FfH2 0.31 Bug Thread

Hey I dont know if this is a bug but, with no AI building requirments and no tech trading the Ljosafar (or whatever) civilization that im playing against has a militia consisting of over 170 disciple of leaves, yes im being serious, they only have like 10 other troops that arent disc of leaves, its kinda annoying because it would take away the challenge if I where to ever fight them, then again 7 out of the 8 civs on the map currently are good, with defenceive pacts being shared with almost all of them.

So I gotta ask, if this isnt a bug, is the AI just mass building them because theres VERY VERY little threat of war to them, or is it just out of sheer stupidity.
 
It does like to mass build them. Are you playing on Creation by any chance? I saw the same with the Malakim in my last game. I suspect that because the AI knows it shares a continent with another civ and has OB and can see unconverted cities it thinks "I should try to spread my religion there!" - but it doesn't realise that it can't do so without sending them on boats, even if it's just one tile round the end of a mountain range. Not sure what would be a fix to that - since you don't really want to mark single valleys as continents because it affects a bunch of wonders, colonies and so on.
 
Not sure if this one is out there but when playing multi player giving adepts to another player gives the adept it's free promotion back. This can be done multiple times between players to get the adept full promotions. I'm not sure if this works with any other units that are built with free promotions.
 
Situation: update e of version 031. Running Keelyn.

Issue: The cultist can walk on water, and as a result, it cannot apparently be loaded on a ship (which sails much faster). Probably not a bug, but it would be nice if it could be fixed.

did you try the load button? (not sure if it works, i haven't played OO in ages, but i can't see why it wouldn't)
 
031e obvious exploit: when a non-HN ship with HN unit onboard sails inside other civ's city with whom open border agreement exists, all city garrisson are evicted from city

I think this is similar to what I've seen happen with Loki and the gypsy wagon who also get evicted from the city when it builds a privateer. So it has something to do with HN units trying to get into a city or the interaction between the HN units of another civ and those in another city. Most likely because HN are treated as barbarian.
 
HN units are quite treated as barbarian: it's possible to attack civs "at peace with barbarians" with them

Still, there is certainly a link here, although it either involves ships and HN units or just HN units in general.

It's entirely possible that what I was seeing origionates from someplace else than what you had.

As far as reproducing mine, it is infinitely repeatable because the dang city's owner kept building those ships. I don't remember whether I had open borders or not, but the next time I play Balseraphs, I'll take a look at this.
 
I think there's a fix for that floating around - Kael may even have cannibalised it for 0.32 already.
 
Not sure if this one is out there but when playing multi player giving adepts to another player gives the adept it's free promotion back. This can be done multiple times between players to get the adept full promotions. I'm not sure if this works with any other units that are built with free promotions.

Gifting has been diabled in 0.32.

Situation: update e of version 031. Running Keelyn.

Issue: One of my units has the ability to steal promotions. I don't think it actually did steal anything when it should have. But I did get the message "TXT_KEY_MESSAGE_PROMOTION_STOLEN".

Thanks, I'll fix it.

Situation: update e of version 031. Running Keelyn.

Issue: The cultist can walk on water, and as a result, it cannot apparently be loaded on a ship (which sails much faster). Probably not a bug, but it would be nice if it could be fixed.

My cultists load fine into ships.

031e obvious exploit: when a non-HN ship with HN unit onboard sails inside other civ's city with whom open border agreement exists, all city garrisson are evicted from city (then declare war and take city without a fight)

I need to work on this one. Let me see what I can do.
 
Did you catch what I said about Balseraphs Loki and gypsy wagons getting booted out of a city owned by someone else when they build a privateer?

I might understand Loki because he is supposed to flee when attacked, but not the gypsy wagon. Unless it's related to the bug I've heard about loki dragging a stack with him when he retreats.

I'll start up a new game with the Balseraphs and take a closer look, although it will be a little while before privateers start showing up, or sooner if Lanun are on the map.
 
Did you catch what I said about Balseraphs Loki and gypsy wagons getting booted out of a city owned by someone else when they build a privateer?

I might understand Loki because he is supposed to flee when attacked, but not the gypsy wagon. Unless it's related to the bug I've heard about loki dragging a stack with him when he retreats.

I'll start up a new game with the Balseraphs and take a closer look, although it will be a little while before privateers start showing up, or sooner if Lanun are on the map.

That one doesnt both me as much as being able to clear enemy cities, which will be fixed in the next verison.
 
Kael: Could you include the shoddy Tooltips for Adaptive I just wrote up?

I also changed it in my MODCOMP to make Hidden Nationality not apply the Always Aggressive aspect while in a city (meaning if they are in a city nobody can attack them. And no HN units are capable of attacking any units which are in Cities either). Would you consider adding that to the main mod? I feel that it is a solid change to keep people from demolishing all the defenders of the AI before declaring war. This way you can still harass them outside of the cities, and pillage to your heart's content, but the AI is able to hide their workers from you and build up a retaliation force to send into the field and take you down (and it works in the favor of the HN users, allowing them to slip into a nearby City to heal. "Realistic" enough to imagine them hiding in abandoned buildings and keeping a low profile while they nurse their wounds).

It would also happen to fix the Ships bumping Defenders issue, and the HN animals killing Loki & Gypsy Wagons issue (though the Wagons are still vulnerable on the way TO the city)
 
Kael: Could you include the shoddy Tooltips for Adaptive I just wrote up?

Yes, but im going to have it call into the same function the flag mouseover does to display the text so its automatically updated if the traits change.

I also changed it in my MODCOMP to make Hidden Nationality not apply the Always Aggressive aspect while in a city (meaning if they are in a city nobody can attack them. And no HN units are capable of attacking any units which are in Cities either). Would you consider adding that to the main mod? I feel that it is a solid change to keep people from demolishing all the defenders of the AI before declaring war. This way you can still harass them outside of the cities, and pillage to your heart's content, but the AI is able to hide their workers from you and build up a retaliation force to send into the field and take you down (and it works in the favor of the HN users, allowing them to slip into a nearby City to heal. "Realistic" enough to imagine them hiding in abandoned buildings and keeping a low profile while they nurse their wounds).

It would also happen to fix the Ships bumping Defenders issue, and the HN animals killing Loki & Gypsy Wagons issue (though the Wagons are still vulnerable on the way TO the city)

It used to be like that, but I think it was causing spinlocks. Something about it not being AA in the cities and AA when it stepped outside was causing the AI fits. It also caused problems because human players would try to send the unit to walk through an allies stack without realizing that its going to attack them (because when they set the movement it was AA).

So I understand what your saying and it would solve the problems you list, but it would also open up new issues.
 
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