FfH2 0.32 Bug Thread

Sorry I should have put this in the bug thread directly instead of a specific thread
Want to conquer the world with a single unit without need for war declaration ? Here's how to do it:
- build HN unit (hidden nationality unit)
- build non-HN transport (you need the troyan horse for inland cities, enabled by the deception tech which gives you the HN unit you need for free: a nightwatch)
- must have an open borders agreement with the target victim
- load HN unit inside transport
- move transport next to target city (on an adjacent square)
- do *not* unload HN unit, rather move it directly from transport inside target city (disregard combat odds)
- without a fight, all ennemy units are bumped outside, and the target city becomes yours!
- repeat with next city until world is yours.
Edit: it seems this flaw is a consequence of the fix made in 032 to prevent HN units from bumping enemy units while travelling inside non-HN transports (ships and troyan horse)
 
I play .32l as Malakim (in German) the first time. After buying a falcon it's impossible to localize it on an hunter etc. The two specific symbols shown (looking glass and airport) are from vanilla: surveillance and landing in another city. And so they work. Also the grid in green is from vanilla and not from FfH.

I need help. Without falcons exploring is not so funny.
 
@ Gabriel21: (falcons are called hawks in the english version. Both more or less valid. ;))
Hawks can just join a hunter by boarding one in a city (like land units board a ship). They can only rebase to cities. Hope that helps.

Only pre bts hawks could rebase to hunters directly if i remember correctly.

So should be working as designed.
 
I don't know what happend between turns, but from 599 to 600 all my mana nodes reverted back to generic mana...

Mokkas Cauldron got finished between turns but the pedia doesn't state any effect like this one...
 

Attachments

Amurites world spell resets nodes.

Sad thing about hawks, they cannot be with your hunter if your hunter is on a boat. Makes scouting "the new world" more difficult, since the only way to get a hawk there is to create a city first.
 
I don't know what happend between turns, but from 599 to 600 all my mana nodes reverted back to generic mana...

Mokkas Cauldron got finished between turns but the pedia doesn't state any effect like this one...

Whoever is playing Amurites used their world spell, which reverts all mana nodes back to basic.

I'm having a bit of a problem. I got 032 working on my desktop, but when I try to get it to work on my laptop I get no 3d images in the civilopedia, units, buildings, etc. I've tried deleting and reinstalling it several times, no luck.

Edit: I seem to have fixed it by not installing the media pack at all.
 
@ Gabriel21: (falcons are called hawks in the english version. Both more or less valid. ;))
The Flight of the Falcon was an American novel. falco, falconis ...
I will change to hawks in FfH, I promise.:D

But why was it changed? When a hawk was killed by an assasin it was easy to replace it wherever the scout unit was.

And where do the "wrong" symbols come from?
 
Major:

Warrens+ Ragnorak: One unit gets prophecy mark, but Armageddon counter does not increment.

Minor: (Possible balance issues)

Warrens: Second unit does not get default promotions (including prophecy mark, above).

Warrens: Second unit does not get auto route.
 
Major:

Warrens+ Ragnorak: One unit gets prophecy mark, but Armageddon counter does not increment.

Minor: (Possible balance issues)

Warrens: Second unit does not get default promotions (including prophecy mark, above).

Warrens: Second unit does not get auto route.

The Armegeddon probably never increased because a +1 to armegeddon counter is not an actual +1 on the counter, try building a few more and it should increase.

The second unit from the warrrens building shouldn't get default promotions, so that is working as intended.
 
The Armegeddon probably never increased because a +1 to armegeddon counter is not an actual +1 on the counter, try building a few more and it should increase.

I quit at 6 units and started a different game. I cannot comprehend the math which states that +1 != +1.
 
the armageddon counter shown is a percentage. The +1 from ragnarok is raw. On larger maps, the total raw AC can be well over 100, meaning you need multiple raw armageddon increase/decrease in order to see the counter change. 6 would really be a lot though, you sure you didn't delete the older ones, and there wasn't anyone sanctifying or anything?
 
the armageddon counter shown is a percentage. The +1 from ragnarok is raw. On larger maps, the total raw AC can be well over 100, meaning you need multiple raw armageddon increase/decrease in order to see the counter change. 6 would really be a lot though, you sure you didn't delete the older ones, and there wasn't anyone sanctifying or anything?

I can't guarantee any of these things, but the map was standard size, and when I went into the world builder, deleted the warrens, I then got [display] counter incrementing with every unit.

Someone should peek under the hood.
 
I for one would like to see the "real" AC score instead of a percentage or even better as a bar so you would have to guess how much it is (a bar with no mouseover effect).
 
There is a modmod that does just that.

FF you mean. Yeah it is "raw" AC score and thats good. But has it the AC as a bar where you can't see the number? Or do you mean another modmod? (I am one of those people that doesn't think more is better, hence I haven't played FF, much).

Sorry for the hijack (even though, the entire forum seams to have gone in to a state of dormancy lately, wonder why;)).
 
1. Are you of the CoE State Religion? If not, you're not supposed to see CoE in any city you don't own, which also means you can't see the CoE holy city. However, you should still be able to go to the Religion Screen and find the name of the CoE Holy City.

2. Not sure. Were there still other HN units in the stack? I know that at one point no unit in the stack with an HN unit could be grouped, although this might have been changed.

3. ANIMAL_MAX_XP_VALUE is also a global define, found just above BARBARIAN_MAX_XP_VALUE and likewise set to 100. (I always raise ANIMAL_MAX_XP_VALUE, BARBARIAN_MAX_XP_VALUE, and FREE_XP_MAX in my version, usually to about 500. By barbs, including animals, are more dangerous though.)

1. Thanks for that! I never thought of it and you are right.

2. I tried it both ways. I had the Stooges in a group of HN Giant Spiders. Then, I had them in a group with Hunters and Axemen. I both cases they could not be grouped together with the others and had to be moved separately. Again, these Stooges had their Nationality Declared.

3. So, what you are saying here is that you agree that it is a bug? My guys should be gaining XP killing Mahala's Wolves from her World Spell, right? I think a distinction needs to be made between 'barbarian' Animals, the usual kind, and those that belong to another civ through capture or World Spell. I wonder if this is also true if you use a unit with 100XP to kill a Tiger summoned by a FOL Priest:confused:
 
OK, then, for the first time that Random Civ generator selected Auric Ulvin and his Illians for me to play. Never tried them before.

Let's see, they have Charismatic as one of their traits - I like that. But wait. They also have Agnostic and Spiritual. Huh?

The speed of building temples is faster, but you cannot build them because you cannot have a religion.

Is it just me, or does anyone else thing that Spiritual trait needs to be changed to something else?

Can't wait to hear the rationale for this pairing...:p
 
FF you mean. Yeah it is "raw" AC score and thats good. But has it the AC as a bar where you can't see the number? Or do you mean another modmod? (I am one of those people that doesn't think more is better, hence I haven't played FF, much).

Sorry for the hijack (even though, the entire forum seams to have gone in to a state of dormancy lately, wonder why;)).

Not just FF, tehre was a modmod for it that was later bundled into FF. But I'm not sure where it is.
 
They can still switch their civics without anarchy, imho that's far more useful than cheaper temples.
 
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