FfH2 0.30 Bug Thread

A few problems with the new events:
Elder Conflict - are the choices all supposed to subtract 1 population from the city?
Dedicate Obelisk - are the choices all supposed to subtract 1 population from the city?
(I assume those two are some sort of copy/paste error? Probably copying the Orphanage Fire events, and <iPopulationChange>-1</iPopulationChange> should be 0?)

Guild of the Nine 8_1
There is no TXT_KEY_EVENT_GUILD_OF_THE_NINE_MERC_8_1 in the CIV4GameText_FFH2.xml, so it just displays that string in the event option window (there is no 5_1, 6_1, or 7_1, either, so I assume the same problems there as well). Also, when I selected it, I got nothing... looking at the python, I should have gotten an ogre, orc merc, and lizardman?
 
Great people points increase on quick are still bugged... It increases 100 per extra gp instead of 67 as it should... This still affect every single game i play...

That isnt a bug, the gpp growth in FfH is 50% higher than normal BtS (to compensate for all the extra ways to get gpp). So instead of 67 increase its 100 increase.
 
Is the content in patch G included in patch h? If not, is there somewhere I can dowload patch G currently?
 
A few problems with the new events:
Elder Conflict - are the choices all supposed to subtract 1 population from the city?
Dedicate Obelisk - are the choices all supposed to subtract 1 population from the city?
(I assume those two are some sort of copy/paste error? Probably copying the Orphanage Fire events, and <iPopulationChange>-1</iPopulationChange> should be 0?)

Hmmm I like it like that. Remember from Apocalypse Now (I think or another Vietnam-war movie) "When you lose hundreds of soldiers is ok, but losing a colonel is a massacre" YOu just lost one of the most important person in the city.


Guild of the Nine 8_1
There is no TXT_KEY_EVENT_GUILD_OF_THE_NINE_MERC_8_1 in the CIV4GameText_FFH2.xml, so it just displays that string in the event option window (there is no 5_1, 6_1, or 7_1, either, so I assume the same problems there as well). Also, when I selected it, I got nothing... looking at the python, I should have gotten an ogre, orc merc, and lizardman?
+1 here. Same problem with text and got nothing either.
 
(.30F) There are several ways to spuriously bump a stack of troops to an adjacent square:
- non-HN ship with HN unit inside moves in a square occupied by third party unit, then third party unit is bumped to an adjacent square (already reported, can be bumped out of a city)
- when attacking a stack, if defending unit retreats: then attacking unit advances and defending stack is bumped to an adjacent square
- when attacking a stack, if defending unit has immortal promotion and loses combat: then attacking unit advances; if stack was in a city then the city is spuriously conquered even though there can be lots of defending units left, since they have been bumped out of city.

This is ruining my FfH2 trip! Please is there some way to fix this ?
 
Is the content in patch G included in patch h? If not, is there somewhere I can dowload patch G currently?

All patches are inclusive (so you only need the latest one).
 
Patch i
Khazad Paramanders are just red blobs, they were showing up fine in patch h.

Also having a problem with the UI when paramanders are selected. Its just showing the picture and controls for the last unit selected.
 
All patches are inclusive (so you only need the latest one).

I installed patch h and patch i like all the previous patches, but I don't see the new centaur units, nor the City of a thousand slums in the game.
 
With patch h, I chose to hire an Assassin in Guild of the Nine random event. The tooltip for my choice said my unit would start with Hidden Nationality, but it didn't. I got a simple Assassin with Marksman promotion only. This might be fixed by change 1 of patch i but I'm not sure.
 
Attempted some Multiplayer today with Patch i. Lots of OOS issues, but attached log was the strangest.

Went OOS upon loading the map, 1 person out of the 4 had a different number, so went to re-log. A second person also re-logged, and upon return the one with initial OOS was in a different starting location (this happened on other first turn OOS issues, with immediate OOS upon reconnection).

Strange thing with this one was that upon reconnecting it seemed fine, but then shifted to OOS, back to fine, and back to OOS. Maybe 2 seconds in each state, so had flashing OOS announcement. the 2 who had logged out and back in had matching Sync numbers to each other, the two who had remained in the game had matching sync numbers to each other. But those 2 pairs of numbers differed between the 2 pairs. (ie - 0,1,0,1 for 2 seconds, then 5,8,5,8 after a 2 second pause of apparently being in Sync. Pause 2 seconds and start back over from the begining with completely new numbers this time).

On non-OOS issue: The 3rd option for Spider Mine has no tooltip. Not sure if that one is intentional though.
 
Playing Lanun with patch h, I enacted the Smuggling Ring resolution in the Undercouncil but I still can't build Smugglers Port in any of my cities. Am I missing something?
 
Yes, you are missing the Smuggler's port :p

So far, nobody has figured out how to get it or where it will go. The design makes it seem obvious that you are intended to only get 1 of them, and the building is flagged as coastal only, but even if I have only my capitol city and ensure it is on the coast I cannot get the building to appear when the resolution passes.
 
What makes you say you are only supposed to get 1? I assumed it was either supposed to give you one in every coastal city, let you build them, or let you create them with spells. (I added a spell to my modmod letting ships cast it in a city once the resolution passes if the owner is in the undercouncil, but the spell doesn't actually work)
 
What makes you say you are only supposed to get 1? I assumed it was either supposed to give you one in every coastal city, let you build them, or let you create them with spells. (I added a spell to my modmod letting ships cast it in a city once the resolution passes if the owner is in the undercouncil, but the spell doesn't actually work)

First tip was the +25 :gold: which is quite powerful for a building, but just decent for a wonder. Big tip-off though is +1 trade routes in ALL coastal cities. That would never be allowed on a building which can be created in EVERY city of an empire.
 
The Moroi seems can not be upgraded to Vampires again in patch h

And the units displayed shift from the original BTS ones to FfH ones from time to time. i.e. Bloodpet turns to Warrior. It looks like some engine promblem, is it?
 
Turn off Frozen Animations to fix the problems with the unit graphics.

According to the XML everything works fine for the Moroi in Patch i, and everything worked in g, so not sure what happened in H, but upgrade and you are good to go.
 
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