FfH2 0.30 Bug Thread

So pestilence kills some city pop. and damage units, first, it kills som pop. sure I can live with that. Second, it damage my units, sure, wait, damage, it killed everyone, the only thing I have left in my cities are some items and yeah, my two catapults. I have stopped the game when it happened, but I saw that my neighbour had some diseased zombies left in his cities, understandable that those are not killed, but i got myself a problem now, how many cities can my neighbour take before my cities start to produce units again (I don't have access to undeads, or machines other than catapults). So question: Bad luck with the effect or is it suppose to be this harsh?

And yeah, the mouseover for the pestilence signs are corrupt, it showed, the TXT.KEY something message (or whatever the "can't find the right message" text say.)

Edit: btw, why are the orc allowed to have a "12" city, when the rest of us (except infernal) got "1" cities, is it a wonder who protects that city. And I just saw realized that in my city where I built the couldron, I got (yeah) alot of flesh golems, this means that I'm alive (or something similar).

Another pointer: If what happen to me is suppose to happen, then it becomes quite pointless to build your civs hero before it happens. I can accept when great units or heroes die (I never reload a save if that happens) but this way, by random event, even though I know that this happen to every civ. I guess if this is suppose to happen I would play civs that have late heroes from know on. Perhaps I will go and check if you can disable the pestilence event in the custom game.
 
Nice job on the patch!! Acheron is finally spawing along with a really big @ss monkey, who is beating the crap out of my neighbor. Funny to see Gurid and Orthus pummle poor Falamar, who just a couple of turns ago was trying to extort money from me.

Some things I have noticed that just don't seem quite right, using patch g:
(1) I was getting a constant event in which I'm told that a Lanun city is revolting and I'm to chose if I want to "help the rebelion". This event was happening about every 15 turns between turns 200 - 300. It has since stopped, after I exited the game and reloaded.
(2) I built mana nodes (air and mind) and they are constantly disappearing. When I rebuild, they disappear on the next turn. I have the tech to build them. Could an event cause them to disappear?
(3) Flauros has converted to The Order! Wow! Shocked the crap out of me when I read that. Then 16 turns later, Os-Gabella converts to The Order. Is this right? I even had Sabathiel covert to Ashen Veil on a previous game.
(4) I've read that folks are getting a constant forge event. Well, my current game is on turn 350 and I haven't had it yet. What triggers this event?

Again, nice job on the patch and THANK YOU for creating an absolutely awesome mod.
 
One of the funniest things I have ever seen in FFH2, and likely a bug:

There was a mana node just over my border into Sheelba's civ. She sent 11 Goblin Workers there and, incredibly, each Worker is building a DIFFERENT mana node. They have been at this amusing tug-of-war nearly 100 turns now. :lol:

Wasn't there some talk about not allowing workers to build mana nodes? Here is one good case for that.

Also, playing as Basium I am getting the negative diplomatic factor of "The World Considers You a Villain!" Along with this is some major unhappiness. For example, a city with pop. 24, has 8 unhappy faces. I think this is not right because (a) 4 out of the 5 remaining civs are Good and I am only at war with the only Evil civ - Perpentach and (b) Let's remember it's Basium's job to rid the world of Evil. In fact, often the computer declares war for me even after I make a peace treaty. The only civ that could possibly view me in a negative light (Pleased or Friendly with the other 4) is Perpentach. Yet, the WORLD considers me a villain!

So, please, we need to change this notion immediately that Basium can be a villain!;)
 
So, please, we need to change this notion immediately that Basium can be a villain!;)

Without going into whether or not Basium is "good" or just "anti-evil", the reputation as a villain is most likely due to you defying the over-council (voting "Never!" on votes that you don't favour). Fits Basium well to be honest (single-minded in his mission, despite what the overcouncil may have to say about it) but that's not going to stop them getting annoyed with him for ignoring them.
 
The forge events definitely need toned down. I'm wondering if it's linked to the khazad being in the game? Some are reporting not getting the event at all, but in a game with all 19 civs, great engineers were popping up all over the place. I couldn't build a wonder without one. the AI just rushed every one it could.
 
.30g

I just took out Acheron with some fireball mages. This seems strange to me. Is Acheron supposed to be immune to fire?
 
The forge events definitely need toned down. I'm wondering if it's linked to the khazad being in the game? Some are reporting not getting the event at all, but in a game with all 19 civs, great engineers were popping up all over the place. I couldn't build a wonder without one. the AI just rushed every one it could.

That could be why I'm not seeing this event. Playing with 12 civs and no Khazad. I will start a game with 19 civs and see if I experience the same thing.

I did notice something else and I'm not sure if its supposed to happen. Playing as Cassiel, I already had 5 Adventurers and when I used my world spell (resets GP count), I bang out another 2 Adventures in less than 30 turns. Is this supposed to happen? What exactly is happening when the GP count resets?:confused:
 
I've gotten the Forge event repeatedly in games with no Khazad so that isn't it. Likewise, the Balseraph Carnival and Calabim refugees events don't seem to require their presence in the game/
 
You get your points-to-next-GP resetted to base value, but you have you surplus left so it's possible to have 2-3 GP the next turn.

Thanks Deon. Wasn't too clear on that until I read your reply.

.30g

I just took out Acheron with some fireball mages. This seems strange to me. Is Acheron supposed to be immune to fire?

In the past, I've always been able to beat up on Acheron with fireballs. Although, I do agree that he is/should be immune to fire. As should Hyborem...he is from hell and I've heard that is rather hot there.
 
This made me laugh, I got the Calabim Sanctuary event...as the Calabim. Not very smart refugees...I should note that there are two Calabim civilizations, mine and another, which I haven't met yet.
 
This made me laugh, I got the Calabim Sanctuary event...as the Calabim. Not very smart refugees...I should note that there are two Calabim civilizations, mine and another, which I haven't met yet.

The game started with both?
 
The info on the sanctify spell says that it will remove a city ruins and lower the armageddon counter by 1. The city ruins go away, but the counter is unaffected.
 
That is probably not a bug.

It lowers the "real" counter by 1, not the "visible" counter. The "visible" counter displays the percent of the maximum "real" AC, rounded down. The real value varies based on number of civs and map size. The real values is often ~240, so a change 1 of 1 wouldn't be displayed.
 
Warrens are causing work boats to be built in pairs. The description of warrens says it doesn't double naval units, so this may be an exception.
 
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