp and your taskmaster will successfully capture the Gela)
 
One of my cities seems unable to grow beyond population 4, despite having plenty of food. I am going to starve it on purpose to see if I can get her out of the loop. I attach a savegame. Patch g.

Also when Summoners upgrade to Eater of Dreams they get TWO new promotions. I think it also happened when upgrading adepts to summoners. Most undercouncil options (gambling ring, smuggling port) don't appear to do anything, and others work only at the beginning (develop secret codes: it gives the first one or two sages, then it stops working for some reason). It's in the same save.

Don,

Did you hit the 'prevent growth' button in the city screen? Maybe accidentally?

Best wishes,

Breunor
 
The Barbarian State declared war on me in the first turn of a game as the Clan using advanced start. At the same time, I met Ethne the White, who had a score about 50 points higher than mine. I think that using advanced start means that my score was temporarily higher than every one else's, before they bought their cities/units/techs/etc, so I met the declare war requirements for a fraction of a turn. I don't think this should happen like this.
 
I'm not sure if this is a bug or a balance issue...

Golden Hammers cannot be dropped...But they can be transferred to a cheap unit, which can be disbanded, dropping the hammer. It allows you to take all your Golden Hammers and put them in one city as specialists...

If it is intended that you be able to move Golden Hammers from one city to another, then it should not be necessary to disband a unit to do it. If it is not intended, then perhaps Golden Hammers should not appear as claimable equipment when their bearer dies?
 
Spoiler :
blarg.PNG


Are they supposed to be the same?
 
I think I've seen this mentioned elsewhere, but I'm going to chime in on Pestilence destroying all of my units and reducing all of my cities to size 1. If I hadn't just captures Moka's Cauldron and the mercenary HQ I would have been in real trouble. Also, for an event that major it would be nice to have more weird prophesy like text (like when the horsemen spawn; that stuff that sounds like it was lifted from Revelations).
 
Xienwolf: I read that thread, and your post really doesn't explain why it works that way now. Not really, at any rate. I'm not suggesting you should be able to automatically create an engineer from a hammer in hand. What I'm saying is that if it is intended that you be allowed to move the hammers, then you should be able to 'drop' the hammer, after which point the hammer itself could create an engineer.

If it is not intended that you be allowed to move the hammers, then you should not be allowed to move the hammers. Building a scout to give it to is an exploit, and this is where it needs to be mentioned.
 
So after poring over this for a while trying to figure out what I was doing wrong (I forgot to give the other civ knowledge of the ether so they could actually USE entropy mana nodes) here's some code to fix entropy mana so it uses the enemy's entropy bonus and not yours:

Original:
Code:
iTotalHeal += GET_PLAYER(getOwnerINLINE()).getHealChangeEnemy();

Changed to:
Code:
iTotalHeal += GET_PLAYER(pPlot->getOwnerINLINE()).getHealChangeEnemy();

in CvUnit::healRate
 
Hi
I noticed that the "build ..." (eg. farm) button displays incorrect mouseover infos: When the worker is on a tile with forrest and I want to build a farm i says +1 food, -1 hammers (which would be the case if I chop down the forrest).
BUT this is only a display issue. When the farm is build there is no -1 hammers effect.

Also I noticed that the assasin hero (Alka..something) with the "hidden nationality" promotion can't capture animals. He always kills them.
 
I've noticed if i get a unit (or hero) Drill V before I research Military organization (The tech that gives you blitz), I can't ever give them the Blitz promotion, even after I research military org.
 
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