FfH2 0.31 Bug Thread

How do drown work? can you transform warriors into drown or can you just build the drowns directly?

Both. There is a drown spell that lets you turn Warriors in cities with Temples of the Overlords into Drowns for 60 gold (regardless of game speed), or you build them directly in any city with the religion. Both require OO State Religion. (Oddly, it checks for these things in Python instead of XML although the building requirement is the only thing not covered by xml tags)
 
As Rhoanna, I'm able to build a Command Post with a Great Commander. Fair enough, but the popup says that I need the Organized Trait for this (at least in the german version).
 
As Rhoanna, I'm able to build a Command Post with a Great Commander. Fair enough, but the popup says that I need the Organized Trait for this (at least in the german version).
Might be phrased a tad bit unlucky in the popup. :undecide:

Every leader can build command posts via sacrificing a Great Commander but leaders with the organized trait can just build them anytime as a regular building.
 
I'm not quite sure what's going on, but every time I end this turn I get a CTD. I'm playing the Orc, and my Mardero got me control of Donal Lugh. If I delete Donal, it doesn't CTD, but as long as I own him, it does. I'm not sure why that's doing that...

ETA: Of course, immediately after I upload the file, the game works...
 

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The promotion-system doesn't seem to like Units with a withdrawl rate of above 100%. :(

With Sidar I built some Scouts (masked them since some got Esus) upgraded them to Horseman, Promoted to Flanking 3 (85 % Withdrawl Rate thanks to homeland), Mutated them and upgraded the ones which got Light Promotion (-20% strength +10% withdrawl) to knights (for another 10% withdrawl) so they got past the magical 100% mark. (You cant promote Flanking if you whould pass 85% Withdrawl with them it seems but Promoting first, then elevating the withdrawl rate seems to work.)

When finished and reached 17 EP or above by Fighting, they didn't got the ability to promote. What might be the reason for that? HN, missing unitcombattype of Knights or the 105% Withdrawl? Seems like a bug either way. Or is that hardcoded to prevent them from advancing further?


On a related Question regarding those units:
Can they still be killed normally outside a city then (immune to first strikes since they got Flanking 3) or whould they behave like loki running away every time they lose a fight?
 
I'm playing 0.31 patch e since few days. Don't know if the following are bugs :

* Playing Svartalfar, workers are able to chop jungle without any tech (no bronze working nore sanition) ; but the strangest is that gobelins workers i caught are able to build improvements on a tile without choping the forest or the jungle on it, but there are not elves ! Perhaps it is because my state religion is FoL ?

* Playing the dwarves, i'm able to build as dwarvens druids as i want. Are dwarvens Druids not limited as others druids ? Seems very strong, so very powerful imo...

Thx for this gorgeous MOD ! :goodjob:
 
I'm playing 0.31 patch e since few days. Don't know if the following are bugs :

* Playing Svartalfar, workers are able to chop jungle without any tech (no bronze working nore sanition) ; but the strangest is that gobelins workers i caught are able to build improvements on a tile without choping the forest or the jungle on it, but there are not elves ! Perhaps it is because my state religion is FoL ?

* Playing the dwarves, i'm able to build as dwarvens druids as i want. Are dwarvens Druids not limited as others druids ? Seems very strong, so very powerful imo...
Thx for this gorgeous MOD ! :goodjob:
The first is two issues - the being able to clear junle is known, and probably an unfixed oversight. The second part is because the worker actions - specifically forest clearing - are now handled by the civ rather than the unit. You'll notice the same thing for slaves. You could argue it lore-wise either way, but I think it actually makes more sense this way (enslaved elves are now forced to chop down trees and can't (or won't) 'teach' their captors how to get the productivity with the trees in place. Captured goblins can be forced by their captors to build elven structures, etc).

The second is probably a bug. You sure you can't just build 4 now rather than 3?
 
I was only able to build 4 Dwarven Druids as Kandros Fir in the game I just finished.
 
The promotion-system doesn't seem to like Units with a withdrawl rate of above 100%. :(

With Sidar I built some Scouts (masked them since some got Esus) upgraded them to Horseman, Promoted to Flanking 3 (85 % Withdrawl Rate thanks to homeland), Mutated them and upgraded the ones which got Light Promotion (-20% strength +10% withdrawl) to knights (for another 10% withdrawl) so they got past the magical 100% mark. (You cant promote Flanking if you whould pass 85% Withdrawl with them it seems but Promoting first, then elevating the withdrawl rate seems to work.)

When finished and reached 17 EP or above by Fighting, they didn't got the ability to promote. What might be the reason for that? HN, missing unitcombattype of Knights or the 105% Withdrawl? Seems like a bug either way. Or is that hardcoded to prevent them from advancing further?


On a related Question regarding those units:
Can they still be killed normally outside a city then (immune to first strikes since they got Flanking 3) or whould they behave like loki running away every time they lose a fight?

Noticed the same thing, but i don't think it's because of the 100% mark. Rather, i think it's them having a promotion they're not allowed to have (flanking 3). Horsemen can get flanking 3, but horse archers and knights only go up to flanking 2.
 
I was only able to build 4 Dwarven Druids as Kandros Fir in the game I just finished.

So, in other words, it is working exactly as intended? Druids (including Dwarven Druids) are national units, so there is a limit of how many you can have at a time (all these currently have a limit of 4, but each unitclass has its limit set separately)
 
So, in other words, it is working exactly as intended? Druids (including Dwarven Druids) are national units, so there is a limit of how many you can have at a time (all these currently have a limit of 4, but each unitclass has its limit set separately)

Think he was replying to the post above his with the discussion about whether the unit cap for Dwarven Druids was intact. It does seem to be, as they're of UNITCLASS_DRUID and that definitely does have a cap of 4 in place.
 
Noticed the same thing, but i don't think it's because of the 100% mark. Rather, i think it's them having a promotion they're not allowed to have (flanking 3). Horsemen can get flanking 3, but horse archers and knights only go up to flanking 2.

Then Promoting units to other unitclasses whouldn't work as it does (like promoting Scouts with animal Handling to mounted and other things like that) so that guess is clearly not the reason (that i know for sure).
And i doubt that they can only get to flanking 2 in the first place.
I had a light-mutated horsearcher with homeland barred from even taking Flanking 2 (which whould have given him 95% Withdrawl and there seems to be a cap at 85% or 90% to further promote them).
So knights and horsearchers without light or horselord or homeland should be able to promote to Flanking 3 allright. The Reason must be somewhere else. But since you had something simmilar, it might indeed be that Withdrawl above 85/90% is hardcoded to not be possible and causes Problems if done still by player walkaround.
If so it should indeed qualify as a bug and somehow be fixed (either by allowing a higher Rate or by cutting it even if raised after Flanking-Promotions.)
 
A few things that are still confusing me.

Last days still seems to be round the wrong way.

I can not seem to get the option to use Hyborem's whisper. Maybe I am missing somehting.

Hidden nationalsiy units have problems using roads or transporting units. I guss you know this.
 
I'm at school, so I can't post a save, that will have to wait until thursday.

Playing an odd little game, Immortal, continents (I think) with the Calabim/order. But for some reason the game seems to think that CoE is my religion, it lists on the victory screen for religious dominance "Your religion 2%" which is what Esus is, instead of the Order, which is around 30% or so. Furthermore, despite me being good, sometimes when my units die I get a message that they have gone to serve the Infernals in the afterlife, which I thought wasn't supposed to happen for the good order vampires.
 
It would happen very often for Vampires. Any unit with Death 1 or Entropy 1 can become a Manes. And as for religion aspect of unit re-birth, the one which matters is the Unit religion, not the State Religion. So if Esus, OO or AV were in one of your cities it is possible to produce units which are followers of an Evil religion, and thus will go to the Infernal.
 
I'm at school, so I can't post a save, that will have to wait until thursday.

Playing an odd little game, Immortal, continents (I think) with the Calabim/order. But for some reason the game seems to think that CoE is my religion, it lists on the victory screen for religious dominance "Your religion 2%" which is what Esus is, instead of the Order, which is around 30% or so. Furthermore, despite me being good, sometimes when my units die I get a message that they have gone to serve the Infernals in the afterlife, which I thought wasn't supposed to happen for the good order vampires.

Do you have the Order holy city? The victory screen shows the religion with the highest percentage you have the holy city of; so if you only have the CoE holy city; it would show that instead of Order even if Order is more spread and is your state religion.
 
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