FfH2 0.31 Bug Thread

Obsidian gate is exactly the same as the airlift ability in vanilla civ, even the same icon.

Yes it's powerful, that's why it comes so late in the game. Still, I would call that a strategy rather than an exploit, and I don't have any problems with it the way it is atm.
 
Yeah, Gates are just as powerful as airports IIRC (maybe slightly more owing to the lack of railroads in FFH). However, I'd favour making The Nexus considerably more expensive, as a free gate in every city is an incredibly useful wonder, and one that is extremely easy to make since the Dimensional mana requirement got taken out.
 
Its not just that the AI builds insane stacks of units unnecessarily, they also seem to do a lot of meaningless, random moving. If you leave enemy/friendly moves on you see a lot of wasted moves chewing up time. Are those routines something that can be worked on by the FFH2 team, or are they untouchable? Would be great to have them looked at in Ice if possible.
 
BUG: In my present game I have found a bug that I'm exploiting as much as I can (might as well take advantage of it if it's there). I'm playing no settlers, on Emperor difficulty, 4 civs, large map, raging barbarians. I also have Baron Duln Halfmorn which captured a barbarian turning the unit into a ravenous werewolf under my control. Because of the number of units I already have the cost of another unit was more than I wanted so I decided to delete the unit. Upon clicking the yes button that I wanted it deleted the ravenous werewolf instantly became a barbarian unit which was available to be captured again. I have a druid nearby that I have been killing the barbarian unit for nearly 100 turns!

BALANCE: The same game as noted above; I'm very disappointed on the number of barbarian cities and barbarians that are in my game. I am presently playing my 4th or 5th game with no settlers and the number of cities available for the 3 or 4 civilizations that I usually play with on a large map is frustrating. I would think that if I'm playing raging barbarians there really should be numerous cities and barbarians. I found the cities only protected by two units in some cases.
Ps: there are a lot of animals and in my present game I have built the Grand Menagerie for the first time.
 
Ankhman, the Werewolf became a barbarian unit because it has a chance to turn barbarian every turn. This is intended. It was done to prevent you from disbanding units with crazed/enraged/burning blood etc. promotion. So, if a unit has a chance of turning barbarian, and you disband that unit, it will respawn as a barbarian. Sadly it looks like there's no way to prevent the exploit you pointed out, but as it's quite conditional I'd say it's not a biggie.

And grats on your Grand Menagerie! I still haven't built it once. :(
 
BUG: In my present game I have found a bug that I'm exploiting as much as I can (might as well take advantage of it if it's there). I'm playing no settlers, on Emperor difficulty, 4 civs, large map, raging barbarians. I also have Baron Duln Halfmorn which captured a barbarian turning the unit into a ravenous werewolf under my control. Because of the number of units I already have the cost of another unit was more than I wanted so I decided to delete the unit. Upon clicking the yes button that I wanted it deleted the ravenous werewolf instantly became a barbarian unit which was available to be captured again. I have a druid nearby that I have been killing the barbarian unit for nearly 100 turns!

BALANCE: The same game as noted above; I'm very disappointed on the number of barbarian cities and barbarians that are in my game. I am presently playing my 4th or 5th game with no settlers and the number of cities available for the 3 or 4 civilizations that I usually play with on a large map is frustrating. I would think that if I'm playing raging barbarians there really should be numerous cities and barbarians. I found the cities only protected by two units in some cases.
Ps: there are a lot of animals and in my present game I have built the Grand Menagerie for the first time.

Barbarian cities (as in regular Civ4) only start appearing when there are 1.5 cities p[er player. So if their are 6 players in the game barb cities won't start appearing until their are 9 cities in the game. In a no settlers game that is never going to happen. You should enable the Barbarian world option to put some starting Barb cities out there.

Incidently No Settlers is really intended for scenarios (where the scenario builder can place the cities where he wants), its not really intended for random games.
 
But if you do use the no-settlers-option with advanced Start and some hundred points it should work. :) Its not so bad if no settlers is checked i guess, since it gives the AI a bit of an edge at start (which it dearly needs) and also prevents them from overexpanding.

That enraged Units (and burning blooded ones too) go to the Barbs when disbanded is not a bug but intended (its because those units without fighting whould go to the barbs anyways after some Turns and to prevent you from simply disbanding them to mitigate that threat. They are just to furios and battle hungry to simply drop their weapons on a single order. ;)).
Its a nice thing to use that to your advantage if you can. :p Ravenous Werewolves start with Enraged. (Enraged is removed by sucessful combat. Crazed promotion gives and takes Enraged randomly. Burning Blood has a flat chance for going away or turning the unit barb independently from combat)
If its overpowered is a different Question (i dont think so since its not the easiest thing to pull off. But one could dispute that one. It is a powerful option one way or the other. But you need to do something to achive it and the most powerful part of that is the Baron really.).
 
Playing as Kuriotates with Patch e.
-I'm able to build Centaurs and Centaur Archers without Stable. Building a Stable does not seem to have any effect.
-I'm able to build arquebuses without alchemy lab, but the popup says that I need to have an alchemy lab.
-The popup of training yards doesn't show up the units that need a training yard for being built.
 
Playing as Kuriotates with Patch e.
-I'm able to build Centaurs and Centaur Archers without Stable. Building a Stable does not seem to have any effect.
-I'm able to build arquebuses without alchemy lab, but the popup says that I need to have an alchemy lab.
-The popup of training yards doesn't show up the units that need a training yard for being built.

The part about the centaurs not needing stables is intentional, you still need the tech though.

The 'sids tips' (or rather, Kael's tips in this case) do need some work.

Anyway, I'm not sure if this is a bug, it's more something I've noticed. Some events such as the forty thieves or the penguins (which gives no bonus whatsoever AFAIK) sometimes happen just outside the fat cross for the city, as if it's using the third ring. Similar events relating to bonuses don't have an issue there (as long as they are in your culture borders), and it's really only a few that I've noticed. It's possible it is a completely random thing and if it is a bug, there is a chance it's fixed in .32 since I know Kael did some fixes for events in 0.32.
 
Penguins give +1 Happy as a National Park.

Actually they don't work sometimes. I played a game once where penguins spawened in the fat cross of a city, but provided no happiness bonus!

Al
 
The part about the centaurs not needing stables is intentional, you still need the tech though.

Fair enough, but in that case the Kuriotates should not be able to build stables, as the latter do not seem to be of any use then.

Anyway, I'm not sure if this is a bug, it's more something I've noticed. Some events such as the forty thieves or the penguins (which gives no bonus whatsoever AFAIK) sometimes happen just outside the fat cross for the city, as if it's using the third ring.

Yes, I can confirm this. As Hippus, I had a penguin event in the third ring of a city.
 
Although for me it happened on the only tundra/snow (in this case, a forest/tundra) tile available within my cultural borders. So, I can't blame the event mechanism too much for that particular instance.

It would still be nice if it had a check for the fat cross, only problem though, the Kuriotates have thier special 3 ring cross while the rest have normal. Unless you build city of a thousand slums.
 
i was playing as khazad and noticed that after periods of anarchy, the dwarven vault status doesnt appear next the where your gold is displayed. when looking in the city, there was no effects from it. it just said dwarven vault and showed no status.
 
there's one level of the vault (the "neutral" one) which gives neighter a bonus nor a malus. Check your gold level, if it's around 100 per city (i think that was the level, although i'm not sure), it shouldn't be showing anything.
 
Hi, everyone.

I've been playing FfH II since 0.23 and never get myself to join the forum. But, FfH II is a really great game and I just couldn't resist it anymore to not be a part of the community. So, firstly, like everyone, I would like to pay homage to the team for this great mod:goodjob:.

My gameplay mainly revolve around
1. have fun
2. roleplay
3. (try to) win

Lately, I have also add another dimension to my gameplay, which is
4. beta testing (aka trying to break the game:lol:)

To my surprise, I actually manage to find a few bugs, so perhaps I could contribute a little to the mod. Hopefully, the bugs are not a repost as I do read most of the thread, but I couldn't conform them.

So, here is one of the bugs that I've found.

Item Duplication Through Resurrection

Spoiler :
counttheherojv6.jpg


This is originally a bug that I called "Resurrection + Basium = Cloning" bug, where firstly, I get my hero, Rathus Denmora killed (or waned in this case). Then, I resurrect him, and gift him to Basium. Rinse and repeat, and we get an army of heroes:lol:.

But, since unit gifting will be disabled in 0.32, the bug is fixed. But, still, there is another side bugs with resurrection. If u are wondering about the question, then the answer yes, the resurrected hero comes with his item, Nether Blade.

So, just resurrect him, drop the Nether Blade, and then delete the hero. Rinse and repeat and we get a bunch of duplicated item. I believe this would apply to other heroes that start with item too.
 
This is the second bugs that I've found.

Spoiler :
buildlawnodebuttonmissinq4.jpg


If u could noticed it, the build law node button is missing. It is originally a upgraded law mana and then suddenly reverted back to a raw mana.

Spoiler :
purgetheunfaithfuldestrko3.jpg


Then, in one of my next games, the same thing happened again, but this time, it is the life node button that missing and it is a originally upgraded life mana. I noticed that it happened right after I've completed the purge the unfaithful ritual.

So, I suspect that purge the unfaithful revert my upgraded mana into a raw mana (well, it does cause some improved tiles to be destroyed), but somehow, didn't restore my ability to rebuild the previously same mana. I had to build another mana, and then dispel it using metamagic II spell only then I can rebuild the same original node.

I forgotten whether I did built the ritual in the first game, but I think I did. And note that the amurites is not in both of the games and the cities did not flipped in any case.
 
And this is the third bugs that I've found.

Spoiler :
goldenhammerspawninsidaim9.jpg


The luchuirp cast their world spell, and a golden hammer spawn in a sidar's city?:confused:
 
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