FfH2 0.32 Bug Thread

@ Teg - Didnt work for me... I see your point, and I am not sure why it doesnt work... Maybe I have to uninstall, clear off everything, reinstall, and change the XML BEFORE I load the game... would that change anything? (I am not sure what exactly the game "caches" after loading the first time, but people seem to stress it around here with patches and things)

@ kcwong - Also didnt work for me... Should I try to reinstall everything using AppLocale? Or will that not do anything special.
 
You could try setting 'DisableCaching' to 1 in your CivilizationIV.ini (in your Beyond the Sword folder).
 
The whole point of combat odds is that they're random. It's possible, just not probable. I've had the same thing happen, though on slightly higher odds. A 50-odd XP warrior with Orthus' Axe on turn 40 is pretty much unstoppable, and it made me very happy when he found and freed Brigit later as well. I don't recall any issues with upgrading, since mine became a Swordsman and then a Champion. Did your city have a training yard though?

You might find this hard to happen as Orthus spawns on turn 50 even at Quick speed; but I guess you just mean a Warrior with Orthus' axe very early in the game. As for combat odds, they are just what they say. If you pick "New Seed on Reload" and test the battle you will see that the odds match if you try it many times, i.e. your unit wins about 10 times out of 1000 when you have a %1 chance of winning. I've lost with <%0.1 once, and about 5 times with %0.1.
 
Ok... I patched FfH II with the "e" patch... started a new game.

Loki appears in my borders. I surround him with units. I attack. He merely flees into the same square as one of my surrounding units.

UGHHHHH.

I'm not very sure about this, but as far as I know Loki does a withdraw action when he is about to die. And withdrawal effects don't work when defending a city, if the final blow didn't come from combat (aka spell damage) or during first strikes. As Loki is spell immune; there are only two ways to kill him. If he is defending a city or get him to very low strength and attack with some first strike units (like Archers). These should work unless Kael secretly altered Loki's mechanism.
 
If he is defending a city or get him to very low strength and attack with some first strike units (like Archers). These should work unless Kael secretly altered Loki's mechanism.

Just wanted to point out the bug reported in this response. :lol:
 
@ Teg - Didnt work for me... I see your point, and I am not sure why it doesnt work... Maybe I have to uninstall, clear off everything, reinstall, and change the XML BEFORE I load the game... would that change anything? (I am not sure what exactly the game "caches" after loading the first time, but people seem to stress it around here with patches and things)

@ kcwong - Also didnt work for me... Should I try to reinstall everything using AppLocale? Or will that not do anything special.

You could try setting 'DisableCaching' to 1 in your CivilizationIV.ini (in your Beyond the Sword folder).

or you could manually delete the files in the BtS-cache-directory
 
Minor bug in my most recent game:

An error message came up saying "Could not access file" (something like that, I didn't save a screen shot), then listing the following file path: "..assets/sounds/soundtrack/medieval/OckeghemKyrie.mp3").

I checked the folder and the file is there, i.e., it's not missing or anything, and I can play it with any of my music players.

Didn't cause a CtD or anything, and the game continued to play normally, from what I could tell, but just thought I'd flag it for you. Thanks.
 
Are heroes supposed to be able to 'adopt' a religion, I'm talking about the national (national as in the civilizations hero) heroes here since I'm playing svartalfar and I switched HN off on Alahzkan thinking he had council of esus. However the guy didn't have that on him.

I had no other religions in the city and I built him in my Council of Esus holy city.

I'm not sure if this is a bug or not because I always thought that the civilizations hero were able to adopt the religion from the city they came from.
 
Are heroes supposed to be able to 'adopt' a religion, I'm talking about the national (national as in the civilizations hero) heroes here since I'm playing svartalfar and I switched HN off on Alahzkan thinking he had council of esus. However the guy didn't have that on him.

I had no other religions in the city and I built him in my Council of Esus holy city.

I'm not sure if this is a bug or not because I always thought that the civilizations hero were able to adopt the religion from the city they came from.

Any living unit, including heroes, that does not already have a religion has a chance to get one of the religions of the city where it was built. There is a 20% change to get a religion so long as the unit doesn't have one yet (meaning that only the first of the present religions to appear in the religions defines actually has a 20% chance, and the chance is lower for later religions.) Even if you built Alazkan in an Esus city with no other religions, there would still only be a 1 in 5 chance of him getting a religion.
 
Any living unit, including heroes, that does not already have a religion has a chance to get one of the religions of the city where it was built. There is a 20% change to get a religion so long as the unit doesn't have one yet (meaning that only the first of the present religions to appear in the religions defines actually has a 20% chance, and the chance is lower for later religions.) Even if you built Alazkan in an Esus city with no other religions, there would still only be a 1 in 5 chance of him getting a religion.

can the chance to get a certain religion be modded (for example if you have a temple of an certain religion in the city you have a 40% chance for this (and only this) religion)?
 
can the chance to get a certain religion be modded (for example if you have a temple of an certain religion in the city you have a 40% chance for this (and only this) religion)?

Sure, but not all that easily; it is done in the dll, so you would have to edit the C++ files from the source code and then recompile the whole thing.
 
Well sure, if they already owned the slave, you capture it like capturing a worker.
 
Patch E--Changes to the AC don't work properly. Certain heroes or events either affect it partially of what they should or not at all.
 
Patch E--Changes to the AC don't work properly. Certain heroes or events either affect it partially of what they should or not at all.
NOT A BUG. They are effecting the true AC exactly like they should, but the displayed value and the true value are not the same. The displayed value is a percentage of the highest possible value on that map. The possible value is effected by things like map size, number of players, and the game options that eliminate the AC or double it (which I think actually means halving the possible AC). This is clearer in newer version of the Fall Further modmod, which displays both the true and percentage ACs.

Maybe Kael should put this under Known Issues so we stop getting posts about it.
 
Patch E--Changes to the AC don't work properly. Certain heroes or events either affect it partially of what they should or not at all.

What Magister says. And the thing is, the raw AC is not out of 100, and the integer value function is applied to it, which means all fractions are just ignored, or should I say dropped.

As in if you have 2/155 AC; the game will display it as 1 AC. And if you have 3/155 AC; the game will display that as 1 AC as well, because 2/155 is approx. %1.29 and 3/155 is %1.93. So, when some stuff happen which raise or lower the AC, they affect the raw AC, and because of the integer value function and because the raw AC is not based on 100, those AC raising/lowering effects don't affect the AC as much as the Civilopedia states.
 
I played FfH2 patch e.

1. I happened mashroom event 3 times in one game.
but, 2nd and 3rd bonus are nothing.

2. Decius has not Crafting.
Why he can trade Bronze working?
 
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