FfH2 0.32 Bug Thread

Compassion civics doesnt seem to have any upkeep. (fend for yourself has never made less sense)

Spirit mana gives a 5% GPP but it doesnt show up in cities.

Adaptive trait (playing as kuriotates) seems to start as philosophic and if you choose a diffrent trait you loose it, fair enough, but thers nothing to indicate that you wont keep philosophic as it is listed as a normal trait.

1) The expansive trait reduces upkeep for the compassion civics to 0. If you don't have that trait, I don't think there's any reason not to adopt Fend for Themselves - in later gamestages the difference to the other civics can be absolutely significant (no upkeep for fend for themselves versus 20+++ for the other civics, and this number increases with number of cities/population size).
That's what makes all non-evil compassion civics so weak (although they do have small diplomacy bonuses/maluses). Paying 40+++ gold for what amounts to 2-3 food ressources doesn't seem like a fair trade to me.

2) While commerce gains etc. are now rounded at the .1 level, GPPs are not. That means that until you get at least 20 GPPs (20*1.05=21), you won't get any benefit from it.

I haven't played enough adaptive leaders to answer your third point.
 
Another bug with the invisibility granted by the nox noctis (or simply with invisibility). Same game, i put alcazar the assassin on the road of an attacking enemy stack . When the stack is on the same plot with the assassin , i create the illusion and the stack go outside my borders (i've not tested with another summon, but i guess the same thing will happen). Looking at the code the CvUnit::canCoexistWithEnemyUnit(TeamTypes eTeam) check should return true for the setXY of the initUnit, so i don't understand.

Tcho !
 
The ritual "Genesis" is transforming flood plains into plains.
Not that tragic for elves since they can then grow some forest on those tiles at least, but still kinda annoying.
 
I believe flying units are suffering from amphibious attack penalties. A griffon attacked from the ocean and looking at the combat log I could see a 50% amphibious attack penalty (actually it gave my unit +50%). That should probably be removed in the same manner water walking removes it.
 
The ritual "Genesis" is transforming flood plains into plains.
Not that tragic for elves since they can then grow some forest on those tiles at least, but still kinda annoying.

If you look closely, you'll notice that those are in fact flood plains/plains, making them extra awesome. You can do the same by casting Vitalise manually.
 
I was recently playing a game with the Amurites, and I realized that to be able to cast fireballs, they need fire 2, not fire 1 promote. Unless this is intentional, I think that it counts as a bug.
 
Do you mean their Firebows? They can promote to Fire II, but can't get anyother spells.
 
This has annoyed me for a long time and I keep forgetting to post it:

Double Movement DOES NOT WORK.


I am doing a test game right now and decided to actually play for a while instead of popping straight to AI Auto Play. I'm the elves and I am scouting with both my initial Warrior and my Initial Scout. It's awesome because the Warrior can move 2 squares due to the double movement, so he is a decent scout (and trees are EVERYWHERE. Plus a Forested Hill still counts as a Forest).

Problem is my scout is ALSO moving 2 squares a turn. He should be moving 4, because he has double movement. But no, he can only move the standard 2.

The problem persists. With the Warrior, who appears to be working properly, if I cast Haste on him before he moves, he gains no additional movement, he can still move 2 Forest Tiles. If I move him his 2 Forest Tiles, THEN cast Haste on him, he can move 1 additional Forest Tile with his new movement point.

Same goes with Mobility. If I promote a Warrior to Mobility 1, he gains no additional movement capability in the forests.


The last point might be intentional, might not be. But the Double Movement also doesn't stack with roads. It would be nice if a Forest + Road route meant that an Elven Warrior (1 :move: still) could move 6 such tiles.


If it isn't fixed to be actual doubling of movement, maybe we could re-word the tooltip at least?
 
Doesn't the "double move" (that you call it) work just as the Original Game Woodsman II work and a Scout with Woodsman II in the Original Game cannot walk four tiles either (or a Scout with Guerilla II on hills).
 
Previous gamesettings from original civ4 are showing up in ffh2. In a vanilla multiplayer game we had the "choose religions" setting on and when we then started a ffh2 game the setting stayed on.

Game we played was without aggresive ai. while the AIs didnt build much in the ways of units, they didnt really tech faster either. Result was they were a absolute pushover.
 
Just been playing a game as Luirchurp

Had 2 cities and 1 worker only

Cast my civ 1 time special and got a crash to desktop

No error message or anything, just froze and said stopped responding

using .32 J patch
 
play patch l
in mp there not ask for settlemnmt or city with civ kuritas
in sp there was a qeution...


edit: ok the 4 the city is automatilic a settlemnt , but 3 th city and 2 th city there was not choice ...

edit : why i can not destroy city by my self ?
 
edit : why i can not destroy city by my self ?

You just can't, it's been like this in vanilla civ since Civ2 (I didn't play the first one). It may be possible to do so in mods as I've heard of or seen mods where you can do this kind of thing. Of course though you can just go into worldbuilder and delete it. If you're talking about the settlements, another is to let a barbarian unit sack it as they auto-raze size 1 cities.

As for the city limit, it depends on map size. On duel size maps, they are limited to 2 cities, tiny, small, and standard maps limited to 3, large maps limited to 4 cities, huge maps limited to 5 cities. I don't play multiplayer, so I can't really answer that part.

Even if you place a settlement where you didn't really want it, you can always take that one worker off the tile and make it into a citizen specialist.
 
You just can't, it's been like this in vanilla civ since Civ2 (I didn't play the first one). It may be possible to do so in mods as I've heard of or seen mods where you can do this kind of thing. Of course though you can just go into worldbuilder and delete it. If you're talking about the settlements, another is to let a barbarian unit sack it as they auto-raze size 1 cities.

As for the city limit, it depends on map size. On duel size maps, they are limited to 2 cities, tiny, small, and standard maps limited to 3, large maps limited to 4 cities, huge maps limited to 5 cities. I don't play multiplayer, so I can't really answer that part.

Even if you place a settlement where you didn't really want it, you can always take that one worker off the tile and make it into a citizen specialist.

Actually, in civ 1, 2, and Alpha Centari, you could destroy cities by builting a suttler/colony pod in a size 1 city. As this would leave them size 0 aka nonexistant. I recall civ2 even had a warning for it where you could chose to delay instead. And then of course move the population as you wish.

It in fact, started with civ 3. XD... not being able to that is.
 
Speaking of combat odds....

When I attempt to attack one of Minister Koun's units with an HN unit (like the Stooges or a Spider) the combat odds are not displayed.

This is only true with Koun's units - with all others the combat odds are displayed.
 
From the thread on combat odd calculations:

---
I have replicable proof that first strikes are not always handled correctly when calculating combat odds.

Edit the XML so that warriors (strength 3) have 500 first strikes.
Use World Builder to create warriors and a Margalards (strength 22 orangutan , no special abilities) on adjacent grassland

The combat odds will display as <0.1%, but out of 100 attempts I won every one of them.


This is an extreme example, but it was designed to demonstrate a discrepancy in the way combat odds are calculated when first strikes are involved.

---

I don't know if this is a FfH problem or a general civ4 issue.
 
Patch L: The game crashes while loading the Art when I start a new game. I also can't view any units in the civilopedia and when I try to open CIV4ArtDefines_Unit it says i can't view XML input using XSL style sheet.
Edit: Nevermind, found out about patch 3.17.
 
The combat odds will display as <0.1%, but out of 100 attempts I won every one of them.

At what difficulty level were you testing that? At some of the lower ones the player automatically wins his first attack against the barbarians.

edit: actually I was wrong, iFreeWinsVsBarbs is set to 0 on all difficulty levels in FFH.
 
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