FfH2 0.32 Bug Thread

.32e

When I automate workers, they dont do anything. They run to the city and just stand there. This is my first time playing Fall From Heaven. Does the automate workers function work?
 
It does work...have you just started the game? If you don't have the techs to build the improvements, the workers will just sit and wait until you research them.
 
I've definitely seen workers sitting around doing nothing when there was still stuff to be done (usually not much stuff to be done, though), but yeah, they do all their priorities pretty well.
 
From my previous post regarding the CtD in a Kurio game, turn 300ish, it seems to have been linked to some flames near Acheron. I WBed the flames out and haven't had any trouble since.
 
My brother and I are playing over the LAN and in 2 different games (myself as Elohim, him as Kuriotates both times) we get an OOS error that isn't fixed by rejoining/ reloading. It seems to possibly arise from me getting priesthood. Thats when it happened both times, the first when I researched it, the second(attached) just after I traded him for it.
 

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The civil unrest event probably should be fixed so that the third option is available, but it requires espionage, which doesn't exist in FFH as far as coding goes.
 

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The high council seems to accept my wishes every time. I voted for "declare war on Faeryl Viconia". Kandros and Falamar voted against it but their votes didn't seem to matter. They had to declare war.
 
The high council seems to accept my wishes every time. I voted for "declare war on Faeryl Viconia". Kandros and Falamar voted against it but their votes didn't seem to matter. They had to declare war.

The voting round down so if you are three members in a council only one is needed to vote yes, if the majority vote no doesn't help, it takes only one yes (for three members) or two for five, etc.

This is one of the reason I never join a council since I think it is game destroying to have one single civ that can control an entire council of three, even if that civ is me.

I know that this is how the game works with the UN too (or I guess it is), ubt there you have a couple of hundreds votes so it is not that important. According to me (and as long as you only have one vote per civ) this is broken, major.
 
That's stupid... a majority should win. Someone should change it, there's no reason for it to be this way.
 
The voting round down so if you are three members in a council only one is needed to vote yes, if the majority vote no doesn't help, it takes only one yes (for three members) or two for five, etc.

So then if every vote that is ONE now was changed to 2 votes, would it then work as intended?

3 people - would be 2 to 4 votes, i think you would need 3 to win? 5 votes (2-3) turns in to 4 to 6, needing 5 to win...
 
dungeons no longer cause unhappiness but the asylum still does. intended?

edit: just saw that the asylum doesn't replace the dungeon but is an additional building... pls disregard my question :-)
 
Dominated units take the racial promotion of the civ that you are playing. For example as Svartalfar, I used dominate on Bannor units. However, the Bannor units, who are human, gained the elven promotion when I dominated them.

It doesn't make sense for a human unit to turn into an elven unit when an elven archmage (Svartalfar in this case) dominates them, and I'm pretty sure this isn't supposed to be happening. I'll check in WB to see if it happens with non-human units such as orcs maybe and whether the reverse can happen.

edit: just checked as the Clan, units that already have a racial promotion like the dwarves or elves, keep thiers, but human units turn orcish. I assume the same thing happens with a dwarven archmage. I'll check with a human archmage.

edit: ok, it looks like units with racial promotions keep thiers as they should when dominated by a human archmage. When dominated by an elven, orcish, or dwarven archmage, a human unit gains the racial promotion of the dominator. I know the clan can't get arcane units as that is closed to them, but I wanted to test what I was seeing here.

Patch e btw.
 
Dominated units take the racial promotion of the civ that you are playing. For example as Svartalfar, I used dominate on Bannor units. However, the Bannor units, who are human, gained the elven promotion when I dominated them.

It doesn't make sense for a human unit to turn into an elven unit when an elven archmage (Svartalfar in this case) dominates them, and I'm pretty sure this isn't supposed to be happening. I'll check in WB to see if it happens with non-human units such as orcs maybe and whether the reverse can happen.

edit: just checked as the Clan, units that already have a racial promotion like the dwarves or elves, keep thiers, but human units turn orcish. I assume the same thing happens with a dwarven archmage. I'll check with a human archmage.

edit: ok, it looks like units with racial promotions keep thiers as they should when dominated by a human archmage. When dominated by an elven, orcish, or dwarven archmage, a human unit gains the racial promotion of the dominator. I know the clan can't get arcane units as that is closed to them, but I wanted to test what I was seeing here.

Patch e btw.

An easy solution to this one, which might be handy in other ways, would be to add "Human" or something like that as a racial promotion.
 
Although this seems to be getting off of the topic of bugs and into discussion, I'd have to say that Fawns, Satyrs, Centaurs, and Birds should also never get racial promotions.

Edit:
It might be a good idea to (instead of making a new race to cover this broad range of unrelated creatures or creating new races and promotions that only apply to one unit) add a new boolean tag to units that determines whether they can pick up a default race. It might also be a good idea to use this for heroes rather than making default races not apply to world units.

Hmm...I don't suppose it would be worth it to make such tags forbid specific races instead of just being a boolean. That way, you could have human or Elven priests of the leaves, and dwarven or human stonewardens, but not have the unthematic race/religion combos. You could also let the Infernals have living Ritualists, which could really help since currently the only infernals units than can return to them after death are heroes. The use of this method would extend for beyond races though. I was thinking that it would be cool to let some promotions add summon perks that only effect certain types of summons.
 
I found a potential bug:

In a recent game, I used a frigate to land a captured wolf with hidden nationality, on another AI player's city, which had no city guards. The result was that the city was immediately razed, and the AI knew it was me who razed their city, but no war was declared.

Normally, a unit with hidden nationality, cannot go into a city of other player, from land, even when the city is empty. But this seems possible from sea.

I used Patch "e".
 
Although this seems to be getting off of the topic of bugs and into discussion, I'd have to say that Fawns, Satyrs, Centaurs, and Birds should also never get racial promotions.
Krakens and Lizardmen too, while we're at it. It was mentioned in one of the older cosmetic issues threads, but apparently slipped through the cracks.
 
Concerning the withdrawal bug: I was unable to recreate the bug in the World Builder, but I have a save game one turn before it happens. Just end the turn and watch what happens to Coombe View. For a moment, I thought it was because one of the attackers has the fear promotion, but even when deleting him, the city is lost as soon as the Immortal is killed.

Edit: I've got an even better savegame. This time, it's an enemy stack that withdraws, which means that you have more control over it and don't have to wait through the whole AI turn. Simply use the selected Shadow to kill the War Chariot to its southwest. I cheated a bit and gave the War Chariot the Immortal promotion (the bug also occurred when the Chariot used its 'normal' withdrawal ability, but this was not 100% reproducible).
 

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I recently got my first dragon as the Kuriotates. It wasn't the dragon I was expecting, however, Chalid had a nice long talk with Acheron and convinced him that Empyrean was the way to go.

Shortly later, Big Red helped me take on Hyborem and got diseased but I'm unable to remove the diseased promotion from Acheron because I suppose he's magic immune.

This is with .32E

Unfortunetly the Pool of Tears wasn't in my game and I didn't have a chance to build the Aquae Sucellus to see if the improvements could remove it. I only tried with Chalid and the Empyrean priests.
 
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