FfH2 0.32 Bug Thread

It's possible that the Order spread to thier lands first and they immediately converted. The AI has a bad habit of converting to the first religion that spreads to thier lands.

In a recent game, Perpentach (as Balseraphs obviously) converted to RoK when that spread to his lands, but a while later he founded AV and converted to that. So despite the brief time as neutral, he went back to evil.

No idea why an evil civ like the Doviello would convert to the Order. Just out of curiosity, how many other religions are founded in the game that you mentioned.

If I remember right, they all had. But, like I said, I was playing multiple continents and it ended up that pretty much every Civ had their own continent. I know I had founded Cthulhu Overlords...I mean Octopus Overlords as well as AV and Council of Esus. I'm pretty sure that Elohim had researched Order and Empyian and Khazad had founded RoK. Actually I'm surprised that they got Order instead of RoK since Khazad's continent was closer than Elohim and even the Elves' continent was closer with their WotF
 
i had a warrior kill orthus at 2.3% chance and got 65xp!!!!!!!!
that must be error
 
i had a warrior kill orthus at 2.3% chance and got 65xp!!!!!!!!
that must be error

or an incredibly lucky warrior. Something like that doesn't happen often, but it doesn't mean it won't happen.

edit: 65 xp seems a bit much for killing orthus though....
 
Hi all, I'm kind of new around Civ4 and all, so I'm not really sure what all the terminologies (like CtD) means.

Anyway, I'm playing this mod of a Vista OS, and I keep having unexpected crashes that tell me that the application has stopped working and for me to close the programme.

So far, the only "crash" that I've been able to recreate is when I'm playing Kuriotates, and I'm one turn from creating a Mercurian Gate. At any rate, on the next turn, when the Gate is created, the moment my units all move away from the city in which the gate is created, my game just crashes.

I've tried it on different graphic level settings, and it's failed to work.

The modmods that I've installed are the Fall Further and the worker mod by xienwolf. The version which I'm playing is 0.32e. Anyone have any ideas?
 
Pretty sure that just running Fall Further and Worker Mod at the same time will cause a whole mess of issues. Fall Further already uses the Worker Mod for the most part, so just use Fall Further would be my advice. (If you installed Fall Further before you installed Worker Mod, bad things happen, other way around, probably wouldn't notice the difference between normal FF and what you have)
 
Actually, if you have CoE, you should be able to use mask to switch back to hidden nationality. Since Alazkan is an assasin hero, it should work, provided that he starts with CoE has his religion.

It's still a bug though.
 
How many players did you have in the game? If you have more than the default, the AC displayed isn't accurate, relative to the numbers shown in pedia and for buildings/units. The displayed AC is a %, while the numbers are just flat amounts.

Heh, 15 on a standard map, the default is 7 so..yea. So you're saying for the actual AC there's a hidden raw amount. Of which that raw amount gets raised/lowered with the number of players. However, I played the Fall Further Modmod which showed the raw AC (omg need +320 for armaggeddan xD) but on the events there was still no change. This could be a bug with the modmod though, or maybe not. I'll watch it more to see if it changes at the events.
 
I seem to remember that the AV holy city is supposed to add 10 to the AC... but when I razed it, it only went down by 1. D patch.
 
Bug report:

Sometimes "Barbarian World" didn't work (no barbarian cities when you begin the game). (using creation mapscript and patch d)
 
(Dunno if this has been discussed before, I made a search and found nothing, so...)

Islands Map, I play Amurites (Dain).
I was hunting animals with a boat + Hunter, and then strange things started to happen :

- I captured a Bear, that went directly into the boat ; fine. Next turn, as I moved the boat to bring the Bear back to my "kingdom", it moved alone, leaving the poor animal on a water tile (Screenshot included).

-Next turn, the Bear had been "teleported" inside my boundaries.

-That happened twice, the second bear being inside the boat the turn before it "magically" teleports itself.
 

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I seem to remember that the AV holy city is supposed to add 10 to the AC... but when I razed it, it only went down by 1. D patch.


Remember that the number shown in the AC bar is a percentage. The numbers you get for looting graveyards, building eidola, and spreading AV, are absolute. This means that the actual change to the AC is not as easy to predict as one might think.

So, I'm not sure if I made sense there, so I'll explain further. When you start a game, dependant on map size, the Total AC is set to some value, say 200. When you get effects that increase the AC, they increase the current AC. Let's say you've gotten 40 of such increases. The value shown in the AC bar would then be 100*(40/200) = 20.
 
(Dunno if this has been discussed before, I made a search and found nothing, so...)

Islands Map, I play Amurites (Dain).
I was hunting animals with a boat + Hunter, and then strange things started to happen :

- I captured a Bear, that went directly into the boat ; fine. Next turn, as I moved the boat to bring the Bear back to my "kingdom", it moved alone, leaving the poor animal on a water tile (Screenshot included).

-Next turn, the Bear had been "teleported" inside my boundaries.

-That happened twice, the second bear being inside the boat the turn before it "magically" teleports itself.

I had a similar thing happen with Gaybrush. He captured a boat with his spiffy boarding ability, and was sitting there on the water. He then got teleported onto land. Was rather weird.
 
Play patch E, this is an exploit i think, playing FoL You can upgrade from Priest of leaves to a druid and retain the disciple trait which can give u an extra 4 units that can summon treant, I think that u meant to keep druids from summoning treants. now I can summon up to 9 treants with yvain,

I think that this is too powerful for mid game, but if this is what is intended then I suggest u require priest to be level 6 befor the can upgrade to druid.
 
(Dunno if this has been discussed before, I made a search and found nothing, so...)

Islands Map, I play Amurites (Dain).
I was hunting animals with a boat + Hunter, and then strange things started to happen :

- I captured a Bear, that went directly into the boat ; fine. Next turn, as I moved the boat to bring the Bear back to my "kingdom", it moved alone, leaving the poor animal on a water tile (Screenshot included).

-Next turn, the Bear had been "teleported" inside my boundaries.

-That happened twice, the second bear being inside the boat the turn before it "magically" teleports itself.

Similar things happen when you capture animals/units with a Druid and the Druid is on a Peak. The result is that the captured unit will also be on the Peak from where the Druide was attacking even if the captured unit can't pass impassable terrain.
As mentioned Bording Parties attacking ships from land/cosat result in ships sitting on land (next turn teleporting into water but sometimes they teleport too far away from the old place).
 
Playing Balseraph, one of my mimics, who already had the "iron weapon" promotion, managed to steal his opponent "bronze weapon" promotion. He ended up with both, and they stacked, giving him a total strength of 8 (5, +1 bronze, +2 iron).

Now I'm all for dual wielding mimics of course, but I don't think that wielding an inferior weapon in the off-hand is better :)
 
nm about this post, I got confused about the effect of the burnt wings constellation event since I saw a cotton on a desert tile. I checked back to an autosave and it was origionally plains.
 
I think that this is too powerful for mid game, but if this is what is intended then I suggest u require priest to be level 6 befor the can upgrade to druid.
Dude, druids are NOT midgame. They're very much endgame units, what with being a Channeling III caster and all. Also, they're supposed to be able to summon treants anyway, FoL has nothing to do with it. The only Druid exploit I can think of at the moment is the Balseraph Harlequin-Druids, since they get can get Mind I-III and Chaos I-III in addition to their normal set of spells.

Halancar said:
Playing Balseraph, one of my mimics, who already had the "iron weapon" promotion, managed to steal his opponent "bronze weapon" promotion. He ended up with both, and they stacked, giving him a total strength of 8 (5, +1 bronze, +2 iron).

Now I'm all for dual wielding mimics of course, but I don't think that wielding an inferior weapon in the off-hand is better
I've managed to have all 3 weapons promotions before on mine. I prefer to think of it as juggling multiple blades :D. Granted, I had to go through some fairly contrived methods involving mutating warriors and longbowmen to get enraged, then disbanding them so they go barb, to get them.

WCH said:
I seem to remember that the AV holy city is supposed to add 10 to the AC... but when I razed it, it only went down by 1. D patch.
It's founding the Ashen Veil that raises the AC, not the holy city itself. If the holy city had Stigmata on the Unborn built, then razing it would lower it by 1(for razing AV city) + 3(? I forget the amount, but whatever Stigmata raises AC by when it's built).

civ_king said:
i had a warrior kill orthus at 2.3% chance and got 65xp!!!!!!!!
that must be error
World units (Heroes, mostly) give 4x the XP when killed compared to normal units killed at the same battle odds, I believe. I know it's some multiplier, but I forget the exact number. Anyways, low-% wins give much more XP than high-% wins, and 2.3% is really low. Therefore, the warrior probably got (16 xp for low-% win) x 4(for world unit kill) + 1(for Raiders or something, I guess) = 65 xp.
 
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