FfH2 0.32 Bug Thread

Minister Kuon can show up with any civ, as he controls a city that split off from the civ
 
oh, and the volcano event is too common, every (litterally) civ's capital had a volcano in its fat cross.

and the gobblins trashing your lands event (the one where you can clean it up with a nature mage) can happen on peak tiles, a bit pointless really...
 
Alazkan Illusion does not cost a move to attack, unless against a worker he kills. Thus, however many attacks from real assassins (real-alaz and regular assassins), all get kills; the illusion can hit before every real marksman attack. Free attacks is fun but I don't think intended. If I have a stack of 15 assassins, he can prep a kill for every one.
 
You can build improvments on a mushroom (which I WB'ed in after the event failed), and this destroys them. The star sign events are too common too. I have had two in a row, and the same one within 6 turns of each other. Although the Golden Age was nice, I think its too common.
 
<VassalRefuseAttitudeThreshold>NONE</VassalRefuseAttitudeThreshold>
<iVassalPowerModifier>0</iVassalPowerModifier>

Vassalage should be harder to attain...
 
Just played my shortest complete game ever...

Dropped my first settler where he spawned... next to a 7 +2 lich... next turn, 2x skeletons.. one killed my only warrior... gg.

Not really a bug per se, but are we sure we want strength 9 barbs summoning skeletons on turn 2?
 
Brigit says she can be upgraded to from a unit of level 9 or higher. I'm guessing this is a cut and paste mistake from copying her from the Valkyrie. Either that, or Basium has a huge new weapon.
 
1. The popup over my Town says it will upgrade to Enclave in 60 turns.
However the counter doesn't decrease over time, which is a good thing as I play Calabim and Enclave is said to be Kuriotates only.
But I think the popup should be removed, if possible, for civs other then the Kuriotate.

2. Lucian doesn't have Winterborn promotion. Is that intended?
 
You can capture Enclaves.

Also, Elves can no longer remove jungles without help. I list this because it was not documented in the changelog, so I assume it's broken.

AI's also do not seem to *ever* remove forests. Maybe I only just noticed this now, but it makes for some pretty dumb play on their parts.
 
I think too that the star sign events are too common ; they are more than 3/4 of the events.
 
Seems like the priorities of evil Civs attacking the Civ building the Altar are a little to high.
I just built two parts of the altar, altar victory isn't even enables, and multiple evil Civs already declared war on me, although I'm pretty powerful.
 
You can capture Enclaves.

Also, Elves can no longer remove jungles without help. I list this because it was not documented in the changelog, so I assume it's broken.

AI's also do not seem to *ever* remove forests. Maybe I only just noticed this now, but it makes for some pretty dumb play on their parts.


Like I said before - burn down the jungle with blaze :-)
 
Was this changed or is it a bug that new adepts won't get a free lvl1 sphere promotion, if you have at least 2 of those mana-spheres.
I have 2 earth mana (now even 3), but my new Khazad adepts don't get earth I for free.
 
Was this changed or is it a bug that new adepts won't get a free lvl1 sphere promotion, if you have at least 2 of those mana-spheres.
I have 2 earth mana (now even 3), but my new Khazad adepts don't get earth I for free.

I don't know exactly what was changed precisely, but new promotions are now available when you upgrade those adepts to mages, not before. I don't know exactly which promotions those mages get for multiple nodes of the same type, though.

EDIT: 0) The thing above might be a bug for Khazad and other civilisations who can get Adepts but not Mages, because they can never get free promotions for multiple nodes (in spite of the fact that building multiple earth nodes seems pretty in flavor for Khazad). Just throwing it in for discussion.

##

1) I received Galean in the first ~10 turns, too. It was one of the Armageddon Scenarios (#1) by Sureshot (-> I played Amurites and thus already had Mage Guilds), but it was still ridiculously fast :p. It's great that this works now, though!

2) I don't know exactly what has to happen to give all Mage Guilds in the empire +3 beakers when the Circle of Gaelan is founded. I might simply not have spread the guild properly (however that works), but I also had Catacomb Libralus (sp?), so the guild might not work with these buildings. In that case, changing the Circle to a building that simply changes Mage Guilds directly (i.e. like a wonder like those in vanilla civ that gave +gold/beakers to religious buildings) might work better.

##

3) I used the Slavery civic and had Gaelan summon a Spectre (the red text said it would die in one turn), and this Spectre attacked and defeated an enemy living unit, thus giving me a Slave. Said slave, however, apparently thought it had been summoned, too, and had the same red text stating it would die next turn. This bug was stated somewhere already, I think, but it hasn't been fixed so far.

##

4) As a sidenote, before this small scenario, I only played Nikis-Knight's huge map of Erebus and had an almost nonexistant amount of events (this was in 0.31c to 0.31e, I think). Is the chance of events somehow a global chance (i.e. 8% chance with Living World (which I had always turned on, or whatever the option to double the chance of events is called) for ONE event this turn, no matter who gets it) instead of per player? If that's the case, I'd propose changing that so there are more events for the player instead of just the AIs on huge maps.
I might be wrong about this last point, though.


Great game by the way! Hope these bug reports help somewhat.
 
when spreading the council of esus the button is not greyed out when the city already has esus... costs you 25 gold to spread the religion to a city that already has it...
 
As AI, the kuriotates are just awefull at planning thier cities, this is the case of most civs but kurotates AI used to plan around having a third ring, they dont seem to do that now.
 
It appears that the command bar at the bottom of the screen (to issue orders and promotions to your units) disappears whenever a unit is in a forested tile.

Playing as Malakim, maybe that's connected to it somehow.
 
I've seen most of the constellation events now and agree that they're way too common (one almost every turn with Living World). However, I just had a grassland with corn randomly turn into tundra without the Mulcarn constellation event happening, either to me or to anyone else.

By the way, shouldn't Mulcarn's events not happen anyway? He is, after all, dead.
 
yea the star signs are WAY too common, I was recieving at least one every turn in my game, although I did have a break of a few turns occasionally, it is still so common that it was almost the only type of event in my game so far. This was on a normal game.

Some stuff somehow got really borked in this version, but hey, Kael has a great testing team, all of us :)

Also, does anybody else think Kael needs to try and document as many of the changes as possible because there are some things here that are a little hard to tell from bugs or intentional? I'm not accusing Kael of ninja nerfing or anything like that, just thought it would be helpful.
 
Here is a quick fix to for the Sidar's wane spell:

You need to add the red line in the file "CvSpellInterface.py"

Code:
def reqWane(caster):
	if caster.getLevel() < 6:
		return False
	if caster.isAlive() == False:
		return False
	if caster.getUnitCombatType() == gc.getInfoTypeForString('UNITCOMBAT_ANIMAL'):
		return False
	if caster.getUnitCombatType() == gc.getInfoTypeForString('UNITCOMBAT_BEAST'):
		return False
	[COLOR="Red"]pPlayer = gc.getPlayer(caster.getOwner())[/COLOR]
	if pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_SHADE')) >= 4:
		return False
	return True
 
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