FfH2 0.30 Bug Thread

Played Hippus; I had horses in my second city's BFC but no pasture over them. Yet I was still able to build Horsemen.

Edit: :blush: Doh! Such a noob
 
i imagine everything has come up before, just played a game of embers

- hill giant attacked my goblin (do these not count as barbarians too)
- goblins do not upgrade to wolf riders on successful combat yet
 
I dunno if this is necessarily a bug, but the +5% bonus to GPP that Spirit mana provides doesn't show up when you mouse over the GPP bar. I don't know if it is being computed or not.

It should be calculated, just not displayed in the calculations. If you add up all of the other calculations, you will see that they do not equal the total at the bottom. I find that the bonus from a couple of spirit mana nodes generally nets about 2-3 extra GPP per turn. I think that this bonus is only applied to the base GPP and not the modified (i.e. before Philosophy and Civic bonuses are added and so do not stack).

So you might see something like this if you have 2 spirit nodes:

Base GPP 20
Philosophy +100%
Pacificism +50%
Final GPP 52
 
i imagine everything has come up before, just played a game of embers

- hill giant attacked my goblin (do these not count as barbarians too)
- goblins do not upgrade to wolf riders on successful combat yet

both are as intended. Hill giants are animals and the goblin/wolf rider upgrade was a python function that was not carried over in the conversion from 023 to bts
 
Hill giants aren't animals any more, they are beasts, but they do have the HN promotion, which s all that matters here. They do however still use the animal ai too, I think.

We may still see goblin/wolf rider thing fixed, if and when Kael takes my old suggestion of adding python tags to units that are run when the unit wins or loses a battle, instead of activating a function that must be called after every fight.
 
Hill giants aren't animals any more, they are beasts, but they do have the HN promotion, which s all that matters here. They do however still use the animal ai too, I think.

We may still see goblin/wolf rider thing fixed, if and when Kael takes my old suggestion of adding python tags to units that are run when the unit wins or loses a battle, instead of activating a function that must be called after every fight.

hope it comes about, i thought that automatic upgrade was one of the coolest functions added. If not in python surely it could it be run as an event - either the option to capture wolf or to ride it?
 
The Amurite Trials event is buggy

if an adept self promotes while in its frozen state, it will unfreeze in the amurite capitol, and never be sent back to its home civ

also, the adepts seem to have an odd habit of reappearing on random uninhabited islands after the trials.
 
patch h
Sorry if this been reported before but alitle to much too read , First to discover writing do not get a great sage(or any great person).

Was playing as Malakin and got a hero unit really fast (turn 10) , anyway by turn 15 or so i got a adventure (search a tomb , i think) , but nothing happened. I tried to read some on these adventures .. and what i found was that it cost some gold? .. i had 0 gold. Could this be why nothing happened , or is it a bug ? I picked the umm last one , "go forth and smith the baddies" :D

Hill giants aren't animals any more, they are beasts, .....

Saw this above and just figured i add , they are beast in the discription but hunter/lizardmen with animal bonus get the bonus vs them.....
 
Surely the undead should be immune to fear? My Stygian Guards wouldn't attack Acheron.

Also: Is it intended that Drowns upgraded to Stygian Guards remain undead rather than become demons?

I believe Kael said that the reason they don't change races is the same reason goblins can't be upgraded to lizardmen. Living units can become undead, but the undead can't become elven or demonic.
 
Patch H, consistently getting
Spoiler :
pact.JPG
when I research Infernal Pact, and regardless of whether I stay my current civ or become the Infernals, it CTDs the next turn unless I delete the Infernals in the WB.

Didn't get a pic of it, but I also got a C++ error from a random event involving termites, followed by a CTD when I tried to end the turn.
 
Maybe not a bug, but something seems fishy...

My first time playing as Cassiel. I had 6 cities.

Neighbor, Kandros Fir, sent 6 Thanes of Kilmorph into my territory and each one was successful FIRST TRY in spreading ROK to my cities.

So much for religion not spreading to Grigori easily. :rolleyes:

Of course, as a neophyte Grigori player I cannot see any good of having a religion spread to my cities (or founding Empyrean or Council of Esus, which I did). You cannot have a state religion. You cannot build temples ... but you can build the special holy building.:confused:

Kandros Fir gets a benefit, of course, but I just thought it strange that he was able to spread ROK so easily.
 
Not sure if someone already reported this issues but there is a minor bug with the orc warrior and settler's models : they don t show correclty in the left window, I have a human settler for the settler and a human warrior for the orc warrior.
 
Not sure if someone already reported this issues but there is a minor bug with the orc warrior and settler's models : they don t show correclty in the left window, I have a human settler for the settler and a human warrior for the orc warrior.

Yeah, thats a known issue. I added it to the first post. Unfortunatly there isn't anything we can do about that.
 
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