FfH2 0.32 Bug Thread

If you build a pirate cove on a temporary terrain, like a plains tile that used to be a desert (because of constellation event I think), once the terrain turn back into it's original type the pirate cove is destroyed and the tile is suddenly land again.
 
about the workers: i think the AI had trouble understanding adepts and mages working the land, so the team allowed workers to build the nodes instead.

about the rites: mana nodes will only spawn on non-improved land (should be changed i guess, but ah well). So if you've got 30% of the land built and improved, that's 30% of the land the mana nodes can't spawn.
 
So let's change the code to allow them spawning anywhere destroying any improvement or feature where they appear.
 
I'm not sure if this is the right thread to post this, since it's not really bugs but weird AI behavior.

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What are they trying to do here? Make a Maginot line? (without troops)

And in the same game Elohim didn't cut a single forest even though I am pretty sure they had bronze working and workers.

EDIT: And Decius just accepted my horses for his nightmares. Kinda poor deal for him.
 

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Bug with mushrooms- I got mushrooms event, and everything was OK, mushrooms appeared and gave me bonus. Few turns later I got message of another mushrooms appeared near my city, but they didn`t appeared nor add bonus to the plot, where it should be.
 
about the workers: i think the AI had trouble understanding adepts and mages working the land, so the team allowed workers to build the nodes instead.

about the rites: mana nodes will only spawn on non-improved land (should be changed i guess, but ah well). So if you've got 30% of the land built and improved, that's 30% of the land the mana nodes can't spawn.

I understand the thinking, but they need to look at the bug of six different workers building six different mana types at the same time. That ain't right. ;)

It is funny, though, as the tug-of-war results in it taking a LONG time to build a mana node.:lol:

I would say that less than 50% of my territory was improved (do roads count?) so there was plenty of room for raw mana nodes to spawn. Again, I bet they are just random assigned, but I think there should be some sort of bonus for building the Rites of Oghma such as a couple of nodes assured.
 
I complained about the Rites of Oghma in the Balance thread. If you've completed a lengthy and expensive ritual for a deity, you'd expect that deity to reward you, no?
 
I missed a qualifier. Right now you must be Recon/Melee AND Alive, thus Skeletons, though Melee, cannot Arena Battle.

For the AI, workers are allowed to build Nodes, for Humans, you need an Adept.

So that means Alazkan's mirror is also out then?
 
I am not sure if it is a bug,or has somebody else mentioned it before. I have a super scout upgraded into a hunter(I am playing as evil elves), but it cannot apply the promotion(increase attack strength by 1) that evil elves hunters have. It may be the same case in the other races' upgrade, but it's just my guess.
 
You only get that promotion on newly built recon units if you have a Svartalfar Hunting Lodge.
 
The spell Add to Flesh Golem requires that a unit does not have the Immortal PROMOTION. It does not check to see if the Unit is itself Immortal. This probably ought to be changed to check for the isImmortal tag on the unit instead. Though most of the units who are true immortals are not Alive, so it is not a frequent issue.
 
What do you mean most units that are true Immortals aren't alive? Each civ (except the Sheaim, and technically the Mercurians) can have 4 Immortals, and only the Infernal, Luchuirp (Bone Golem), and Mercurian (Valkeries, which are technically a different unitclass) versions are non-living. The only other true immortal I can think is Brigit, who as an angel is of course non living.

I also just noticed that nothing blocks the Barbarians from getting Immortals. Could that cause problems, as they have no capital?
 
Sorry to intrude but I can't get the mod to run. I'm able to parametize a game, but it crashes on 'initializing graphics'. The mod is at the right place, near its old 0.31 comrade.

I was able to launch a new 0.31 game, under BTS 3.14 also. I then figured I perhaps needed 3.17, so I patched BTS to 3.17, but no changes.

Can someone first tell me under which patch level 0.32 must run, and if there are some known issues specific to 0.32? I played quite a lot 0.31 w/o problems, and both mods are at the right place.

Thanks in advance.
 
You need BTS 3.17, FFH 0.32 AND FFH 0.32 patch l (that's a lower case L) (linked in the first post in this thread). Patch 3.17 was released after 0.32 was released, so a patch was necessary to make FFH 0.32 compatible with 3.17 in the first place. Kind of ironic (though common enough) to have to patch a game due to a patch :).
Patch l contains tons of other changes as well, though.
 
Long-time listener, first-time caller. I am so in love with this mod >_>

Here's one about going from an older version to patch lowercase-L. I could have sworn I had something more recent, but my current game looks like it may have been started on patch C or so :eek: even though I first grabbed the mod maybe 4 months ago. So, I'm new to the mod, but accustomed to Civ in general, tho I'm hardly what you'd call a veteran player. I'm more of a casual iron-fisted dictator. :king:

I am aware that using certain patches will break saves, but how about jumping "over" them? If I use BtS 3.13 and ffh2 2032C, everything is fine and dandy. When I went to BtS 3.17 and ffh2 2032L, I get a CtD as soon as my last save finishes loading. I can make a new game just fine. Also, just on a lark, I started a new game and then loaded that same save (the one that crashed before) -- no CtD this time, but I did get to see the dialog box: "Failed to uncompress game data". Note that reverting to the prior setup lets the file work just fine.

Is this of any use? I can attach the save if it helps. It may just be my own fault for not grabbing the right patch at the beginning x.x

In case it helps:
core 2 duo, xp pro sp2, ton of RAM, decent vid card (Kurio's/largest world size/Inland Sea/custom settings/5 current normal rulers plus Basium/1900 resolution with all vid settings maxed and no slowdown or stuttering)

PS, the fact that I went to (one of?) the official sites and only found 3.13...no current patch there. Then again, I own ToEE, so having to look elsewhere for a proper patch is not exactly a new experience for me...
 
I believe that if a given patch (x) breaks saves, then all later patches will also break saves from before patch (x) even if it's not explicitly mentioned.
 
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