FfH2 0.32 Bug Thread

I don't know anything about German but they appear to say the same thing except references to Kupfer and Gold are reversed as are Kupfervorkommen and Goldvorkommen.
 
I don't know anything about German but they appear to say the same thing except references to Kupfer and Gold are reversed as are Kupfervorkommen and Goldvorkommen.

Yes, but that's not the point. The second answer is another event text altough it should be a declining answer. I guess, the game code links to the wrong tag because only the accepting answer (the first one) is specific to the event (there is no declining answer specifically for this event in the XML).
 
Hi all.
After a million of years of lurkin', here's my first post.

While I'm playin' my last Calabim game (Epic speed - Immortal AI - Standard map - Continents) I've noticed a pair of weird issues:

01.
I've a bowyer in my city and a 6th level assassin but no signs of the upgrading choice. Am I missing some pre-requisit?

02.
After a couple of turn with training yard, I can't train Moroi no more: option is simply disappeared. What's wrong about that?

Thanks for the attention and sorry for my awful english: I've never been a good student. :mischief:
 
assassins only upgrade into shadows (as far as i know anyway, i could be wrong). Bowyers are needed for the archery line (archer -> longbowmen -> crossbowmen).

About the moroi, i haven't a clue
 
I hope it's posted in the right thread.

Well the following problem happened last night:

Playing with Flauros, Noble-difficulty, quick game speed, fractals

I was about to conquer the continent, when I wasn't able to attack my chosen target. Up to then we lived in peace and I would have started a war. But I couldn't. I chose to manually cancel our open borders and then move the units right away into the city, which wasn't possible. The deal could be cancelled, but I wasn't able to move the units into the enemy terrain - the cursor stayed red and the game just refused to declare war. On the diplomacy screen happened the same thing I just wasn't able to talk about war. On the right bottom corner, where all civs are listed the note "Cannot declare war" was highlighted.

Well, why?

I wasn't even able to attack anyone else. In the world-builder I found out that said civ was a vassal state of someone else. But on the other hand: The second civ I tried to attack (Ethne the White) was no vassal state.

So what happened here? Why can't I attack anyone?
 
presumably Ethne the White has cast the Elohim world spell, Sanctuary. This prevents enemies from entering their cultural borders for 30 (I think) turns

Were (/are) they at war with someone else already?

I'd not considered what the effect would be if the World Spell was already in progress - it would seem it prevents new enemies from declaring war
 
No one was on war until then. How do I see if she cast her world spell? That indeed would be a pretty good explanation.
 
No one was on war until then. How do I see if she cast her world spell? That indeed would be a pretty good explanation.

For the Elohim in particular, the "Great Wall" graphic from BtS appears around their land territory as long as the world spell is active.
 
I hope it's posted in the right thread.

Well the following problem happened last night:

Playing with Flauros, Noble-difficulty, quick game speed, fractals

I was about to conquer the continent, when I wasn't able to attack my chosen target. Up to then we lived in peace and I would have started a war. But I couldn't. I chose to manually cancel our open borders and then move the units right away into the city, which wasn't possible. The deal could be cancelled, but I wasn't able to move the units into the enemy terrain - the cursor stayed red and the game just refused to declare war. On the diplomacy screen happened the same thing I just wasn't able to talk about war. On the right bottom corner, where all civs are listed the note "Cannot declare war" was highlighted.

Well, why?

I wasn't even able to attack anyone else. In the world-builder I found out that said civ was a vassal state of someone else. But on the other hand: The second civ I tried to attack (Ethne the White) was no vassal state.

So what happened here? Why can't I attack anyone?

for one, if you've just been in diplomatic contact with a civ (signing/breaking treaties, trading maps/techs/gold, anything really), you need to wait 10 turns before you are able to go to war.

Besides that, maybe check if the "always peace" option is turned on?
 
Is there a reason you can't seem to gift units, except for workers? There are times after I create a vassal that I want to gift the units that I had previously had stationed there to help my vassal out. Yet, that function seems to have been turned off.
 
Is there a reason you can't seem to gift units, except for workers? There are times after I create a vassal that I want to gift the units that I had previously had stationed there to help my vassal out. Yet, that function seems to have been turned off.

Because it was possible to abuse this feature.
Mages gaining an extra promotion every time they got gifted, unusal upgrades,...
 
I haven't been able to gift workers either.


I'll probably allow gifting units again in my modmod. (I'm told it involves only changing line in the SDK, so I should be able to handle that.) If I figure out how, I may make it a game option. If I suddenly get really good at SDK work, I may merge in Dom Pedro II's Conquerers Delights Modcomp, which wuld let you trade units though diplomocy. (He hasn't written the AI for this yet though, so the AI doesn't really have a problem with giting all thier units to you, even while furious at you. I've found it rather fun to conquer a civ using only units that civ gave me, although that is clearly an exploit.)
 
for one, if you've just been in diplomatic contact with a civ (signing/breaking treaties, trading maps/techs/gold, anything really), you need to wait 10 turns before you are able to go to war.

That I didn't know. Thanks :)
 
Interesting little exploit I found: Spiderkin summoned via Chaos III can fight in the Balseraph Arena. With Mokka's Cauldron, this means you also can get 14 strength base Flesh Golems out of them. The massive synergy between Arenas and the Cauldron is already known, but perhaps there should be a block in place on Spiderkin being able to fight in the Arena.
 
Interesting little exploit I found: Spiderkin summoned via Chaos III can fight in the Balseraph Arena. With Mokka's Cauldron, this means you also can get 14 strength base Flesh Golems out of them. The massive synergy between Arenas and the Cauldron is already known, but perhaps there should be a block in place on Spiderkin being able to fight in the Arena.

Spiderkin? I don't believe I have seen that unit in the game. What civ can produce that unit? Can any civ do it with Chaos III?

I suppose you could use this exploit with any summoned unit?

Thanks.
 
It is from Chaos 3, and any civ can get them through that spell. Other summons cannot do this because they do not have the right unitcombat. Spiderkin are the only Recon or Melee Unit which can be summoned (other than Alazkan's Shadow), and you must be Recon or Melee to enter the arena.
 
It is from Chaos 3, and any civ can get them through that spell. Other summons cannot do this because they do not have the right unitcombat. Spiderkin are the only Recon or Melee Unit which can be summoned (other than Alazkan's Shadow), and you must be Recon or Melee to enter the arena.

Thank you. I have never seen them and will try to at least get a look at the art (similar to Giant/Baby Spider) next time I have Chaos 3.

I'm surprised as I thought some of the other summoned units would be considered Melee. Skeletons, for example. I thought you got a bonus against them with Shock.
 
I noticed a bug that has been around awhile...

Actually, quite humorous to see six Workers building six different types of mana nodes on a raw mana node. ;) But, somehow, something is wrong with that AI.

Besides the confusion of the Workers, I thought it was planned/programmed that only Adepts, Mages, etc. could build mana nodes?
 
I had a rare chance to build this ritual and must say the results were very disappointing. I needed only two more mana types to be able to build the Tower of Mastery.

The ritual took 43 turns (with Metamagic and Celestial Compass) and I ended up with exactly ZERO raw mana nodes in my territory!:(

I had nearly 30% of the Large map (5 other civs, one with more territory than me) and still didn't get a node. I think there were around 8 that showed as new "resources" following a loud fart sound that nearly knocked me out of my chair. :lol:

I'm guessing they are planted purely in random fashion. But, after building the ritual, don't you think it would have been nice if the builder got at least one node?;)
 
Back
Top Bottom