FfH2 0.30 Bug Thread

As the Svar my Elven Workers (who aside from not being able to build elven improvements) are able to remove jungle without Sanitation.

Edit: Scratch that, they just TRY to remove the jungle. I just noticed all my workers have been lost in infinite attempts at building improvements on resources in Jungle terrain.

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.

I've had the second place person perm alliance with me more then once so that doesn't exactly surprise me. Neither does the Esus/Empyrean collaboration. Can't you imagine it? The Hippus pretend total neutrality and through deals sign themselves together with the Lanun (which are a great combination thematically) and all the while the good hearted Lanun leaders know nothing of the cloak and dagger in the shadows directing all their altruistic behaviors in an intricate plot to spread corruption.
 
This probably isn't a bug per-se, but I just got the "enemy forces have shown a heroic act of mercy, tending for your wounded on the battlefield and returning them safely to your lines afterwards" with the enemy forces in question being the Hyperborian's. Seemed a bit wierd having the Infernals tending my wounded and returning them back to me.

Also I'm not positive, but I don't think Pyre Zombies are exploding properly. The animation is still there, but I've never seen any damage messages in the upper indicator overlay message list where things like catapult damage is listed, and my troops fighting off hordes of Pyre Zombies don't have as much damage as I would have expected if they were actually getting incidental damage from Zombie explosions.
 
As the Svar my Elven Workers (who aside from not being able to build elven improvements) are able to remove jungle without Sanitation.

Edit: Scratch that, they just TRY to remove the jungle. I just noticed all my workers have been lost in infinite attempts at building improvements on resources in Jungle terrain.

My Ljosalfar workers have a similar/identical problem :

Without Hygiene, i can build improvements on jungle tiles. It adds the improvement, but doesn't remove the jungle. Just like forest, in fact, but is this a design choice, or a bug ?

With Hygiene, they have the option of cutting down the jungle. When i give the order, they take X turn doing the cut-down, then on the last turn, they fail. The worker becomes available again, but the jungle is still there.
 
Like someone else already wrote, settlers seem unbelievably expensive. Took me forever to build one. First I thought it had something to do with me playing an epic game, but after I read around in the forum a bit I thought maybe it's better to put my weight behind a petition for a closer look at this "problem".
 
I seem the one of the few who can't seem the get the "End of Winter" option to work. It always crashes when it is finishing the map.
 
Playing a game as the Sidar and founding the Counsil of Esus. Found the Undercouncil, joined it, and suddenly everybody in the world knows everybody. Which was odd 'cause big expanses of ocean seperate two continents with eight civs on each.

Resulted in some intresting war declaring that ended up in no wars (Keelyn seems to have it in for Beer Bawli... Too bad for her she can't actually touch him)
 
I also have an issue with the expensive settler thing... Surely it wouldn't be time consuming for a government to round up a couple of hundred citizens and say go here, build stuff and procreate?

Also, it seems strange to have the End of Winter option as a game option and not a map option...
 
Almost immediately after the Balserphats invented the Ashen Veil, Sabathiel converted to it, turning evil. He probably had only one city with any religion in it at that time and that was the veil.

Now almost everybody, aside from me is evil in that game. In a way I like it, cause it increases the challenge, but the Bannor - evil???
 
yeah, I also have a problem with Civilizations converting to a religion that is only in one of their cities. I was playing as the Ljosalfar, and Varn converted to Runes, so I decided that seeing as there's no religion in any of his other cities to convert the rest of them to Leaves, and he never converted, despite there being a 5:1 ratio for Leaves O.o
 
The mercurians aren't summoned when building the mercurian gate through the world editor, I have yet to try it without the world editor, though.

Also, I've found out that "corporations" that aren't the foundation ones, are missing their icons in the city bar.
There also seems to be a problem with the building icons, when playing as the sidar the warrior specific Icon dissapears in some cities to be replaced by the original warrior icon. This also happened to several other units.

Edit: Oh, also, Alazkan the Assasin (Or whatever the name is) is able to make at least 4+ copies of himself each turn, is this intended? I got quite overwhelmed by him ruining my defenses easily...
 
goblins are no longer spawning as wolf riders when they defeat a wolf

the goblin worker voice is not orcish
 
0.30a

Again a Multiplayer game, the 2 new Religions where turned off, we played with "End of the Winter". Game went normal (but pretty bad for both of us ^^) till turn 169, when we get a OOS that was still their after Reconnecting. Maybe a World Spell or a Event?
 
Hey i downloaded the patch and media files to my BTS mod folder in my steam folder. but whenver I go to load the mod i receive a number of xml errors, something about leaderheads or something and they seem to be involved with teh religions in the game. They popup rlly quickly and I cant read them all b4 it finally crashes back to the desktop. Is this something steam related?
 
With latest patch, still having a couple of problems with pirates/privateers. Despite declaring nationality, they still get attacked or can attack other vessels. Also, after 5 reloads of an auto-save, I figured out that my pirate caused a hanging "waiting for other civs". The ship had declared nationality and was injured, so I went into an allied city to heal. The ship enters the city without problem, but when my turn ends, it hangs. After reloading several times, I left the ship outside the city and there was no hang. Sorry for no save file, but I went on playing and the auto-save was written over.
 
Like someone else already wrote, settlers seem unbelievably expensive. Took me forever to build one. First I thought it had something to do with me playing an epic game, but after I read around in the forum a bit I thought maybe it's better to put my weight behind a petition for a closer look at this "problem".

This is in fact normal, and I imagine, intended. My major complaint in that is that the early game is abominably slow. After that, I don't mind it.


As to bugs, I noticed one with Vampiric units occasionally freezing at 86 HP, and being unable to increase past that. I think it cleared up when I fed on a bloodpet, but it's irritating and probably not intentional; I also know that damage won't fix it. Any way to stop that bug?
 
Not sure if it's a bug or simply luck, but it's quite suspicious to me.
The AC counter reached 70 and all the 4 apocalypse riders entered the game, considering they all entered in tiles near my lands and i didn't have really good units i was sure to be defeated but.........


Stephanos was immediately killed when he attacked my city by an archer!!!
Yersinia killed an Archer and then attacked my city where it was killed by my Baron while Ars Moriendi after killing Archer and being seriously hurt just decided to kill itself by attacking my city.
Now i wonder if their unholy or death strength doesn't count in combat or those strength are bugged and they weren't counted during combat.
 
The mercurians aren't summoned when building the mercurian gate through the world editor, I have yet to try it without the world editor, though.
I just summoned them in the normal way... well almost.
I used a Great Engineer to build the gate in a captured city.
 
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