FfH2 0.32 Bug Thread

A little background here, everybody knows that golems cannot gain experience or gain promotions without barnaxus, right?

As the Lucichuirp, I just got the event where your axemen gain the shock 1 promotion. While I don't mind my wood golems getting that since I guess it could be interpreted as having better weapons, but I thought the golems couldn't gain experience or promotions without barnaxus.

I haven't built Barnaxus in my game yet (still early game, turn 128) since I'm waiting to get a few bonuses from buildings and wonders that I want Barnaxus to have.

edit: nm this post, I think I misunderstood how the Luichurip work as far as Barnaxus and thier golems go with promotions and experience. Still, the event I mentioned may or may not be intentional.
 
Using patch d.

I've noticed a couple of different things with spiders.

1. Not Mine: I can spot a spider with my scout. When I move the scout out of range, I can then move a non-scout unit into the space with the spider. Settled a city under a spider using this.

2. Captured: Whether declared nationality or not, barbarians can enter the plot my spider is in. On my turn, I move the spider out, then re-enter the plot to attack. This doesn't seem right.
 
I've noticed a couple of different things with spiders.

1. Not Mine: I can spot a spider with my scout. When I move the scout out of range, I can then move a non-scout unit into the space with the spider. Settled a city under a spider using this.

Actually I think this is exactly as intended.
Whenever a unit not able to see invisible units the spider is pushed away from its tile.

For the second part: no idea :(
 
2. Captured: Whether declared nationality or not, barbarians can enter the plot my spider is in. On my turn, I move the spider out, then re-enter the plot to attack. This doesn't seem right.
It's because the barbarian can't see the spider, therefore it moves into the space. EXACT same thing you were doing in 1.

The spider is NOT pushed away, by the way. It just stays there.
 
2 small issues with 0.32 d. (using Marnoks Modmod. So the Spider thing could only be a problem there):

1. Giant Spiders from the "Spider Mine" event don't spawn with HN.

2. Crown of Arkharien and Sylviens Perfect Lyre can't be stolen (maybe other Items that generate Buildings / Wonders as well?) by an Esus Unit while running Esus as state religion in a city which contains them. Which makes steal rather weak / near useless. :( And both should be able to be stolen flavorwise i reckon. The dragons hoard might be a different matter though. But even that is imaginable.
Carried Items can be stolen though.


Edit: Oh and also capitulated Vasals now declare War upon you demanding resources from them. No matter what you demand it seems to. :(
That seems a bit weird. With that you could just remove that feature outright. I for one hope its just a bug.
 
Hey all, is anyone seeing issues with sound files being missing? I have so far identified 2, song of the dead for veil and lionselect for the units. I have also had issues of crashing when reloading a game too. I am using the latest patch of the game.
 
I was just thinking that it might be good if Bloom would work on any improvement that could be built over forests, whether only for that civ or anyone. I don't like it that you still have to raze camps, cast bloom, and then rebuild if you want the camp to be in a forest.
 
I was just thinking that it might be good if Bloom would work on any improvement that could be built over forests, whether only for that civ or anyone. I don't like it that you still have to raze camps, cast bloom, and then rebuild if you want the camp to be in a forest.

I thought this was fixed???

Seems to work ok for me, that said I don't recall a camp specifically.

With the bloom deal, I find it actually takes 3 turns;
turn 1 - cast bloom
turn 2 - unit held while casting
turn 3 - unit freed can move away but must wait another turn to recast
turn 4 - repeat above...
 
It was fixed for the Elven civs, but Camps are an improvement that anyone can build in forests. Thus, other civs would still have some micromanagement if they want to take advantage of the spell on this improvement.

It would also be nice if it bloom would not work on routes that clear features (none currently exist, but I was thinking of adding one in my modmod) and if the elven civs did not clear forests to build such routes.

It really seems like it is about time to add xml/SDK terrain, feature, and building prereqs for spells.
 
.32 Patch D

The Mercurian Gate can be build without the Infernals coming into play.

Map Script generated the Broken Sepulcher without Barbatos on it. I
was playing without barbs on, is this intended?

Event messages are partly covered up by tech icons.

War Unhappiness is way to harsh.
 
The Mercurian Gate can be build without the Infernals coming into play.
Not a bug, the two are independent of each other as far as coming into play.

Map Script generated the Broken Sepulcher without Barbatos on it. I was playing without barbs on, is this intended?
Probably intended.

Event messages are partly covered up by tech icons.
could you give a screenshot of what you mean?

War Unhappiness is way to harsh.
This is more of a balance issue, but yea I agree, the war weariness is kind of harsh.

Oh yea, welcome to the civfanatics forums :) although it looks like you've been lurking around for a while, given your join date.
 
High Priests and the like that can capture units are able to capture national units above the buildable limit. Also they can capture heroes of other races or religeons, they do disappear at the start of the next turn. I think heroes should not be capturable, they are a hero, a hero would rather die then work for the enemy.

Cheers
 
Not sure if this a bug, but the computer controlled Doviello got the Minister Kuon event, but they are not teammates, Kuon is on his own. Are they not suppose to have a Mercurian like relationship?
 
Fire Elementals don't have graphics, or rather their graphics are a 1 pixel great prophet. The "graphics" of the fire elemental are actually an effect. They won't show up if you turn off effects.



There are two seperate Koun events, with identical text. One makes him your permanent ally, the other makes him fully independent.
 
Fire Elementals don't have graphics, or rather their graphics are a 1 pixel great prophet. The "graphics" of the fire elemental are actually an effect. They won't show up if you turn off effects.



There are two seperate Koun events, with identical text. One makes him your permanent ally, the other makes him fully independent.


I have crap PC so I have to turn off all the good stuff :cry:
 
8. Units can cast bloom on improvements if their civ supports improvements on features (ljosalfar and svartalfar).

Are you sure this is working? I just played a Svart game where I couldn't cast on cottages, etcetera.

I may not have actually INSTALLED patch d, but I think I did.


Never mind, I hadn't installed the patch. New bloom mechanic works fine.
 
Not a bug, the two are independent of each other as far as coming into play.

Sorry, I dont remember it being this way in a previous version. :crazyeye:

As for the tech;

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Patch d.

I am Valledia of the Amurites (neutral) in my recent game. My religion is Fellowship (neutral). Then I founded Ashen Veil, but haven't switched to it. Now I was evil; I can understand this, because of their holy city - this made me evil, obviously. Some time after that, I switched to Kilmorph and became neutral. After switching back to Fellowship, I remain neutral! Is there an explanation for it?
 
Patch d.

I am Valledia of the Amurites (neutral) in my recent game. My religion is Fellowship (neutral). Then I founded Ashen Veil, but haven't switched to it. Now I was evil; I can understand this, because of their holy city - this made me evil, obviously. Some time after that, I switched to Kilmorph and became neutral. After switching back to Fellowship, I remain neutral! Is there an explanation for it?

If I remember correctly, FoL does not change your alignment. I believe Order is the only religion that would change you to good.
 
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