FfH2 0.30 Bug Thread

Again I'm not sure if this is a bug; but I'll just ask away. Before patch "i" the event at 40 AC used to destroy all pastures, farms and plantations. Yesterday I downloaded patch "i" and the event happened twice and both times it literally destroyed all of those resources instead of just destroying the improvement; and more than half of my land became deserts as well; and the resources were gone forever of course. Is this intended; or am I missing something?
 
I agree about the Acheron movement thing, but he has been nailed down for good reason.

I tested the subdue beast promotion. It seems to always work correctly for me (I always get the beast with all of his promotions). Its actually the same code as asubdue animals so Im not sure why you would have seen a difference.

I had read about Acheron having his limitations, but decided to subdue him anyway...just because I could. :)

I am certain that the only promotion/ability he had when I subdued him was the ability to summon a (weak, because he had no Combat promotions) Meteor.

I'm fairly certain Gurid lost his Combat I promotion too.

This was my first attempt to subdue beasts, and, as I said, luck has a lot to do with it. I'm not sure a saved game would show anything. I guess I will just have to try again in my current game.
 
In my first game of 'i' the repetitive event seems to be the one about the Witch. It has come up at least a dozen times in less than 300 turns.

I have had the "obelisk" event twice already and, as already mentioned, did not get the obelisk when I selected that option.

I have to say many of the new events are popping up in my game, and, with the exception of the repetitive Witch one, they have been a lot of fun!
 
Patch H
Hippus scout gets the wargames hero promotion, promo applies normaly. That turn he dies to at the hands of a gorilla (lol it is only turn 12). On reload (from autosave) the event is again offered, (events come after auto save) but the promo doesn't apply properly..... The bottom left hand pane of the Interface from this point forward always shows him as 3/5 experience, whereas 1 turn later (After the gorilla is now dead :) ) the transparent pop up unit panel above the interface shows true xp promo story whilst interface still shows original status of scout at the time of the event.

Spoiler :
Civ4ScreenShot0016.JPG
 
LOL....soz next time i'll reduce image size.

Also note combat 2 has already been applied but promo option choice is still there.

Edit: let me know when you seen it Kael and I'll delete....It does rather take over the screen :)

or maybe a passing woodelf may oblige
 
The new Khazad Phalanx (patch i) is the size of a human.
 
Patch i: white rabbit beast cave Monty Python event

I can hover the mouse over each presented option and a tooltip pops up telling me what the outcome will be. I suspect that this is not intentional as I'd never choose the option that results in losing the unit that triggered it.
 
Patch i - 1st built Paramander unit is red blob (save file attached)

Dude, read the first page. :p

Patch "j": (unreleased)
9. Fixed the Paramander model art (was appearing as a red blob).
 
Patch h. A problem with AI. This little island on the screenshot is giving Rhoanna of the Hippus a real headache. She can't seem to decide to use her settlers there to found a city. They've been just standing there for at least last 50 turns. Too bad I can't get a hidden nationality unit to that isle :). Speaking about hidden nationality, it would be nice if you could make it possible to load HN units on HN ships (for example Nightwatch on Privateer).

Civ4ScreenShot0013.jpg


A suggestion for people wanting to use larger screenshots like Darkheart. No need to shrink your screenshots and loose detail. Just put them in spoiler tags and anyone who wants to see the image can simply click to open the spoiler.
 
Speaking about hidden nationality, it would be nice if you could make it possible to load HN units on HN ships (for example Nightwatch on Privateer).

HN units can be loaded onto HN ships. It has been that way for a long time.
 
After the AC40+ event where all farms and plantations are destroyed, all animal ressources (pigs, sheep...) which were on a hill disappeared entirely.
 
Of course, we still have to download the big file that way - cropping to just the relevant bits reduces both filesize and screen space. Better yet, just upload it without putting it in the post, then we only have to look at it if we want to.
 
After the AC40+ event where all farms and plantations are destroyed, all animal ressources (pigs, sheep...) which were on a hill disappeared entirely.

Yes, I just had that happen to me. Additionally, I would say at least 90% of the Plains tiles turned into Desert. This is tough on me, but I have Water Mana and an Adept. Naturally, the AI is screwed with all those Desert tiles now.

Every one of my food resource tiles (about 12-15) were wiped out. However, I am at war with a couple of ai civs and noticed one Sheep and one Cow. That's it on the map.

If this is not a bug, and intended, it will really cut down on city size and lead to a lot of unhealthful civs. :(
 
they're gonna starve to death anyway, won't a plague just help get the cities more productive?
 
In my game Blight destroyed all the food resources (deer, wheat, rice, wine, cows, pigs) in my empire that I had an improvement on (I think it may have destroyed some marble too, which seemed odd), but left the unimproved ones alone. Of course, this means I had food resources to use, but not in the fat cross of any city. I was under the impression that it wasn't supposed to destroy the resources anymore (there was a time back i fire when it was supposed to)

Also, I don't like how the effects of all the Armageddon events happen a full turn before the popup. Was that a change necessary to prevent OOS errors? If so, I'm pretty upset with those who think this is a multiplayer game. :p
 
Back
Top Bottom