FfH2 0.31 Bug Thread

Iron Golems are... rather screwy. (possibly it is due to the blasting workshop, haven't built any without)
ig.JPG
 
The Guild of the Nine barbarian mercenary event has a minor problem, in that the lizardman you get also happens to get Elven/Dwarven/Orcish racial promotions if you're elven/dwarven/orcish. While the idea of a dwarf lizardman is hilarious to me, somehow I don't think that's intended :lol:
 
This is not a bug exactly, but still odd. The computer asked me to take over a civilization that was stronger than me. :rolleyes: That Alexis is a tricky one.

It could be because without Basium, my score is a little higher. Also, re-reading my screenshot, that should say "He would like you to leave..." and 'pathetic' is spelled wrong.
 

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Game freezes after this turn. I had to restart the whole computer. No armegeddon events or anything.
View attachment Luchuirpfreeze.CivBeyondSwordSave

This is not a bug exactly, but still odd. The computer asked me to take over a civilization that was stronger than me. That Alexis is a tricky one.
Technically your score is higher. I'm not sure why Alexis is listed first on the chart, though.
 
I think I have found the source of the scrub CtD.

After replacing:

<EffectType/>
<iEffectProbability/>

with:

<EffectType>NONE</EffectType>
<iEffectProbability>0</iEffectProbability>

in Scrub part of CIV4FeatureInfos.xml this feature seems to work fine
 
I think I have found the source of the scrub CtD.

After replacing:

<EffectType/>
<iEffectProbability/>

with:

<EffectType>NONE</EffectType>
<iEffectProbability>0</iEffectProbability>

in Scrub part of CIV4FeatureInfos.xml this feature seems to work fine

Good call, your exactly right, thanks!
 
Patch "a" is linked in the first post. It resolves the follwoing issues and won't break save games (though if you have broken golems you may want to restart anyway).

1. Fixed an error in the Rob Graves function.
2. Fixed an error in the Arcance Lacuna spell.
3. Summon Djinn now correctly requires Metamagic III instead of Earth III.
4. Graft Flesh now correctly requires Body III instead of Earth III.
5. Fixed broken graphics on the Repentant Angel unit.
6. Fixed a CtD caused when a unit moves into a Scrubs tile.
7. Fixed a CtD with the Azer event.
8. Units can only pick up equipment they own.
9. Fixed an error with Dispel Magic caused by using it on a mana node without an improvement.
10. Blasting Workshops won't break Golems anymore.
 
Arthendain's busted now.

He has Life II and Divine, which was to allow him to cast Cure Disease. With the change to the divine spellcasters, Life II alone gives him Destroy Undead and Divine doesn't do anything.
 
First game playing as Cassiel, Epic speed. An early WoC on turn 170.

View attachment 171932

There is a barbarian settler with the enraged promotion at the center of the map , just right to the elohim . If you you remove the enraged promotion , the WoC stop .

@Kael : the settler is scraped ( the barbarian delete it ) , it result that the settler betray it's own civ and so create a new settler with enraged ... scraped on the next update . The problem is that will occur with all enraged barbarian units scraped (perhaps only settler can be scraped ??) . You can perhaps always removed all betrayal promotions to barbarian units . Or put a condition to CvUnit::betray :

Spoiler :
Code:
void CvUnit::betray(PlayerTypes ePlayer)
{
[COLOR="Red"]	if (getOwnerINLINE() == ePlayer)
	{
		return;
	}
[/COLOR]
	CvPlot* pNewPlot = getOpenPlot();
	if (pNewPlot != NULL)
	{
		CvUnit* pUnit = GET_PLAYER(ePlayer).initUnit((UnitTypes)getUnitType(), pNewPlot->getX(), pNewPlot->getY(), AI_getUnitAIType());
		pUnit->convert(this);
		if (pUnit->getDuration() > 0)
		{
			pUnit->setDuration(0);
		}
	}
}

Tcho !
 
No matter how many Archmages you have with Spirit III, you can only cast Trust once. I am not sure if this is new, or intended. It was an unpleasant surprise for me.
 
I believe that Trust is working as designed, I remember it's been like that since at least 0.30f. After all, it's a PERMANENT +4 bonus with everyone, so if you could repeat it would be a bit ridiculous.

Now then... Govannon + priests seems to be a bit broken/overpowered. Since Train adds the Sphere I promotion and Channeling I, priests that are trained in any given sphere get access to Sphere II as a choice on next promotion. Haven't gotten to high priests yet in my current game, but I assume that this would also allow high priests access to third-level mage spells as well. Not sure if this is WAD, but it doesn't seem right that you can turn all your priests into mages as well.
 
I am not sure if this is a bug or not, but none of my recon unit can cast mask. I have CoE as my state religion and those recon units in question have CoE as their religion too.
 
Neither NK or Jopa's saves crash for me.

Frozen vomits does crash, looks like an art problem. Im trying to figure out where.
 
I am not sure if this is a bug or not, but none of my recon unit can cast mask. I have CoE as my state religion and those recon units in question have CoE as their religion too.

Units cant cast mask if they have cargo, are part of a group, or if you dont know the deception tech.
 
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