FfH2 0.32 Bug Thread

Is it intended that non-Calabim vampires cannot feast? I converted on but could only gift.

The tooltip says "Requires Calabim", so I guess that's intended. I see it in the same way that somehow getting Elven Workers doesn't just allow you to build improvements in forests - you can't just get all the unique abilities of other civs.
 
Is it intended that non-Calabim vampires cannot feast? I converted on but could only gift.

Yes, that is intended. Logically I think it might be just as appropriate for only Calabim vamps to Feed or Gift Vampirism.
 
Already reported this bug several versions ago...: see screenshot (tech trading).

FFH2.JPG
 
Are you sure that is a bug? Might it be that only Decius has the Trade tech? Or, that the other civs are in the Undercouncil and have passes Secret Codes.
 
This probably isn't a bug, but more a case of me just not knowing how civ's with the BARBARIAN trait work because I haven't played one of them in a while...

I am playing as Jonas Endain and exploring the map. I did forget that the Animals can attack me at will, while I am asked if I want to declare war on the barbs or not whenever I have the opportunity to kill one. :confused:

But, this really got me...

It was not yet even turn 90 in an Epic game of 990 turns and I got very lucky and hit back to back techs (Construction and Sanitation) from goodie huts. Then, I got the message that the barbarians felt I was too civilized and were declaring war on me - I had more than 50% in score than the next civ (I'm pretty sure this is limited to only those civs I have had contact with - if so, it was only 3 AI civs so far on the Large map).

So, I still get the -10% hit on Research, but lose the peace with the barbs.

Fortunately, this happened before the load of raging barbs appeared so I could shore up my defenses, but it left me with 800+turns of my game left and reduced fun because I lost that BAR trait. My bad, sure, but I thought there was some sort of moratorium before this rule kicked in?

Oh one more thing, that I think is a bug. I had a Ruins in my borders (two tiles away from my capital city). When I was at peace with the barbs, no problem. However, when I finally killed the barb lizardman guard, I still couldn't destroy the ruins by moving one of my units on it. I'm thinking maybe I have to build an improvement on that tile to destroy it, but shouldn't be capable of destruction once I am no longer at peace with the barbs by simply moving one of my units on the tile?
 
Hidden Nationality/Ring of Flames from a Ritualist bug:
...
The 'Ring of Flames' spell burning a pirate ship (hidden nationality) should not warn me about declaring war on someone since I am burning a pirate!
 
Hi everyone.

I've got a problem that probably is a silly thing and it's already explained somewhere in this forum, if so i do apologize for my lazyness and dumbness, by the way...

Can't I just play with the infernal?????

I mean, when I start a new game and I come to choose the civilization to play I can't choose the infernal (not to mention, they are my preferred faction in the fantasy world). Is this a problem with me or is it planned to be this way? Maybe they has to be played only by AI?and if so...WHY??????????????

Thanks.
 
You have to research "infernal pact" first to spawn Hyborem on the map and receive the option to leave your current civ in order to play him.
This means you have to adopt the Ashen Veil religion in order to be able to research infernal pact.

Questions like these really don't belong in the bug-thread :)
 
Especially not ones which are answered in detail in the FAQ thread right next to it...
 
I am unable to get patch "L" to work properly.

My friend and I were playing multiplayer (hotseat) a couple of days ago, and decided to upgrade to patch "L". Unfortunately, after installation, every time we set up our game parameters and attempted to play, the game CTDed during the loading phase. We were previously playing patch "D" without difficulty... and had to reload that patch (fortunately I saved it) in order to play at all.

Before anyone asks, I am playing version 2 0.32; redownloaded and reinstalled "L"; and have never experienced this issue with FfH2 before. I have all of my directories in the default positions, so that shouldn't be the issue either.

I know others are not having issues with the patch generally, but has anyone else got multiplayer (hotseat) to work?
 
@Thorvald

I always test my new MP features in hot seat before network. I've done a dozen of hotseat games with patch L without any problem.
 
Hmmm. Alright, I'll see if I can figure out what the problem is on my end then.

Thanks.
 
Don't know if this has already been mentioned, but units with the "Immune to Disease" promotion can still get diseases.
 
The mod crashed every ten minutes or less. While not the biggest issue in the world since it doesn't take long to fire it back up, it's a pain to keep repeating a turn here and there even if I do it faster the second time around...

Could it be related to using vista?
 
I ran into the most bizarre Polar Bear since that group found one on Lost. ;)

Not sure if this is a bug, and exploit or what.

I encountered a Polar Bear with the Enraged promotion. I had my Hunter kill/subdue the animal. I really didn't need a Polar Bear so I tried to delete the critter. No dice. He immediately changed back into a barbarian Polar Bear with the Enraged promotion.

He tried to kill me, and was captured again. I tried to delete, back to a barb Polar Bear. This went on until I rang up 100XP for my Hunter. I finally moved away from that Polar Bear after capturing it again and it was killed by another barb Bear.

I'm not sure how the Polar Bear got that Enraged promotion (from another unit?), but I was surprised how it kept turning barb when I tried to delete it EVERY time. 5% chance to go barbarian:confused:

And, as I said, you could easily get all your Hunters up to 100XP (and beyond with a Great Commander, etc.) with this exploit.
 
Dunno if this is intention, but maybe enraged units turn to barbarian, when you delete them to avoid the "easy way" to get rid of those "timebombs".
How does chaos mana work regarding mutations?
If you create a unit in a city with chaos mana, it might mutate, right?
Maybe the bear den was inside the cultural borders of a civ with chaos mana and this mutation effect applies to all units or at least barbarians created within the cultural borders?
 
Apparently it is currently possible to cast spells like Domination on Elohim cities and units within their borders during their Sanctuary (worldspell) - if the Elohim civ conquers a city and then casts the world spell, it won't have any cultural boundaries, and even if it had, there are several spells with ranges >1.

It doesn't sound intended that spells from non-teammates should be able to target anything/harm anything/otherwise do anything to units within Sanctuary.
 
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