FfH2 0.30 Bug Thread

It is not a huge problem fut i have a few concerns

1st when it comes to religion alignments one of my rives is Faeryl Viconia and she just converted to COE form the order but her alignment is now neutral is this normal or should she be evil agen since her base alignment is evil.

2nd when it comes to The COE i know i is sapose to be a discreet thing meaning that it is not sapose to be visible to any other leaders save for other Esus followers. When it comes to the score chart this is true but when you open up the diplomacy menu with an Esus leader it will show up in their religion, also the game still announces when some one converts to the undercouncil
 
Finished (and won) a huge map at Emperor, playing the Sindar. I had very few issues and the game was very enjoyable, except for the AI :)

If I dare an agravating question, should I wait to restart the game or the patch is more than a few days from release?
 
If I dare an agravating question, should I wait to restart the game or the patch is more than a few days from release?

I second the question. I am about to start a new LAN game soon and it would be nice to have all this great things already in. Over 50 features is a lot...

edit: Strange, the patch log is gone, change to m or perhaps we will get it soon? :mischief:

edit 2: Third answer it seems... good to know, bad to wait ;) . I liked the patch approach but it is clear this one has outgrown a simple patch.
 
The next version will be a full version (0.31) so feel free to play away.
 
This actually happens pretty often but I didn't see anyone report it, so I'll shoot away. If you don't meet all the civilizations in the game right away; but meet some in the mid game, you start with diplomatic bonuses with them. Like you actually knew them for hundreds of turns. My record here is +4 "years of peace..." and +4 "our trade relations...". Nothing too major but I guess this needs fixing?
 
The next version will be a full version (0.31) so feel free to play away.

With the problems some of us had last time with .30 big downloads, would it be possible to post a torrent of .31 when it is available?

Thank you
 
With the problems some of us had last time with .30 big downloads, would it be possible to post a torrent of .31 when it is available?

Thank you

I wouldnt advise anyone to ever download from a torrent. It would be so easy for someone to download FfH, insert a function to install a virus, install a bot, or just wipe your hard drive and then place it up for distribution from a torrent.
 
Any ETA on .31?

I was really looking forward to this friday, coz i was convinced you would release the L/M/N patch today.

Wanna know how more wait ahead of your impatient fanbase...
 
Any ETA on .31?

I was really looking forward to this friday, coz i was convinced you would release the L/M/N patch today.

Wanna know how more wait ahead of your impatient fanbase...

No ETA yet unfortunatly.
 
Is the 'blight' event supposed to wipe out EVERY SINGLE FARM on the map? If it's WAD, is there a way to edit this ridiculous event (without turning off the Arma counter)? Destroying every farm on the map hurts the AI much more than it hurts the human and I don't really want it happening again in my future games.
 
It is supposed to destroy every farm, plantation, and pasture on the map, as well as randomly removing some food resources and scorching some plains into deserts. I believe you could assign a probability of destroying each improvement in the XML, but I'm not sure and don't have the mod installed on this computer to check.
 
Is the 'blight' event supposed to wipe out EVERY SINGLE FARM on the map? If it's WAD, is there a way to edit this ridiculous event (without turning off the Arma counter)? Destroying every farm on the map hurts the AI much more than it hurts the human and I don't really want it happening again in my future games.

This has been discussed a lot. I think it was designed as a 'balancer', it helped the people who aren't doing as well and hurt those with big empires using a lot of resources.

Of course, humans do seem to have an advantage. We now have workers sitting on resources when the counter gets close to 40 to reverse the effects quickly, and few adepts with Spring to change deserts to plains. The biggest advantage is knowing what will happen and planning toward it, I doubt there is any AI code for that.

Best wishes,

Breunor
 
This has been discussed a lot. I think it was designed as a 'balancer', it helped the people who aren't doing as well and hurt those with big empires using a lot of resources.

Of course, humans do seem to have an advantage. We now have workers sitting on resources when the counter gets close to 40 to reverse the effects quickly, and few adepts with Spring to change deserts to plains. The biggest advantage is knowing what will happen and planning toward it, I doubt there is any AI code for that.

Best wishes,

Breunor

Yeah, I just took out the 1/4 chance of creating deserts from plains...since this mainly just hurts the AI on most maps, when they don't know how to use the "spring" spell. (I also moded the Apocalypse event so it wouldn't kill everyone's world units...since I hated losing my heros to it)

Btw, I don't think you can change the Blight ratios in the XML since I believe its only done through the "CvRandomEventInterface.py" python script. I think the XML script only lets you change how/if its triggered and not the effects.

All you really need to do is delete the line:
Code:
if (iImprovement == iFarm or iImprovement == iPlantation or iImprovement == iPasture or iImprovement == iCamp or iImprovement == iWinery):
pPlot.setImprovementType(-1)
from the "doArmageddonBlight(argsList):" function.

However, I'm not really sure what would happen if the game removed a bonus source without first removing the improvement...might just leave the pasture with no pigs/horse etc... or might just crash.... =)

I'm sure you could edit/save it with notepad if you really wanted to change the code or you could just stop blight from triggering all together by editing the EventTriggers xml. (I think you just need to change the iPercentGamesActive to "0" ????)
 
Just got a very strange bug. I captured a slave with a Moroi after killing a Shiem burning zombie, but I don't have the slavery civic enabled, I have military state.I have no idea where a slave would come from. If it helps my civics at the time are God King, Nationhood, Military State, Conquest, Protect the Meek, and No Membership. Religion is Order (yes, I am playing a Calabim/Order game, its fun roleplay)
 
Switching to Mercurians when most of the world was Empyrian, I believe that Empyrian religion doesn't allow a chance to give angels. The whole world was at war for 45 turns with multiple cities flips(meaning lots of fighting and dying) and I only got 2 angels. One of them was from a worker I originally captured from Sheaim then was killed.

Also, my original civ was leader of the Overcouncil. After switching, I (the player, not the original civ), still controlled the voting, even the Mercurians weren't in Overcouncil civic.
 
I thought that Kael finally fixed it so that Empyrean and Esus did now (after I mentioned it several times), but maybe I'm wrong.
 
I thought that Kael finally fixed it so that Empyrean and Esus did now (after I mentioned it several times), but maybe I'm wrong.

Oops, I hadn't. But its in now!
 
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