FfH2 0.32 Bug Thread

.32E

1. 'Fear' seems to make a unit immune to attack from living units, even if the unit with fear is badly damaged.

2. When starting a new game the computer sometimes will drop in two AI from the same Civ, even if there are other Civs left out of the game.
 
.32E
Blaze does not seem to be working properly... in one forest with a fort, blaze was shaded out even though I hadn't cast anything that turn, and in other forests, blaze just produced the smoke, didn't burn the forest.
 
.32E

Hyborem's 'Gela' appeared when I killed him, but disappeared when I captured the city he was in.
 
.32E
Blaze does not seem to be working properly... in one forest with a fort, blaze was shaded out even though I hadn't cast anything that turn, and in other forests, blaze just produced the smoke, didn't burn the forest.

Blaze creates a Smoke, which then has a chance of turning into a Flames. I think Forts prevent the creation of the Smoke, since it's an improvement as well.
 
So, I'd like to point this one out because I don't see it in the 'known bug' area, so I'm worried it may not have been noticed.

When you attack a stack of units, if one of the units in the defending stack has withdraw chance, and successfully withdraws, the ENTIRE STACK will withdraw. It's horribly broken, and can really stimey an otherwise good assault. Especially if you had multiple units selected during the attack, and now all of them moved onto the square the defending stack was on, ready to be counter attacked.

I encounter this at least once in just about all my games it seems, and it's really getting to the breaking point of frustration. Note that it doesn't *always* seem to happen, it might only happen when I've got more than one unit selected during the attack. (AKA, I CTRL Click my warriors and then attack with them one at a time by moving them into the enemy stack.)

Does the code perhaps retreat one unit for each attacker? Or each unit in the attackers selection?
 
Yeah, Zech that is an old bug, kept happening with Blood of the Phoenix ritual to defenders in the city when an Immortal died. It was supposed to be fixed, but I guess it wasn't.

Considering we're repeating old, unaddressed bugs I wanted to remind that units with 1 base movement cannot get the Blitz promotion even if they meet all the requirements, e.g. Gilden Silveric can't get Blitz. Or is that not a bug? Never got a reply so I keep repeating myself :(.

One more thing I'm gonna repeat. War Chariots have % 10 less withdrawal compared to Knights, but they have the %50 vs. Archers bonus and +1 str. Same production cost and movement. Yet the Knights come a 9k research tech late, my question is why are we receiving worse units at a later tech? Is this just to bypass nat unit limit?
 
So I had blessing of wind on my privateer, it withdrew from the battle, but instead of withdrawing to a ocean spot it warped to the nearest edge of my cultural boundary.

Hypotheses: Could this be caused by the ship withdrawing to a land space instead of a ocean space? Then the game realizes it can't be there and warps it back to my area - kind of like what happens with those captured animals that don't stay in the boat...
 
Considering we're repeating old, unaddressed bugs I wanted to remind that units with 1 base movement cannot get the Blitz promotion even if they meet all the requirements, e.g. Gilden Silveric can't get Blitz. Or is that not a bug? Never got a reply so I keep repeating myself :(.

Seeing as a unit with only one movement cannot attack more than once in a turn even with blitz, my guess is it is supposed to be that way to keep people from being confused as to why their unit is unable to attack more than once.
 
Yes, but it ought to be based on the unit's CURRENT :move: (plus any bonus from the promotion providing the Blitz ability), rather than on the unit's BASE :move:. Since in FfH it isn't too hard to get a Base 1 :move: unit to gain more :move: points.
 
We need to convince Kael to borrow xienwolf's fix fro the blitz issue--and basically all his other SDK/xml schema changes hie we are at it.
 
A coupla BUGs while playing Hyborem. .32e

1. Hyborem is not getting his immortal promo

2. Blood of the Phoenix ritual is not giving out immortal promo

3. Hell fire terrain(??) the one that spawns sect of fly units randomly on the map never showed up. (AC at 100 now)

4. Hell fire spell for the AV priest (the last tier one) is doing nothing.

5. Orthas's Axe was just sitting there but owned by Kazad. It had no units attached, my units were not allowed to pick it up, and it disappeared when my boarders crossed it.
 
A coupla BUGs while playing Hyborem. .32e

1. Hyborem is not getting his immortal promo

2. Blood of the Phoenix ritual is not giving out immortal promo

3. Hell fire terrain(??) the one that spawns sect of fly units randomly on the map never showed up. (AC at 100 now)

4. Hell fire spell for the AV priest (the last tier one) is doing nothing.

5. Orthas's Axe was just sitting there but owned by Kazad. It had no units attached, my units were not allowed to pick it up, and it disappeared when my boarders crossed it.

I saw the exact same thing as number 5, except that this time, it was either the Bannor or the Ljosalfar. I don't remember exactly who owned it because I only had a brief glimpse of it while I was conquering the Bannor as the Lucichurip. An earlier save from that one showed the axe in Ljosalfar territory and owned by them, but it was some time before I went to war. This was either patch e or d.

Also, is the edit post going to advanced view for other people? it started doing that today. I know it's offtopic, but still.
 
I wonder if that problem with Orthus' Axe is the same thing that happened with Hyborem's Gela from my post above. Equipment disappearing when the borders around it change?
 
I wonder if that problem with Orthus' Axe is the same thing that happened with Hyborem's Gela from my post above. Equipment disappearing when the borders around it change?

It's starting to look like it's all the same issue.

*goes to complain about the quick post/edit post wierdness*
 
Seeing as a unit with only one movement cannot attack more than once in a turn even with blitz, my guess is it is supposed to be that way to keep people from being confused as to why their unit is unable to attack more than once.

Kasdar early heroes with 1 movement can survive for a quite long time, e.g. Gilden Silveric, and after a certain point you run out of useful promotions and the First Strike line and Blitz are the best which remain. Considering how Mobility becomes available as soon as you discover Horseback Riding; Blitz can be (not too much, but a bit) useful.
 
I think theres a problem with immortals loosing a battle in cities. I had a very strong stack defending a city against the calabim, it was one huge stack against the other. However after the AIs turn, 1 immortal had been sent to my capital and the rest of the stack was standing outside the attacked city which had been conquered by the calabim. I checked the log and noticed that only immortals had been defending.
 
.32e

I'm having these "no action icons in forrest" issues for first time now, after applying e-patch


Edit: reinstalled .32d and it works fine now.
 
I wonder if that problem with Orthus' Axe is the same thing that happened with Hyborem's Gela from my post above. Equipment disappearing when the borders around it change?

I havent been able to reproduce this at all. If someone can submit a save just before the item dissapears (after it dissapears the save doesnt do me any good) I'd love to check it out.

I will also need a save of the withdrawl bug (either immortals or defensive withdrawal is fine) as I cant reproduice that either.

The saves don't have to be from real games, a worldbuilder recreation of the issue is fine.
 
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