FfH2 0.32 Bug Thread

Immortal Kraken issue

Version: seen in 31e, but I can't see any changes in 32a that would change this.

Severity: Very Minor

Summery: If a kraken with the immortal promotion dies it appears in the capital city. If the capital city has no adjoining water tiles the kraken is stuck.

Repro step: 1) Create a capital with no costal access
2) Summon a kraken using Octopus Overlords divine units.
3) Construct Blood of the Phoenix, granting the Kraken immortality
4) Have the kraken die

Workaround:
Destroy the kraken and summon another one.
 
Another workaround would be to move your capital to a coastal city.

You could also use WB to create a 'canal' using ocean or coastal tile to your capital. This wouldn't work very well if your capital is far inland because the inconvienience would outwiegh creating the canal and then replacing the origional tiles and improvements. Following this path, if you're Lanun, connecting to a string of freshwater lakes or something might work, but haven't tested it myself.
 
Playing as Balseraph/OO (BTW, the AI can't play Loki),

1. Late in the game, random units in my cities started becoming crazed. If this is intentional, Speakers should be able to "calm" them.

2. Hawks are majorly bugged (you get the buttons from the previously selected unit as far as I can tell). I was able to delete them.

3. Perpentach was remarkably sane (my traits never changed).

General comments:

Outstanding mod.

City States are overpowered.

The Tower of Mastery is cheap to buy (vs. build time).

Delayed worker techs are great, but barbs should be adjusted accordingly, at least on low-water maps. AI still struggling to survive, even on Emperor.

Non-weapon-wielding units need a boost.
 
Playing a Mirror map, I noticed that there were unclaimed Mana: I found a Sun, an Earth and a Fire. I think that the map has placed the Unique Features on the other side, but since it can't place 2 on a map, it has just placed the Mana on the side I was on. Not sure if there's anything that can be done to stop this though.
 
Can 2d that about Perpentach, he doesn't switch leader traits.
 
Playing a Mirror map, I noticed that there were unclaimed Mana: I found a Sun, an Earth and a Fire. I think that the map has placed the Unique Features on the other side, but since it can't place 2 on a map, it has just placed the Mana on the side I was on. Not sure if there's anything that can be done to stop this though.

One could make a symmetric map with width and height consisting of odd numbers and then placing all unique features on the symmetry axes. Not a great solution, though. Then again, simply not all map types are really suitable for FFH2...
 
Can 2d that about Perpentach, he doesn't switch leader traits.

I've had Perpentach change traits in my last game on turn 23. It's tied to events, so because there are so many events (mainly constellations, I'm guessing) possible, its all a question of chance.
 
Is the bonus for earth mana (increase the chance to discover new resources) working?
I have 4 earth mana and I'm in turn 660 but haven't found new resources.

(In my last game with a previous version I only had 3 earth mana but found new resources like hell. I'm not complaning if it's nerfed in 0.32 but I'm not sure if it's working at all or if it's only bad luck. Can somebody confirme?)
 
I've had Perpentach change traits in my last game on turn 23. It's tied to events, so because there are so many events (mainly constellations, I'm guessing) possible, its all a question of chance.

So thanks to all those events that are constantly being added (some good, some more anying) one of the more colorful leaders has become less colorful, rather plain in fact. Isn't there a way to run this separated from events.

Btw, good question about earth mana, haven't seen that either for awhile and I usually go for earth mana, just because of this. If it has been removed, or the chance lowered, or if this is linked to all events too, can be good to know so you know if it is worth it.
 
The Circle of Gaelan isn't giving my new arcane units extra experience. That is what it's suppose to do, right? Give all arcane units I build 2 extra experience in all my cities? It doesn't seem to do anything now, but Gaelan is nice...
 
I've had Perpentach change traits in my last game on turn 23. It's tied to events, so because there are so many events (mainly constellations, I'm guessing) possible, its all a question of chance.

I've always thought certain events should trigger trait changes. For example, the spirit mana/haunted house event. You could have Perpentach go in and absorb the spirits into his (already crowded) mind, and change traits.

I also think being able to change to an opponent's traits when you defeat them would be really cool. I guess the problem is that's leader- and not civ-specific, so it might be impossible.
 
I also think being able to change to an opponent's traits when you defeat them would be really cool. I guess the problem is that's leader- and not civ-specific, so it might be impossible.

I don't see why that would be a problem.
 
I encountered a minor bug with the Barbarian trait (at least, I assume it's a bug).

Playing as Charadon of the Doviello, has the Barbarian trait, so is at peace with the barbs. A barbarian Azer appeared in my territory (I think it was the result of some event) and started pillaging improvements. Problem was I couldn't send any units to kill it because I was at peace with the barbs! Eventually it disappeared (moved away and was killed by someone else, I guess), but it was really annoying to have your territory pillaged and not be able to do anything about it.

I did also notice that the Barbarian trait does not prevent barbarian Hill Giants from attacking your units -- the HGs didn't enter my territory, but would attack units I sent out. These were not Larry, Curly, and Moe, these were HGs from early in the game, before the Pact of the Nilhorn. Intended or a bug?
 
I did also notice that the Barbarian trait does not prevent barbarian Hill Giants from attacking your units -- the HGs didn't enter my territory, but would attack units I sent out. These were not Larry, Curly, and Moe, these were HGs from early in the game, before the Pact of the Nilhorn. Intended or a bug?


Hill Giants have Hidden Nationality, so they can attack anyone.
 
3. Centaurs cannot cast Sprint when fatigued.

Just wondering, is this a python requirement or did you add a new tag to CIV4SpellInfos.xml that allows specific spells to be blocked by specific promotions? I suspect the former, but would find the latter very useful in my modmod.
 
Perpentach really does need to change traits a lot more frequently, my latest game has gone to turn 235 without a single change.

The whole concept of playing Perpentach is lost. I quite my latest game (Playing him. He is my favorite) when I realized that something must be wrong here.
 
yea, while it IS supposed to be random, theres something going on with the frequency. Even the adaptive trait works like clockwork, although the length varies a bit depending on gamespeed.

It's probably something that is going to take a while to tweak, unless there is a set time that he goes 'insane' but the trait change will still be unpredictable. So, while players could predict when it will change, but not what it will be.
 
Ritualists can "cure" a diseased corpse. Maybe have a check on the Cure Disease spell to see if a unit is living?
 
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