FfH2 0.31 Bug Thread

If the unit has the "wrong" unit-type it wont have acess to the promotion. (Already aquired promotions if changing unit Types by upgrading stay though. Promoting high-level custom Units and timing their Upgrading right to get the Promotions you want is an art in and of itself. :p)

Back in vanilla, I used to use Gunships promoted from Cavalry units with Medic & March as roving healers for my units :)

I haven't found anything similar that's quite as fun in FFH though.
 
Back in vanilla, I used to use Gunships promoted from Cavalry units with Medic & March as roving healers for my units :)

I haven't found anything similar that's quite as fun in FFH though.

Actually, that makes complete sense because helicopters were used to evacuate wounded off the battlefield alot in Vietnam and Korean wars, and they still are. Same for civillian helicopters, look at the emergency helicopters.
 
I've had two different games start crashing on me, both times playing Calabim. I gave up on the first game, since reloading from the save didn't get me past the crash. On this second game I've hit the same problem, but I just don't know what the issue is. I've attached the save for the last turn I can complete, and all the logs I could get it to spit out. I'd love to know if this is something I can fix...I'm like a junky waiting for my vampire fix.
 

Attachments

1) There's a Beserker UU for the Grigori that has no Civilopedia entry at all -- starts with a "C", something like "Collim"? He may even be a hero, I'm not sure.

2) Krakens are able to get goofy promotions like Woodsman I. Also, when you get a second (and third, etc) Speaker, the first Speaker (who's already cast Summon Kraken) is able to cast it again. You still can only have as many Krakens as you have Speakers, but with the current method you're able to cast Summon Kraken each time using the Speaker with the highest number of stars (i.e., the summoned Krakens have the most Empowerment).

3) Balance issue: the Four Horsemen are too weak. Always have been. By the time they show up, there's plenty of firepower available to deal with them. Rather than jacking their strength up to 80 or something, perhaps a more effective method would be to give them an accompanying stack of units. The offending player should lose at least a city or two to each of these guys.

4) The first Horseman arrived at AC 60. The last three all arrived at once, right around AC 70. Intentional that they're not spaced out more?

5) Balance issue: Cultist's Tsunami spell is overpowered. What might help is not giving Frigates / Man of Wars any cargo capacity. Or, make Tsunami a 6th-level promotion or somesuch. Or, make the spell damage units even in the caster's square. Right now, I can build a stack of Man of Wars each carrying a newbie Cultist, and can pretty much rampage around the map.

6) Several times (always?), the AI's hero has this unique ability to be the absolute last defender in a city, regardless as to the relative strengths. As I have always understood it, the current defensive strength of a unit determines whether it will be the unit that defends when a city / stack is attacked. On a related note, I've had cities with 30 units in them, and the units that get killed are guys in the middle (defensively speaking) of the stack. My badass hero with 20 defense and all sorts of promotions never gets touched. And no, this isn't related to Assassins and such -- the attacking units are normal types. Specifically, I've seen this happen when the attacking units are Rathas, but I'm sure I've seen it with other attacking units, too.

7) Speaking of Rathas... something seems amiss with their combat ability. They don't look all that strong, but they rarely lose when attacking my units. I've regularly lose lvl-4 longbowmen (in a city) to these guys.

8) On several games I've played now (in fact, ALL of the 0.31 games I've played), there is terrific slowdown towards the end of the game. I think I know what's causing it. The AI players -- maybe not all of them, but certainly the score leader and several others -- has a tendency to build a lot of units. Like, hundreds of units. He then moves them around, of course, which is probably what is bringing the game to a halt. In my current game, the score leader has over 200 Thanes of Kilmorph in one city on my border (and his religion is Order; go figure). Basium has 139 Angels in his capital (my fault; I keep razing cities). It's quite common to see stacks of 50-plus units (longbowmen, etc) in a city. While very effective in a number of ways (the score counter loves it when you have tons of units, and it of course makes a city pretty much uncapturable, as well as allows you to pretty much destroy anything you like), a big question is, how is the AI affording this? I play on Monarch or Emperor, and I'm guessing that the unit-maintenance cost for the AI has been ridiculously reduced or removed.

Foul
 
2) Krakens are able to get goofy promotions like Woodsman I. Also, when you get a second (and third, etc) Speaker, the first Speaker (who's already cast Summon Kraken) is able to cast it again. You still can only have as many Krakens as you have Speakers, but with the current method you're able to cast Summon Kraken each time using the Speaker with the highest number of stars (i.e., the summoned Krakens have the most Empowerment).
i think this is due to not being able to track which unit summoned which unit (which is the same reason summons and fireballs don't give exp to their casters, or atleast part of it).

3) Balance issue: the Four Horsemen are too weak. Always have been. By the time they show up, there's plenty of firepower available to deal with them. Rather than jacking their strength up to 80 or something, perhaps a more effective method would be to give them an accompanying stack of units. The offending player should lose at least a city or two to each of these guys.
usually they're weak yes, but i've seen different. Expecially when playing the sheiam summoning the infernals with the "double AC" on, i've seen them arrive right when i finished priesthood. They could still use a horde of sect of flies/ diseased corpses/ pyre zombies/ skeletons / whatever to back them up. This would prevent them from capturing one city and defending it till the end of times aswell.

4) The first Horseman arrived at AC 60. The last three all arrived at once, right around AC 70. Intentional that they're not spaced out more?
as far as i know it's 60 - 65 - 68 - 70 or something like that. Still pretty close together, but there should be a few turns between each appearance unless something drastic happens (razing the order holy city, killing basium or something like that)

5) Balance issue: Cultist's Tsunami spell is overpowered. What might help is not giving Frigates / Man of Wars any cargo capacity. Or, make Tsunami a 6th-level promotion or somesuch. Or, make the spell damage units even in the caster's square. Right now, I can build a stack of Man of Wars each carrying a newbie Cultist, and can pretty much rampage around the map.

6) Several times (always?), the AI's hero has this unique ability to be the absolute last defender in a city, regardless as to the relative strengths. As I have always understood it, the current defensive strength of a unit determines whether it will be the unit that defends when a city / stack is attacked. On a related note, I've had cities with 30 units in them, and the units that get killed are guys in the middle (defensively speaking) of the stack. My badass hero with 20 defense and all sorts of promotions never gets touched. And no, this isn't related to Assassins and such -- the attacking units are normal types. Specifically, I've seen this happen when the attacking units are Rathas, but I'm sure I've seen it with other attacking units, too.
About the hero's: just like channeling, the hero promotion reduces the chance of being picked first to defend in a stack. This is to prevent someone from killing off your hero with 2% chance units or something like that.

7) Speaking of Rathas... something seems amiss with their combat ability. They don't look all that strong, but they rarely lose when attacking my units. I've regularly lose lvl-4 longbowmen (in a city) to these guys.
i'm not sure, but i think they've eighter got a bonus against archery or against recon units, which could explain their relative high power.

8) On several games I've played now (in fact, ALL of the 0.31 games I've played), there is terrific slowdown towards the end of the game. I think I know what's causing it. The AI players -- maybe not all of them, but certainly the score leader and several others -- has a tendency to build a lot of units. Like, hundreds of units. He then moves them around, of course, which is probably what is bringing the game to a halt. In my current game, the score leader has over 200 Thanes of Kilmorph in one city on my border (and his religion is Order; go figure). Basium has 139 Angels in his capital (my fault; I keep razing cities). It's quite common to see stacks of 50-plus units (longbowmen, etc) in a city. While very effective in a number of ways (the score counter loves it when you have tons of units, and it of course makes a city pretty much uncapturable, as well as allows you to pretty much destroy anything you like), a big question is, how is the AI affording this? I play on Monarch or Emperor, and I'm guessing that the unit-maintenance cost for the AI has been ridiculously reduced or removed.

Foul

hope this awnsers some of your questions
 
3) Balance issue: the Four Horsemen are too weak. Always have been. By the time they show up, there's plenty of firepower available to deal with them. Rather than jacking their strength up to 80 or something, perhaps a more effective method would be to give them an accompanying stack of units. The offending player should lose at least a city or two to each of these guys.

I mod them and Orthus with the march promotion.
 
Guild of the nine recruiting bug:

The guild offered a hunter promoted with Subdue Animal. I purchased him, but he had no promotions except for Dwarven and Homeland as I am Lurchip.
 
Guild of the nine recruiting bug #2:

Seems to be a general problem with pre-promoted units via Guild of the Nine.

Guild offered an Adept promoted with Water I promotion. After I purchased the Adept, he did not have Water I. I do not currently have access to Water mana, but according to the guild, this should not be an issue.
 
Guild of the nine recruiting bug #2:

Seems to be a general problem with pre-promoted units via Guild of the Nine.

Guild offered an Adept promoted with Water I promotion. After I purchased the Adept, he did not have Water I. I do not currently have access to Water mana, but according to the guild, this should not be an issue.

It is a known bug that the events that both create and give the promotions to a unit using only xml don't work. I think I heard it looks for the target unit before it creates it, and, finding no unit, give no promotions.

It is however quite simple to make these events work using python.
 
In my current game, the score leader has over 200 Thanes of Kilmorph in one city on my border (and his religion is Order; go figure).

Yeah, this is something i realize in every game, too. In my last game (Immortal Diff) in the endgame there were 4 powerful empires, each with their own religion founded. Everyone had >150 Missionaries. I wished, they had built so many champions instead of missionaries, because then i would have had a harder fight.
I think i slowly realize, why civ 4 vanilla has a max of 3 missionaries at a time. could it not be possible to set a maximum for the missionaries, e.g. 10 at a time. I dont think u will ever need more at a time plus the ai could not waste their ressources to buld an empire of str.3 units...
That would be damn cool.
 
could it not be possible to set a maximum for the missionaries, e.g. 10 at a time. I dont think u will ever need more at a time plus the ai could not waste their ressources to buld an empire of str.3 units...
That would be damn cool.

Second that. It's quite a simple workaround on the AI's Missionary love. You wouldn't need more than 4 missionaries at any time. Say like 2-3 spreading and a medic one to heal your armies.
 
Is this a bug? I have limited experience with blockading.

My friendly neighbor was blockading my capital with some Hidden Nationality Privateer Units. I cast Revelation with a Vicar to reveal their nationality. The next turn the ships moved away, but the blockades remained. Now I can't find any way to remove the blockades; is there some trick I'm missing or is this a problem?
 
Second that. It's quite a simple workaround on the AI's Missionary love. You wouldn't need more than 4 missionaries at any time. Say like 2-3 spreading and a medic one to heal your armies.

It's not just missionaries, though. It's all units. A previous poster noted huge stacks of naval units, and I've noticed that too. 48 Caravels is nothing to sneeze at! I've noticed the elves building hundreds of fawns, and one enterprising AI had over 60 longbowmen.

Foul
 
It's not just missionaries, though. It's all units. A previous poster noted huge stacks of naval units, and I've noticed that too. 48 Caravels is nothing to sneeze at! I've noticed the elves building hundreds of fawns, and one enterprising AI had over 60 longbowmen.

Foul

hundreds of fawns? that must be quite a drain on the economy there.
 
enough to conquer another civ though. Maybe that's the problem: they don't declare war soon enough.
 
enough to conquer another civ though. Maybe that's the problem: they don't declare war soon enough.

Well, it's one thing if they are just sitting around in a city, but it's another if they are amassing on the borders.
 
I just played in a game where the Amurites attacked me midgame with a massive stack of scouts. It was pitiful.
 
huh, guess what the malakim do with thier scouts, they use them as escorts for thier lightbringers or something, lol. In one game when they declared war on me for some reason, they first sent in that lightbringer (thier UU, not the one from Empyrean) unit of thiers along with scouts escorting it. They were no match for my own military.

When I saw that, I thought, 'what the heck are they doing with the scouts?'.

The AI needs some serious work in areas like this.
 
Not a bug but....

I think the Obsidian Gate is too powerfull, especially the wonder.
It should be limited to cities with a certain population or the 1 unit out of a city, should also be restricted to in as well.

I can take an invisible, hidden nat, unit across the other side of the planet, declare war then, declare nat and take city. then launch an army into the city.

Also Crown of Brilliance and Blinding Light may be a little too powerful, especially when used in combo. I will leave that open to debate.
 
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