FfH2 0.30 Bug Thread

I don't know if it was already mentioned and it ist not really a bug but a serious glitch:

If you attach a Great Commander to Alazkan the Assassin, you can deattach a Great Commander from his mirror image every turn and so generate infinite GCs.

That sounds like quite an exploit... :D
 
So I was playing my first full game (patch 'a') (died quickly to Orthus the first try), and I wanted to try out the Councils. Everyone else around me was evil, so I thought I'd be different and try for OverCouncil. I got the tech, switched to the civic, and used a GP to found the building. (I didn't make it my state religion.)

So I founded the OverCouncil.

Unfortunately, no one else joined with me. I was an OverCouncil of one. I'm not sure if there were any other Good or Neutral left - Ashen Veil had spread to all the Neutral I'd met, so they were evil now. There was still ~1/3 of the map I hadn't seen, but I'd kinda assumed there might be someone else neutral/good there. I guess not.

Anyway, I'm an OverCouncil of one. Which gave me great leeway in setting policy. I voted myself Liberty even though I didn't have the tech. I voted to end the war against me (didn't help much). At one point, my war was going poorly and the OverCouncil offered me help. So I donated two units to myself. Not sure where they came from. Didn't help much as the AC got huge and hell spread everywhere and I died a horrible fiery death.

I'm not sure how much of this is a bug. Founding the Council with only one member sounds a bit odd and potentially in error, but not necessarily impossible. Even voting myself advanced civics isn't necessarily a bug - I can argue that I should get some reward for the effort I put in to make the Council. But gifting units felt like cheating. There's no where for those units to come from except me.

--Tom

Well, they came from the Overcouncil, which is a thing you built. Even thou' you're the only member, it has an existence outside yourself. Like, if the UN had only one member state, it would still have a beaurocracy.

PResumably, even if there's lots of members, additional units come from "nowhere" - they arent' deducted from other members'?
 
First of, great work you're doing :)

With Patch B: Playing Kuriotates

  1. I had 2 cities and captured a barbarian city. I turned it into a settlement. There where no city-costs nor any production/commerce (I guess that's the way it should be :) )
    Some rounds later I used a settler to build an own settlement. I had to pay maintance for this one (-6.xx per round) for several round. Only after switching to RoK a few rounds later the new settlement turned into a maintainance-free settlement like the captured one. :crazyeye:

    Captured settlement:
    http://forums.civfanatics.com/uploads/113401/Civ4ScreenShot0003.JPG
    Own settlement:
    http://forums.civfanatics.com/uploads/113401/Civ4ScreenShot0004.JPG
    Own settlement after switching to RoK some rounds later:
    http://forums.civfanatics.com/uploads/113401/Civ4ScreenShot0005.JPG

  2. Settlements still produce a small amount of commerce and science, which is also added to the whole sum (at least the science is added, haven't checked commerce) - is this intentional?

  3. There was an event "barbarians are causing havoc" (or similiar, only have german text :D ) twice at the same city. The first time I had the option to send in an warrior, which then couldn't move for 2 rounds - worked fine.
    The next time I had it, there was also a worker in the city: the choice "send in a warrior" is greyed out and mouseover shows: "send in a worker". Seems like the event chooses the weakest unit in the city?

    Event with worker as defender ;) (german):
    http://forums.civfanatics.com/uploads/113401/Civ4ScreenShot0006.JPG

  4. Also it would be nice to have an mouseover with the effects of a trait when selecting a new one with a adaptive civilization.

(I have screenshots of those, will post them later)
 
2 Things a remebered yesterday from a old game pre-patch:

- Playing calabin, their unit that have burning blood for free, it seems to be miscalculating the chances of the unit die after using it, the description says that there is 75% i had used it massivelly im my game and had none of my uits dying of it, 2 of then turned barbarian, others simply losed the promotion.


- This is does not afect the game, but as i had seen it i will post :), the couter for wonders that are itens have a bug, the first time you build it you see "0 Wonders left" in the descrition, if you take it to another city the it goes to "-1 wonders left" and so on, playing the kuriodates, i had used the lyre and the horde as culture bombs in my settlements and these numbers had got very lower (or bigger in abs :P)
 
Patch C.
Slave revolt error.
 

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Not sure it is a bug but looks like Aerons chosen loses his religious promotion. I upgraded my only nightwatch to assassin (BTW nightwatch looks like male and upgrading him to assassin means also sex upgrade) and he... she immediately became Aerons chosen. (Or maybe religion has been lost because of the upgrade?) It was a big problem as not all my cities has CoE religion, chance of religion promo of a new unit appeared to be too small and I was too far from boyers.
 
Patch c.

Dark elf workers get the option to chop jungle right at the start of the game, it takes one turn, and nothing happens if you do it... other than wasting the worker's turn.
 
While I was playing the Svartalfar, I also got the option to cut down jungle without sanitation, except the removed it after 6 turns of cutting (normal speed).
 
I got the 1 turn jungle chopping on a tile with existing improvement (e.g. farm)... maybe that's the difference.
 
Here's something I totally forgot to report the last two times: The game is so slow, the last versions were a lot faster. In our mp game it takes almost 2 minutes between turns, is there anything that can be done about this issue?

Cheers
 
- Goblins kill wolfs without turning into wolf riders.
- HN barb creatures always attack barb trait civ units.
 
Version C:
Is it normal for elven workers to take 15 turns to farm a forest? This used to be 6 (I think). Also, before starting the farm, the mouse over says +1F, -1H but when the farm is built the hammer stays (not running agriculture). So the mouse over acts like the forest is going away (the message about removing the forest is not displayed) and the time acts like a forest chop + farm.
 
Not sure if this is a bug. I'm playing Varn Gosam and my Valin Phanuel is either being attacked or I'm capable of attacking warriors of Faeryl Viconia without being at war with her. I have open borders agreement and when my Valin moves around in her territory, I get attacked. If I move him onto a city that contains a warrior, my Valin attacks. NOTE: My religion is Orders and hers is Council of Enus, plus its only warriors I battle with. Not scouts, hunters or archers.
 
I'm sure somebody noticed and mentioned this already, but Barbarian World when you have multiple continents will place all the barbarian cities on one continent, normally the "left" most one.

For example, on the game I restarted for C, I had three continent - Me and a bunch of barbarian cities with the other civs on the other two continents. With the ability to rampage around and very quickly have 10ish cities, it was just silly.
 
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