FfH2 0.30 Bug Thread

That means that leader is using the conquest civic.
Is this the same conquest civic available to players? I tried adopting it and taking a city, but the other ai cities didn't take a hit. The civilopida also doesn't show this either.

Another issue, I received a assassin from the guild of the nine and it didn't receive the hidden nationality promo. Playing w/ patch a.
Thanks! :)
 
I noticed Im not the only one who is having problems with it but I have to say that right now the cult of the dragon is broken. Every 5-10 turns Im getting rioting from them trying to get in my cities and the AI near me that let them in is having worse problems.
 
I just had the traveling alchemist event and was unable to set up an alchemy lab option even though it only cost 64 gold and I had over 350 gold.

Also, my Sarvaltar elven workers seem to be having trouble removing some jungle to build a plantation. I have learned the Sanitation tech.
 
Is Adaptive working for everyone? I'm on turn 64 playing Varn Gosam and I haven't been prompted to change my traits yet.
 
Is Adaptive working for everyone? I'm on turn 64 playing Varn Gosam and I haven't been prompted to change my traits yet.
Playing as Van on a standard speed, large map, I've had the trait
changes occur at like turn 98 and then every hundred turns after.
 
ok what causes ratcatcher guild to form its crime right?

the last three games i started i got it at turn 20,14, and 17 i think thats a bit early lol hell in turn 14 i dont even have my first tech researched sometimes.

also dont like the darker terrians having hard time telling forested hills and forests or just hills in gerneral. also has hard time between jungles and forests.

also i dont think loki is causing much damage to computer cities i went to a city that supposedly was having a problem and it was still building at normal rate and looked normal no inserection
 
Got a nice little python pop-up... think my colony vassal Lanun decided to cast their world spell.
 

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A minor point, but the Dwarven Druid is one of the Luchuirp special units, yet they can't actually build it due to their good alignment.

EDIT: I think that even if you consider it to be a feature rather than a bug, an alignment restriction on a UU that requires unnatural game choices, in this case of religion, makes little sense. I would simply remove it.
 
Earlier I had reported on a Council Defensive Pack issue...

Later in that game Einion Logos became vassal to Perpentach and lost the council granted Defensive Pacts. Which makes sense, and confirms that thats why Cassiel didn't get any DPs. I tried to cancel the DPs by bringing it up for vote again, and then voting no. But Cassiel and Einion both voted yes even though they couldn't have DPs because they are vassals. Will all council decisions will be void for them due to vassalage? If so then perhaps Vassals should lose their Council votes?

Another issue.. In this game I have three votes on the Council, while Cassiel and Einion each have one. I can't reverse a Council decision that they want since it only takes two votes out of five for it to pass. Which means that even with my three votes I cannot overturn a previous decision unless one of them also votes to overturn it. Yet I can force any new vote since I have the majority vote, but I lose that power of the majority vote when it comes to reversing decisions. I can confirm that vote reversal does work since I've done it. Perhaps there needs to be another mechanic added to the Council for the purpose of reversing decisions?
 
A minor point, but the Dwarven Druid is one of the Luchuirp special units, yet they can't actually build it due to their good alignment.

That is normal. IIRC the dwarven druid gets earth mana instead of nature mana by default. The Luchirp are able to build druids if their alignment changes to neutral (either by adopting OO or Esus as their state religion).
 
Not entirely sure what precipitated this python error.
 

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With the end of winter option, if you create a pirate port on a tundra spot, it reverts to grassland when the terrain changes back.
 
It isn't hard to see who is following Esus. In my first game I got the message that Charadon converted to the Council of Esus, and then I noticed that the diplomacy windows of both Charadon and Rhoanna clearly identified them as followers of Esus. (I hadn't adopted any religion yet, if that matters.)

I also thought it was odd that Falamar (the founder and a follower of the Empyrean) and Rhoanna (the founder and follower of the Council of Esus) signed a permanent alliance, making the Lanun declare war Varn and me when he was friendly to both of us ( who were his fellow members of the Overcouncil and followers of the Empyrean). The Hippus and the Lanun were is first and second place. Normally the stronger civs won't agree to permanent alliance for any reason.

Also, when Falamar used his world spell (as soon as signing a permanent alliance, thus declaring war on every one else of his religion) I think that it didn't damage the my units that were on ships (actually, the only unit I had on a ship was Rathus Denmora,who was about to land in Hippus territory). All my ships and all my units on land were damaged correctly. I don't think any improvements were destroyed by the super tsunami either.

And the "wolf" "wolf" "wolf"... on the guild screen is odd. :p
 
Don't know if it's been re-reported, but I just installed the patch and I cbf looking through 15 pages of bug reports. I still get the problem with the resetting hammers after the man speaks out against his leader...
 
I'm finding multiple opponent's ships moving onto land and attacking my units. One of the units is the Dragonship; another is the Privateer. All have been owned by Hippus.

Edit:
I have a shot with a Bannor Caravel on land in a later post, along with a saved game.
 
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