FfH2 0.32 Bug Thread

The event "city feud" I guess it is called has some word missplacement. I believe it should be [ICON_HAPPY] and [ICON_UNHAPPY] instead of [HAPPY_ICON] and [UNHAPPY_ICON] if you want to see an icon instead of the text that is (see screenshot).

Okey perhaps that was more of a cosmetic issue, but here is another. I playing the clan and am at peace with barbs. I have alot of ice north of my borders so there is some animal (and other) spawning up there. That is okey, I usually send up some guys to hunt animals from time to time (and keeping the lairs;)), but then I built the Nature ritual (forgot the name, but the one that converts barbs to animals with affinity) and yes all the barbs up there became animals with affinity, but I cannot attack them (except if I declare war with the barbs) and when I do attack (with a masked shadow with subdue animal) I didn't got an animal. I thinking, does the game think the animals still are ordinary barbs? It seams like they are treated like that and in that case, is this intended?
 

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The event "city feud" I guess it is called has some word missplacement. I believe it should be [ICON_HAPPY] and [ICON_UNHAPPY] instead of [HAPPY_ICON] and [UNHAPPY_ICON] if you want to see an icon instead of the text that is (see screenshot).
Actually, the text seems cut off, too. "to increase their profits by"

Okey perhaps that was more of a cosmetic issue, but here is another. I playing the clan and am at peace with barbs. I have alot of ice north of my borders so there is some animal (and other) spawning up there. That is okey, I usually send up some guys to hunt animals from time to time (and keeping the lairs;)), but then I built the Nature ritual (forgot the name, but the one that converts barbs to animals with affinity) and yes all the barbs up there became animals with affinity, but I cannot attack them (except if I declare war with the barbs) and when I do attack (with a masked shadow with subdue animal) I didn't got an animal. I thinking, does the game think the animals still are ordinary barbs? It seams like they are treated like that and in that case, is this intended?

This is just a guess, but maybe you need subdue beast instead of subdue animal to subdue them?
Though your assumption may be right, too.
How does one tell apart animals and beasts? (Except for Duin and the dragons, I wouldn't be able to tell)
 
Yeah, sure, they could have become beasts thanks to the affinity, but no I don't think so and I should be able to attack beasts anyway without declaring war with barbs (or?). What is a happening is that I got the question about if I want to declare war on the barbs when I tries to enter a tile with an "affinity-animal" and normally if you say no, then you attack the animal and are still at peace with the barbs, but now I just enter the tile, no attack. So it doesn't matter if the animal counts as a beast or an animal I should attack it anyway. But now, the only time I am able to attack the animal is if I declare war on the barbs or attack while masked (i.e. HN units) and then I should be able to get the animal (since I have subdue animal) and even if the animal all of a sudden counts as a beast, I should get them anyway since I also tested the hole thing with a (HN) beastmaster.

So I think that the game still treats "newly created" animals as ordinary barbs (that was what they where before nature's revenge).

PS
All animals are, uh, animals and all non-orcish, non-lizardman units are beasts (e.g. hill giants, dragons, gurim, other large living form of life are beasts, sort of).
 
That is okey, I usually send up some guys to hunt animals from time to time (and keeping the lairs;)), but then I built the Nature ritual (forgot the name, but the one that converts barbs to animals with affinity) and yes all the barbs up there became animals with affinity, but I cannot attack them (except if I declare war with the barbs) and when I do attack (with a masked shadow with subdue animal) I didn't got an animal. I thinking, does the game think the animals still are ordinary barbs? It seams like they are treated like that and in that case, is this intended?
About not capturing the animal after defeating it, I believe the reason is that HN units always destroy rather than capture. I had the same thing happen when I tried to capture two elephants with an unit that had both the HN and Subdue Animal promotions (these were originally elephants, and not created by Nature's Revolt).

It's probably for the same reason that you aren't allowed to capture a worker when you have HN... although captured animals automatically have hidden nationality, unlike captured workers.
 
And again, I am playing the clan, I am at peace with the barbs, I am allowed to attack animals with ANY units I have.

This is how it should work and still do until Nature's Revenge: The clan is at peace with the barbs, but animals can attack you anyway and they do. If you enters a tile with an animal then you got a question if you wants to declare war on the barbarians, if you answer yes, you are at war with ALL barbarian units then for the rest of the game, but if you say no, then your unit attack the animal and if you have subdue of the right sort you got it (and I have got animals being HN myself, using shadows).

This is how it works now after I built Nature's Revenge: The clan is at peace with the barbs, but animals DO NOT attack you anyway (at least not animals that become animals due to the convertion from ordinary barbarian units, the Nature's Revenge effect). If you enters a tile with an animal then you got a question if you wants to declare war on the barbarians, if you answer yes, you are at war with ALL barbarian units then for the rest of the game, but if you say no, then your unit DO NOT attack the animal, the unit enters the same tile (just in the same manner at it would do if the barbarian unit would have been just an ordinary barbarian unit). As I have stated before, my unit should attack all animals, regardless if I declare war or not. The subdue effect that I mentioned is a side effect to all this because I think the game thinks the "NEWLY CONVERTED" animals still are ordinary barbarians (like lizardmen, orc axemen, and so on).

So after all this ranting, the issue is that the game treats the animal as ordinary barbarians. If I have understood how the game treats barbarians, animals and beasts, I think the newly converted animal are just barbarians, they do not get the HN promotion that normal animals (and giants) have (which is the reason they attack you regardless if you are at peace with the barbarian or not, HN units can always attack you).
 
Patch L (I mean it this time), Amurites, Standard size Creation.py map.

I'm getting a CTD on Turn 392, while waiting for other Civs.

No crash for me.
 
Patch L (I mean it this time), Amurites, Standard size Creation.py map.

I'm getting a CTD on Turn 392, while waiting for other Civs.

No crash for me aswell. I attached the savegame from the next turn, maybe you can continue playing with that one.
 

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The issue with Barbarian Trait Leaders being unable to attack Barbarian Animals after casting Nature's Revolt is that animals no longer start with Hidden Nationality by default, it is applied to them when they are spawned from a Lair.

Since Nature's Revolt turns the units into an animal, but does not apply Hidden Nationality, all of the newly made Animals have declared Nationality and thus you are not allowed to attack them if you are at peace with the Barbarians.


This issue might also arise for Lions and Wolves spawned in combat by Lion Prides and Wolf Packs.
 
A minor oddity that came up a little while ago: I got the 'Torturing Prisoners' event, but it targetted one of my Workers, which seems wrong. I can't remember if I was playing as the Luchrip or the Bannor that time, but if it was the former then maybe it had something to do with how the Mud Golems have an actual defense score.
 
I don't know if this has been metioned but I always get CtD's when switching from a religion to "no state religion".
 
More issues with the city feud event chain. This time I got the choice to force a merc (with Fire I: Blaze) to work for me, yes he has Fire I: Blaze but he hasn't Channeling I so he can never use it (I guess thats the issue, since there is no button for it as adepts have and they have Channeling I).
 
I don't know if this has been metioned but I always get CtD's when switching from a religion to "no state religion".

Im unable to reproduce this. Can you attach a save game?
 
I did get something like that once, but it was a long time ago where I had made Gibbon Goieta into a Lich and the game didn't let me, or couldn't change.

Then again, I probably messed it up by making Gibbon Goeta into a Lich and the game probably wasnt sure whether it was Gibbon or not. This was way back in .31.

It would help if you said other details about your game, though the savegame itself would work.
 
AI building Archers without Archery. Game is on my home computer, so no savegame, but as Tasunke, got Minister Kuon as my teammate. 5 turns later I notice he has 2 archers, despite my not having the Archery tech. I don't recall if AI No Building Requirements was on or not, but either way shouldn't the AI need the tech at least before being able to build them?
 
I got curious about the switching to "no state religion" thing so I tested that in my own game. Okey I did not got any CtD but I got something else. On the screenshot, take a look at the score ranking to the lower right (I'm playing Jonas), strange. Was that just me or?

Edit: The screenshot is taken just after I switched to no state religion, the save is just before I did it. (Just so no one think I totally deranged, I did this just to test it).
 

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AI building Archers without Archery. Game is on my home computer, so no savegame, but as Tasunke, got Minister Kuon as my teammate. 5 turns later I notice he has 2 archers, despite my not having the Archery tech. I don't recall if AI No Building Requirements was on or not, but either way shouldn't the AI need the tech at least before being able to build them?

I think Minister Kuon starts with a bunch of archers no matter what techs you have (I have noticed that to I mean).
 
Mushrooms from ,a random event spawned on a mountain.
untitled.JPG
There's a screen shot. I'm not sure if this even really needs fixing, but it is annoying and useless in that game. Thanx! :)
 
Mushrooms from ,a random event spawned on a mountain.
View attachment 182314
There's a screen shot. I'm not sure if this even really needs fixing, but it is annoying and useless in that game. Thanx! :)

Check the city screen. I had this happen in a recent game -- I checked the city screen and saw that the city was working the mountain tile that had the mushrooms.
 
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