FfH2 0.31 Bug Thread

Two AC issues... apologies if already mentioned:

1) The "Child of Destiny" event has various options that result in the AC increasing. The actual amount that the AC increases is only half of what it's supposed to do.

2) Building an Eidolon doesn't increase the AC by one.

I'm guessing both issues are caused by the "halved all AC effects" feature introduced in 0.31.

Foul
 
Actually I expect it's the old AC scaling chestnut again. The displayed number is a percentage, the true maximum scales depending on map size and number of players (or something like that) so that individual events might alter it by less than 1% and therefore not alter the displayed number, but they are changing the absolute number in the background.
 
Since all of the actions which affect the AC confuse people (by not seeing the advertised effect), and actually seeing the value on the 0-100 scale only causes people to be able to predict what AC event is about to happen.... Maybe it is time to display the true AC and keep the percentage hidden? Then you have to know the formula (and calculate it) in order to predict when Blight will hit you and other things. But you will see the AC change the amount advertised when you do something to change it.
 
yea, for example, sometimes when I build an unit in a city with the prophecy of ragnarok, it doesn't raise the AC, but the next unit does, at least that's what it seems like to me. But the AC was in the 80's, 90's when I observed that because earlier it seemed like each unit was giving one point to the AC for a while and then it slowed down.

I would have reported it as a bug, but I wasn't sure exactly what I was seeing here.
 
Personally I'd rather see both the real value and the percent.

It would also be good for the value displayed to be the percent.
 
Since all of the actions which affect the AC confuse people (by not seeing the advertised effect), and actually seeing the value on the 0-100 scale only causes people to be able to predict what AC event is about to happen.... Maybe it is time to display the true AC and keep the percentage hidden? Then you have to know the formula (and calculate it) in order to predict when Blight will hit you and other things. But you will see the AC change the amount advertised when you do something to change it.

Or both... "Armageddon Counter: 15 / 150 (10%)" would be informative, if a little clunky on the eye.
 
This isn't a true *bug*, but some feedback about volume levels of sound effects.

Certain spells, such as Blinding Light have that very loud thunk sound. They could almost also be called Deafening Noise to the real life human player of the game. I love the music and effects of the game, but I find myself having forgetting sometimes how *very* loud that sound effect is compared to everything else in the game. My ears are hurting right now after I cast that spell. Yes, I know I can turn down the volume, but all the other sounds seem to have a much lower volume level, so then I start playing a quiet game.

I bet if the sound person compared the levels on that sound, they'd see it. It might also be more pronounced when it effects many stacks on different squares.
 
heh, still reminds me of the trade route blockade action ships had in normal BtS... used to have over 20 sound effects overlapping at the beginning of the turn.

Can't you simply lower the sound effects volume, but keep the music volume? not sure if civ4 allows for this, but most games do
 
I just won my first religious victory (taking me ages,because I didn't realise other religions counted against your religion), and there's a fault with the Inquisition spell sound effect. When used, it says 'Ourweaponissurpise' very quickly. It should be slower so we can hear it clearly. I just used the spell a lot, and found it slightly irriating (shouldn't it be 'No-one expects the Spanish Inquisition!' Anyway? :p)
 
Not Spanish :P

I like Vehem's solution - was thinking along the same lines myself. It doesn't really matter if it's long, since there's loads of space on top of the scoreboard anyhow.

@Demus: yes, you can, but the problem is that some of them are too loud relative to the others rather than absolutely; the roaring dragon effect (and the screech when they get hit in combat) in particular is horrible - drove me up the wall in my recent Mazatl game.
 
The promotion-system doesn't seem to like Units with a withdrawl rate of above 100%. :(

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?

There is a MAX_WITHDRAWL_PROBALILITY of 90% in the XML's, perhaps thats the "solution" to your "issues".

I'm surprised, too, though, that you can't get those promotions.
I was thinkng that you can actually get them, but they have no effect beyond those 90%.
 
If you vassalise the Grigori, there's no way to use inquisition in their cities (as Grigori can't adopt a state religion).

Probably nothing that can be done to fix that, but its kinda wierd to see them tolerating all sorts of religions that get purged mercilessly from their master's.
 
I'm new with FFH2 but I experienced some strange things in my first games:
(Marathon game with Faeryl Viconia / Svartalfar - 0.31e)

1. I built the Mercurian Gate and Basium was in my team. I couldn't build more Paladiens because I had already 4 (National Unit – 4 Allowed) but as long as Basium had less than 4 Paladiens I was able to upgrade my units within his borders to Paladins (in the end I had almost 30). Is this a bug or was this intended?

2. Random Event (unfortunately I didn't make a screenshot. I hope I remember this correctly)
I got an Event to buy an Assassin with Hidden Nationality promotion but in the end the unit didn't has the promotion.

3. What's wrong with the Djinn. It seems to be so overpowered in my late game. Anybody else gets this feeling? (I know, I had lots of mana, but isn't it OP?)

4. Is there a way to prevent getting experience from gifted animal units?
It is so easy to get super (recon) Units just by gifting your animals to a civ next to you (the animal will get Hidden Nationality promotion) and then immediately capture the animals back (Raiders + Valor will give you an additional +2 XP per fight and Orthus's Axe gives you Blitz). I like this 'feature' but it’s some kind of bug using...​
 
here is another event related bug:

As Hyborem, I got the event saying that your citizens are dying of some plague and bodies are littering the streets, the only option available to me was that I couldn't do anything about it. However, the graveyard did not show up. It was on hell terrain obviously. Also, I had wildlands and living world selected (I'm trying out the rainforest map), so whether that affected it or not, no idea.
 
I had an improved mana node whose tile temporarily flipped due to a cultural revolt in one of my cities. The city was formerly owned by a civ who capitulated to me. When the city revolted, In most ways the mana improvement disappeared, which is not what I have expected, but in three ways it stayed:
1. the tooltip text for the tile still showed the improvement
2. the 3d graphic for the improvement remained (the resource icon flipped to unimproved)
3. it could be pillaged (but it could not be dispelled)
The improvement that semi-disappeared was the entropy improvement.
 
I had an improved mana node whose tile temporarily flipped due to a cultural revolt in one of my cities. The city was formerly owned by a civ who capitulated to me. When the city revolted, In most ways the mana improvement disappeared, which is not what I have expected, but in three ways it stayed:
1. the tooltip text for the tile still showed the improvement
2. the 3d graphic for the improvement remained (the resource icon flipped to unimproved)
3. it could be pillaged (but it could not be dispelled)
The improvement that semi-disappeared was the entropy improvement.

Mana nodes revert to raw mana when their tile culture-flips. The resource (entropy node) changes to a raw mana node, but the improvement (entropy node) remains, but doesn't do anything. Pillaging the improvement allows you to build a new node of any type on the raw node.
 
No matter what settings I've been using on a creation map, no matter the game speed, size or other options I can't get barbarians to spawn! I've tried games with every setting I use checked and unchecked with no difference. I stried going to a huge map with three civs and still nothing. I've been playing a few games with no settlers which means the game ends up being a map where there is one city per team and nothing else.
Finally, on Noble setting I played one through, took out four civs (each with one city) with only 1 left and suddenly, on turn 800 the barbs spawned in hordes and began attacking the caputred cities.
Can't find anyone else that's had this problem before, normally it seems to be the othe way around!
 
do you have the patch? or is this just something that started happening suddendly after a while of the barbs appearing normally?
 
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