FfH2 0.30 Bug Thread

Forgive my ignorance. I just noticed you need philosophy to activate incense. Silly me. Lol

Thanks guys

Al
 
Any news about the voting issue, are there going to be majority voting. Last game there where 3 members of the undercouncil, one vote of three was enough to pass a resolution, shouldn't that be two votes of three instead.
 
No, votes are just 1 per civ, with Overcouncil having a hero who can provide you a second vote. No population weighting or limited membership in FfH.

Many people are pushing to get it changed so it rounds up properly. Seems right now to round down most of the time. Not a huge issue in Vanilla where you have hundreds of votes. Big issue here where you have 1 each.
 
No, votes are just 1 per civ, with Overcouncil having a hero who can provide you a second vote. No population weighting or limited membership in FfH.

Many people are pushing to get it changed so it rounds up properly. Seems right now to round down most of the time. Not a huge issue in Vanilla where you have hundreds of votes. Big issue here where you have 1 each.
Oh... stupid me I should have noticed that lol
 
Is it just me or isn't the winter to normal conversion too fast? Should stay much longer (and be less stretched and more concentrated to a border expanding from middle of the planet) so it will be harder to expand.
 
030f: My Loki became a barbarian because of Enraged. OK, he has no Hero promo. I was able to start building Shrine of the Champion. OK.

But then in a few turns he went into infinite loop during barbarian turn jumping from one tile to another and back like if he has infinite movement.
Spoiler :
lokirun.JPG
 
Is it just me or isn't the winter to normal conversion too fast? Should stay much longer (and be less stretched and more concentrated to a border expanding from middle of the planet) so it will be harder to expand.

Though I think it is more a balance issue (not a bug), I agree that at least on normal speed the thaw rate is rather too fast for the end of winter option to be of any significance. I tried it only once but I hardly felt any impact for it on my expansion.
 
The Black Wind is supposed to give you gold when you sink an enemy ship, but it dosen't.
 
The Black Wind is supposed to give you gold when you sink an enemy ship, but it dosen't.

It only seemed to give gold when I attacked another ship, not when I sink an enemy ship on defense. And it didn't give a popup, the gold just appeared in my treasury.

Last night I played a OCC as the Kuriotates. Everything was fine until I entered a perm alliance with my neighbor. I had massive culture (boku wonders) but when we joined he also cut into my workable tiles, only the ones that were outside of the normal radius though.

Cheers and thanks again for this great mod.
 
Able to build Courtesan with AV state religion. CoE was present in the city, I did found CoE, had holy city and CoE shrine. Switched to AV from CoE long ago.
 
Able to build Courtesan with AV state religion. CoE was present in the city, I did found CoE, had holy city and CoE shrine. Switched to AV from CoE long ago.
I did that too a while back. I had OO (the entire game) but I could build courtesans in cities that had CoE in them. So the question here would be, is this intended?
 
Is there a problem with Loki or do I not understand how it works?

My Loki was in a Charadon city and got killed by a barbarian goblin. Shouldn't it have fleed?

I'm in .30 with the latest patch.

In my latest three games Loki has been killed (mid game). In my latest (current) game, he was almost on my borders and he was suddenly killed, although due to "fog" I didn't see what happen. I guess he had it comin'
 
Not sure if this is a bug or intentional: farms don't spread irrigation across hell terrain. I had hell terrain spread into my territory. My existing farms remained, of course, and I could still farm tiles adjacent to fresh water, but could not farm the neighboring tile if it was broken lands or fields of perdition.

Would be helpful to know if this is intentional or not.

Playing with patch f.
 
Last night I played a OCC as the Kuriotates. Everything was fine until I entered a perm alliance with my neighbor. I had massive culture (boku wonders) but when we joined he also cut into my workable tiles, only the ones that were outside of the normal radius though.
Entirely as intended vanilla behaviour - why wouldn't you let your ally use the tiles in his city radii? Between permanent allies the usual control rules apply only to tiles which are within the radii of 0 or 2 cities; those within the radius of exactly one city are always available to that city (providing its culture is enough to reach it, I believe). If you lose control of a resource this way, the AI will happily give you it back if you ask.
 
Entirely as intended vanilla behaviour - why wouldn't you let your ally use the tiles in his city radii? Between permanent allies the usual control rules apply only to tiles which are within the radii of 0 or 2 cities; those within the radius of exactly one city are always available to that city (providing its culture is enough to reach it, I believe). If you lose control of a resource this way, the AI will happily give you it back if you ask.

Yeah but the problem here is that Kuriotates can work the 3rd ring, and he lost part of that ring.
 
Ahhhh, missed that one. That'd be tricky to fix I imagine - you'd need a hefty SDK change to take that into account. Could be someone already tackled it for the original increased city radius mod.
 
I (again) needed a channel so I build a fort but no, my ships couldn't use the fort as a channel, so I decided to wait until the fort became a castle to test that, but no, then I saw an AI citadel further north so I tested that (didn't have patience to wait more turns) and yes, citadels works as a channel. I guess this is not intended so is there further strings attached before you can use fort/castle as channels or is this a bug. This should be easy to test, unless this is only me and in that case I have a save for you if you ask (patch F)
 
Back
Top Bottom