FfH2 0.31 Bug Thread

As Grigori, I could only build three of each of the 4/civ national units. I think this may have been in a game prior to installing the latest patch, though. Has there been a change to that effect?

Unrelated, and not sure if it counts as a bug (but rather annoying)... my ranger captured a wolf. I selected both and told them to fortify until healed, figuring the ranger's 7 strength would keep the wolf from getting killed. So then one of the AIs (with which I'm at peace) kills the wolf, moving into the ranger's square. So much for using a stronger unit to defend it...
 
The upgrade from 3 to 4 national units came in a recent patch, forget which one

Captured animals begin with hidden nationality, so civs you are at peace with will attack them, bypassing your defending unit. It has happened ot me a few times, really annoying. TO let your ranger protect the wolf declare nationality on the wolf straight away
 
I noticed I could build the Altar of the Luonnatir twice, that is after I already built it (FfH II, BTS version).
 
Not sure you have notice This bug that allow you to duplicate equipments , so i bump it .

About the Scrubs . I still got some scrubs near rivers (with bNoRiver) and checked normalizeAddExtras() . This can't comes from it because it check if the plot already have a feature before trying to add another one . But I've found the reason of the scrub appearance and that cause 2 problems , in CvGame::normalizeAddGoodTerrain (I've made some tests with lots of deserts , and all other normalizations skipped):
Spoiler :
Code:
if (pLoopPlot->calculateNatureYield(YIELD_FOOD, GET_PLAYER((PlayerTypes)iI).getTeam()) < GC.getFOOD_CONSUMPTION_PER_POPULATION())
{
	for (iK = 0; iK < GC.getNumTerrainInfos(); iK++)
	{
		if (!(GC.getTerrainInfo((TerrainTypes)iK).isWater()))
		{
			if (GC.getTerrainInfo((TerrainTypes)iK).getYield(YIELD_FOOD) >= GC.getFOOD_CONSUMPTION_PER_POPULATION())
			{
				pLoopPlot->setTerrainType((TerrainTypes)iK);
				bChanged = true;
				break;
			}
		}
	}
}

if (pLoopPlot->calculateNatureYield(YIELD_PRODUCTION, GET_PLAYER((PlayerTypes)iI).getTeam()) == 0)
{
	for (iK = 0; iK < GC.getNumFeatureInfos(); iK++)
	{
		if ((GC.getFeatureInfo((FeatureTypes)iK).getYieldChange(YIELD_FOOD) >= 0) &&
			(GC.getFeatureInfo((FeatureTypes)iK).getYieldChange(YIELD_PRODUCTION) > 0))
		{
			if (GC.getFeatureInfo((FeatureTypes)iK).isTerrain(pLoopPlot->getTerrainType()))
			{
				pLoopPlot->setFeatureType((FeatureTypes)iK);
				bChanged = true;
				break;
			}
		}
	}
}

_ The scrub appearance comes from the second test that don't check if the plot can have a feature but just if the terrain accept the feature !? I think this is probably because if the plot already have a feature and the terrain is changed canHaveFeature will return false to all feature ... so they change this test with isTerrain instead . Perhaps you need to change the second test adding (if bChanged && ... ) .
You can notice that every tile with flood plains (or oasis) checked will be replaced by scrub , even if scrub is NoRiver .

_ The second problem will be if you generate some scrub like oasis for an example . So you can have a desert plot with scrub in the starting area . The first test will be true and you will get a plot with scrub on grass land !? perhaps you should remove the feature when the terrain is changed in this test .

Tcho !

Edit : Tab removed :)
 
I noticed I could build the Altar of the Luonnatir twice, that is after I already built it (FfH II, BTS version).

The same level of it, or just the next level up?

The Altar is built in seven(?) stages and you need to build the previous one before being allowed to build the next. Each is better than the predecessor and the final one gives you an "Altar Victory" if you've got that condition enabled.
 
The Altar is built in seven(?) stages and you need to build the previous one before being allowed to build the next. Each is better than the predecessor and the final one gives you an "Altar Victory" if you've got that condition enabled.

I noticed that, but I didn't see any difference between the one I built and the one to build - but I'll double check. (Been away from FfH for awhile.) Anyway, glad it's not a bug!:)
 
Can anyone see the content of Sto's spoiler tag? It appears empty for me.
 
I have a game that was working fine. I bumped some key and now I can not see the unit graphics on the screen. When units are selected I see the stack view but not the icons on the map. I have gone to the graphics menu and restored defaults. Nothing seems to work. Is there some control or alt key to make units vanish (from view) and one to make them reappear?:cry:
 
I think I read that Ctrl-I toggles the interface on and off, but I'm way too busy to test it right now.
 
I have a game that was working fine. I bumped some key and now I can not see the unit graphics on the screen. When units are selected I see the stack view but not the icons on the map. I have gone to the graphics menu and restored defaults. Nothing seems to work. Is there some control or alt key to make units vanish (from view) and one to make them reappear?:cry:

I think I read that Ctrl-I toggles the interface on and off, but I'm way too busy to test it right now.

you can either try ALT+I odr Ctrl+I, it toggles the interface on/off or partial/full
 
Not sure if this is a bug or not, but I was playing as the Amurites, and even though my state religion was the Order, I also had the holy city for every other religion. Despite not having the right state religion, my city that had the council of esus was able to build shadows. Is this intended?
 
Yes if you founded the religions...


Not sure if this is a bug or not, but I was playing as the Amurites, and even though my state religion was the Order, I also had the holy city for every other religion. Despite not having the right state religion, my city that had the council of esus was able to build shadows. Is this intended?
 
No, it doesn't depend on who Founded the Religion. Shadows can be built in any city if the CITY has Esus. Your State Religion doesn't matter at all. If your state religion is Esus, but you didn't spread it to that city, you would still be unable to build them.
 
When I used Alazkan the Assassin (mirror) to attack Barbados the Lich, he not only destroyed the Lich but also the Death mana node??? Is that normal....
I like the look of his node better than the one I make.
 
The Broken Sepulcher counts as a lair, so now that it is not a permanent (unrazable) improvement it is destroyed whenever any unit (owned by a civ at war with the Barbarian State) enters the tile.
 
I just noticed that I can trade technology with not having researched Trade. Odd.

I captured a barb city and when it expanded a mana node that had a Town built on it disappeared. More odd.

patch e
 
The first bit is because only one party needs the tech, as in vanilla - you can trade with another civ which has Trade whether you do or not.
 
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