FfH2 0.32 Bug Thread

1. Teutorix.

As a hero, I do not think that they should requires any resources to be build. The Malakim hero, Teutorix requires gunpowder resource to be build. Woes on those who does not have gunpowder.
Gunpowder quite frankly is a fairly common resource. If you've reached the tech and don't own enough of the world to have at least 1 gunpowder mine, Teutorix isn't gonna make a difference to the outcome.

2. Treant I.

The FoL tier 3 summon, treant cant be summon while in transport (ship). I even deleted all my treant to make sure that it has not reach the limits of the high priest, and I still have a few ships with empty cargo spot. Curiously, another FoL summon, Tiger can be summon while in transport, but a treant couldn't. Any idea on this peculiar behaviour?
I think you need to be on a forest to summon a treant, while Tigers can be summoned anywhere.

4. Dispel magic.

The dispel magic button is available when enemy is nearby, even though there are no mana nearby. It gives the wrong impression that it could be casted and somehow damages the enemy. Shouldn't it be disabled (grey out)?
I think it used to remove some spell effects as well, but that got changed. I believe the ones it used to dispel were various adept spells like Charm, Blur, etc.
 
After new FfH versions along with every patch, I'm still getting a graphic error, even with most of 'fun' stuff turned off. Late in the game, when Hell terrain is pretty common I keep getting this error.

File:\main\Civilization4\SPKs|Gamebroyo2_0|Corelibs\NiDX9Renderer\NiDX9VBManger.cpp; Line : 1019

After this error I get a run time error and I CTD. After this, I tried a "Fall Further" game I'm playing where I have turned off the Hell Terrain and my game almost instantly crashed with the same error. I don't get this error (that I can remember) with the Rise of Mankind Mod which, besides FfH, is about the only mod I play.

Do I just need to bite the bullet and try to get a graphics card for my HP Pavillion laptop?
 
yea, I have no idea why the malakim have the last hero available in the game, all others are available in the early or midgame. The second to latest civ heroes would be a group that is available at Fanaticism and the two dragons at divine essence. He is also almost exactly the same model as the Oromo warrior from vanilla BTS (the Ethiopian UU), the clothes are just colored a bit differently.

I'm not sure why he is a rifleman type unit. In fact, there is very little, if any, lore in FFH involving the use of gunpowder and guns.

I really don't see where Teutorix comes in as a rifleman in FFH lore.

edit: arkham, what graphics card do you have?
 
Playing on patch d.

1. Teutorix.

As a hero, I do not think that they should requires any resources to be build. The Malakim hero, Teutorix requires gunpowder resource to be build. Woes on those who does not have gunpowder.
I personally find nothing wrong with this. I think that more heroes should require resources. Especially mounted ones, since that would allow them to get the Nightmare Promotion.
2. Treant I.

The FoL tier 3 summon, treant cant be summon while in transport (ship). I even deleted all my treant to make sure that it has not reach the limits of the high priest, and I still have a few ships with empty cargo spot. Curiously, another FoL summon, Tiger can be summon while in transport, but a treant couldn't. Any idea on this peculiar behaviour?
This is working correctly. Treants can only be summoned on a tile with a Forest or Ancient Forest.
3. Treant II.

Treant is not alive. They are elemental. Is this supposed to be correct? In the pedia entry, it has this line "Incredibly long lived...". So, shouldn't them be alive? Secondly, in one of extract from the lore, from the tome "the laws of magic - magic of the law", it is said that there are four elements, which I assumed is fire, air, earth and water. Unless nature is an element too, otherwise I think they should not be elemental.

In addition, as an elemental, they are affected by the tower of the elements. So, if the elemental promotion is removed, we might as well boost its :strength: by 1.
I have no strong opinion on this, but it is certainly not a bug.
4. Dispel magic.

The dispel magic button is available when enemy is nearby, even though there are no mana nearby. It gives the wrong impression that it could be casted and somehow damages the enemy. Shouldn't it be disabled (grey out)?
Dispell magic does have offensive uses. It can remove promotions (like enchanted blade, water walking, spell staff, etc) from units, be they friendly or rivals. I don't think it is shown unless there is a unit nearby with a promotion it could remove.

Edit: well, it used to do that. I checked the code, and it seems like it has lost its old function, instead of just getting a new one. I could have sworn it had both abilities...
 
Well, I'm still a bit skeptical by the argument on Teutorix. It's not an issue on how big my territory is on that particular time, but rather it's on why he needs Gunpowder resource when all other heroes does not. It's not fair. I ain't wanted to see other heroes has resources as their requirements too. Say, for example, Eurabatres need Gold? Not good for me.

Besides, it isn't impossible for me to have a smaller civ and aim for peaceful victory. It was thematic as well for Malakim, since they are the good guys. And just because Teutorix has a gun does not means that it's all about guns and bloods;). (Though, I don't know what is he for then:lol:)

Lastly, one of the major elements of FfH2 is heroes. It's a unique system for FfH2, and I want my heroes regardless of how strong (or weak) they are. I want to be able to roleplay and enjoy the game. By saying that I cannot build Teutorix simply because I do not have gunpowder, after I has spend hours playing the game seems a little... unreasonable.

I need a better reason to convince me on this part (although the person that need to be convinced is Kael). Otherwise, I might throw a tantrum here and launch a "Free Teutorix" campaign to make sure that he gets the equal treatment he deserves.:p


As for the summon treant, I just reload the game and yeah, you are correct on this one. Then, I think this should be a domestic issue then. I'll crosspost on the domestic issue thread then.
 
Barbarian trait doesn't seem to be working, just trying out clan of embers and everything I sent to explore got eaten by barbarians.
 
Barbarian trait doesn't seem to be working, just trying out clan of embers and everything I sent to explore got eaten by barbarians.

Barbarians? Or Animals?
 
Yeap. Animals still have 'hidden nationality' so they get to attack allies.
 
Well, I'm still a bit skeptical by the argument on Teutorix. It's not an issue on how big my territory is on that particular time, but rather it's on why he needs Gunpowder resource when all other heroes does not. It's not fair.

There is actually some sense into Teutorix needing Gunpowder to be built IMHO. Most unit classes (e.g. Recon, Animal) don't require any resources when they are being built. Melee class, or should I say units which can get the weapon promotions, don't need any resources either. (this goes of course, for most of the units, there are exceptions of course) Eventhough Teutorix is classified as an Archer, he is not really an Archer, considering he can ignore defensive building bonuses. And to do that he needs some Gunpowder to fire his weapon, even if he is a hero.

But then again, you have a valid point as well. Archmage type heroes (Corlindale, Govannon) and Priest type heroes (Sphener, Mardero) don't need any resources where they should (Reagents and Incense respectively). Those are the only arguments to your objection as far as I was able to note. The other heroes shouldn't need any resources anyway, as their similar counterparts don't need any when they are being built.
 
[...]

3. Treant II.

Treant is not alive. They are elemental. Is this supposed to be correct? In the pedia entry, it has this line "Incredibly long lived...". So, shouldn't them be alive? Secondly, in one of extract from the lore, from the tome "the laws of magic - magic of the law", it is said that there are four elements, which I assumed is fire, air, earth and water. Unless nature is an element too, otherwise I think they should not be elemental.

In addition, as an elemental, they are affected by the tower of the elements. So, if the elemental promotion is removed, we might as well boost its :strength: by 1.

[...]
In one of my last games I fight and won a war with my mighty army of Treants in the "Desert od Doom" in rival territory. It's more or less a cosmetic issues because I think Treants should have some penalties in desert and snow titles!

edit:
Now I'm curious about it, what kind of elemental should Treants be if there are only 4?
I also think they should alive.
 
Not necessary a bug, but is it possible to disable the events that give the option to make peace between two civs/teams in war, if you play with "always war" ??

It's annoying when your units get pushed out of the enemy's borders, because your AI teammate is stupid enough to choose the peace option of this event, just to have declared war again in the same round.
 
Acheron seems to be drawing quite a crowd of the AIs forces, because of fear they cant attack so they hang about for ages.

The AI should atleast be aware that it needs the Courage promotion to be able to do anything against the dragon and wait with such expeditions until they have a an actual chance.
 
While running AIAutoPlay, I kept getting this error. When I went into worldbuilder, the Infernal are in the game but they are not spreading hell terrain.

I just got another python error with the function DoSignMulcarn
 

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How about, instead of requiring gunpowder, building Teutorix actually creates gunpowder in the city that he is built in? This would be a neat boost for the Malakim, if it can be done.
 
Not necessary a bug, but is it possible to disable the events that give the option to make peace between two civs/teams in war, if you play with "always war" ??

It's annoying when your units get pushed out of the enemy's borders, because your AI teammate is stupid enough to choose the peace option of this event, just to have declared war again in the same round.

Second this. I also played an "Always War" game and the peace event was really annoying!
 
I'm not sure why he is a rifleman type unit. In fact, there is very little, if any, lore in FFH involving the use of gunpowder and guns.

I really don't see where Teutorix comes in as a rifleman in FFH lore.

edit: arkham, what graphics card do you have?

Well I wish that the Gyr dwarves could be switched to Gnomes and have some of the Warhammer (a game I mostly despise) steampunk sort of stuff. As someone who played the original boxed D&D set, when I think of Golems, I think of Magic-Users (and *that* term dates me) so I see the Golems being used more by a magical race like the Amurites

While Gym's hero fits FfH Golem lore, I think Doviello's Warcraft thing would be better for them and have Doviello have some sort of Frost Giant as a hero.

Plus I'd rather see only a steam-fantasy Civ like the Gnomes have gunpowder. Either that or split the Pirates into Luann with gunpowder and have the Hannah the Irin "pirate" race use more magical weapons. I mean come on, Hannah doesn't look like she'd have a brace of pistols up her sleeve now does she?

Plus, how come now one has sky-ships? While mostly steam-punk, there are plenty of fantasy sky ships in the literature.

As for my probably very old graphics card, I have a ATI Mobility Radeon™ X600 with a HP Pavillion zd8000 (the 'desktop' replacement laptop with the full keyboard)
 
Not sure if a bug or how it's coded, but is there any 'religious' preferences in the game? I ask because I was playing Calabim and was friendly with the Doviello. I was playing multiple continents so Doviello didn't come in contact with a religion till halfway into the game...and it was Order.

Since we had an open border agreement, I started sending in the Ashen Veil missionaries and priests to spread the Veil and build temples. I was expecting a evil race would want to switch to an evil religion, but Doviello kept to Order and being good and joined the other forces of Good in war against me so I was forced to feast my vampires on his wolves and men...which I didn't want to do since other than the Infernals, they had been the only other evil race in the game and everyone was at war with me and I needed the ally! (Sure I turned their lands into a vassal state, but a newly created vassal state takes a while to build up their troops)

Does Civ IV even have a way to weight civ's towards certain religions? I mean it seems that the Dwarves go to Earthmother and the Elves toward the Way of the Forest so I'm confused why an evil race would prefer Order to the Veil.
 
It's possible that the Order spread to thier lands first and they immediately converted. The AI has a bad habit of converting to the first religion that spreads to thier lands.

In a recent game, Perpentach (as Balseraphs obviously) converted to RoK when that spread to his lands, but a while later he founded AV and converted to that. So despite the brief time as neutral, he went back to evil.

No idea why an evil civ like the Doviello would convert to the Order. Just out of curiosity, how many other religions are founded in the game that you mentioned.
 
Does Civ IV even have a way to weight civ's towards certain religions? I mean it seems that the Dwarves go to Earthmother and the Elves toward the Way of the Forest so I'm confused why an evil race would prefer Order to the Veil.

You have point, I dont know if im looking at the right place but neither Charadon or Mahala seems to have a <ReligionWeightModifiers> in the Civ4LeaderHeadinfo.xml file. This is sorta strange, I distinctly remember seeing them having a weight towards av. Well...those weights are mostly set too low anyway.
 
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