FfH2 0.32 Bug Thread

Alric Ulvin is likely to have some sort of acess to the white hand later i guess (like he does in Age of Ice if i remember correctly). Maybe he will lose Agnostic then. Who knows?
Its just that Illians will be fleshed out in Ice. So don't expect them to be balanced right now.
 
The illian leader in fact is a reincarnated god (mulcarn), so spiritual would kinda fit him. He's agnostic because, well, since he's a god himself, he won't worship other "colleagues". That's the lorewise explanation atleast. Gameplaywise, as stated before, the civ nor the leader is fully finished yet, and probably won't be untill 0.40.
 
If u want to figure out what the AC counter is (raw) it is 50+15*number of civs
so if u have 8 thats 50+120=170 so divide all AC raising and decreasing by 1.7
 
I got a 'quest' that my Sheaim people want me to destroy the Pyre of the Seraphic, but now that I've control of it by wiping out the Bannor, I can't destroy it nor did this show up as a quest in the quest log.

Plus I had multiple volcano events happen, but only the first one actually created an event.

Plus again, I still think there is some thing wrong when the Bannor Civ adopts the AV religion and goes evil.
 
I got a 'quest' that my Sheaim people want me to destroy the Pyre of the Seraphic, but now that I've control of it by wiping out the Bannor, I can't destroy it nor did this show up as a quest in the quest log.

The Pyre of the Seraphic is just a normal improvement; pillage it. (Be forewarned: Pillaging it gives you a Golden Age, but it also lets loose six angry barbarian Fire Elementals.)
 
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...

The Amurites cast "Arcane Lacuna" and sucked up all your mana. There will be a ballon popup stating what happened in the next version.
 
Sorry I should have put this in the bug thread directly instead of a specific thread
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)

Gotcha, thanks for that. Im going to have to outlaw transportation of hidden nationality units in non-hiddennationality transports to get around this.

edit: actually in checkin it out there is a check that is supposed to keep you from being able to load hidden nationality units in non-HN transports, even in vanilla BtS. I just gotta figure out why its not working.
 
Don't forget about logic to block becoming HN while you are in a non-HN ship, and declaring a ship while it is carrying HN units (both while out to sea).

I swear it used to actually work that way, that you could only load HN on an HN ship, had a lot of people bug reporting that their transport units were broken. Maybe it was only that you couldn't load non-HN onto a ship that was HN...
 
Don't forget about logic to block becoming HN while you are in a non-HN ship, and declaring a ship while it is carrying HN units (both while out to sea).

I swear it used to actually work that way, that you could only load HN on an HN ship, had a lot of people bug reporting that their transport units were broken. Maybe it was only that you couldn't load non-HN onto a ship that was HN...

I got it fixed, the units were reversed from my assumption. I thought CvUnit::canLoadUnit(pUnit) the caller would be the transport and pUnit would be the unit being loaded. In fact the caller is the unit being loaded and pUnit is the Transport.

It will be fixed in 0.33.
 
I got it fixed, the units were reversed from my assumption. I thought CvUnit::canLoadUnit(pUnit) the caller would be the transport and pUnit would be the unit being loaded. In fact the caller is the unit being loaded and pUnit is the Transport.

It will be fixed in 0.33.

Just a though. Since you can't already cast mask when the unit is or has cargo. You should add a pyRequirement to prevent an HN transport to cast declare nationality if it has a HN unit loaded. If not , you just have to load an HN unit into a pirate then declare nationality of the pirate.

Tcho !
 
Do you have the BtS 3.17 patch installed?
 
My Fleshgolems (created with Body III) don't get the mana-promotions from (Arch-)Mages merging with them.
First I thought it's because of them being illusions, but I tried with different Civs and I wasted a lot of Archmages, because merging them to Fleshgolems didn't bring any results.
 
Is this intended ?

About building with unhappy production (governor's manor and pillar of chain).

_ The production added is equal to the number of extra unhappy population (angryPopulation(0)) and not the number of unhappy face in your city (unhappyLevel(0)). That's mean the production from this buildings are positive only when there is more unhappy face than happy ... this case are very rare and add only a few production when it's the case !?

Tcho !
 
I'm well into my game playing as Auric Ulvin/Illians, and maybe I am missing something, but...

The other Agnostic civ, the Grigori, has its Medics.

What unit is buildable by the Illians that has Medic or can Cure Disease?

Thanks.
 
I'm well into my game playing as Auric Ulvin/Illians, and maybe I am missing something, but...

The other Agnostic civ, the Grigori, has its Medics.

What unit is buildable by the Illians that has Medic or can Cure Disease?

Thanks.

It has been stated more than often enough, but here we go again...
The Illians are not finished yet. They will be finalized in the next and last phase of FFH II (Ice). Playing them before is bound to give you tons of problems...
As far as I know you can get Cure Disease via Aqua Sucellus and the Pool of Tears, though.
 
At higer levels AI starts whit mining instead of crafting. It´s probably leftover from vanila game where mining was starting tech. You can easily fix this bug by changing in CIV4HandicapInfo.xlm all mining techs to crafting techs.

I thought this thread is meant to report bugs, not to explain that you can fix bugs yourself, which is pretty evident given the XML nature of Civ4.
 
Immortal units don't get resurrected when they die because their ship is sunk.
 
Is this intended ?

About building with unhappy production (governor's manor and pillar of chain).

_ The production added is equal to the number of extra unhappy population (angryPopulation(0)) and not the number of unhappy face in your city (unhappyLevel(0)). That's mean the production from this buildings are positive only when there is more unhappy face than happy ... this case are very rare and add only a few production when it's the case !?

Tcho !

Good catch, I'll change it.
 
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