FfH2 0.33 Bug Thread

Edit: Just found it in the fire devolopment thread: You are supposed to have a 100% chance to get manes when sacrificing units.
And I wasn't able to find any note that this was changed.

Were you playing the Infernals? Ever since they got Demon as a default race, it's been pretty near impossible for them to manufacture their own manes since only living evil units can return as them, and all your Savants and so on start out demonic and thus not alive.
 
Of course I was playing Infernals. I captured some dwarfen and elven units with madero and tried to sacrifice them for manes (until I realized it doesn't work). The units I captured from bannor/Kuriates I kept as cannon fodder because they got demon.
 
@ Chip56: I can second that observation. Voting for the councils if membership changes is seriously messed up. For quite some Versions I had many times were it took about a hundred turns for the vote to pop among other problems. But it wasn't so reproducable that i considered it a constant bug. More like sometimes the resolutions pop up rather fast + the 3 Votes total stay (so something seems wrong with the votes update.) as in your example which is another oddity. But most of the time the conditions for this problems don't occur. So if its a real hard thing to do for the team, i at least can live with it at the moment.

Still whould appreciate if that whould get looked into. (Its easy enough to create the conditions for those oddities so i won't post a save since i don't remember a fitting one.)
 
I have a feeling that the unit damage type immunity still isn't working properly.
I haven't tested it thoroughly, but my skeletons seemed to be doing too well against golems, who should be immune to the death damage.
 
deathnodes dont count to death ressources. wonders and buildings do.
added savegame.

You need Knowledge of the Ether for any Mana on the map to connect to your capital.

EDIT: This only applies to Death & Fire mana

Life, Earth & Sun mana are not restricted, even though they can also be gained from unique features early on.
 
Ok, not really a bug, probably just me doing something wrong...

I've played FfH2 0,32 without any problems and have now upgraded to 0,33. Nothing special when installing, have two different folders (in the BtS mod-folder), one marked 0,32 and one 0,33. I've installed all patches (up til patch B on 0,33).

I start BtS3.17 and load the mod from there. 0,32 works fine, but 0,33 crashes when trying to start a game.

Any advice?
 
You need Knowledge of the Ether for any Mana on the map to connect to your capital.

EDIT: This only applies to Death & Fire mana

Earth & Sun mana are not restricted, even though they can also be gained from unique features early on.

I *think* it also applies to life mana (tomb of succulus)? Don't recall.
 
Just realized in my current Game: The Erebus Mapscript unlike creation.py offers less interesting deserts (no scrubs / very few and far between rivers.). In addition to the flooding issue during the first turns of the game.

So some things didn't seem to be carried over from creation to erebus. Perhaps whould be worth some looking into.
 
Xienwolf, do you think Military State only giving a unit maintenance reduction to Pacifism is intentional, and not an error like Crusade?


Mapscript error:
 
You need Knowledge of the Ether for any Mana on the map to connect to your capital.

EDIT: This only applies to Death & Fire mana

Life, Earth & Sun mana are not restricted, even though they can also be gained from unique features early on.

thx, dont know that.
 
Burning jungle (started by circle of flames spell) destroys features, like Dragon Bones.
Save attached.

(Oops, save is for Fall Further, but flame effect is probably core FFH)
 

Attachments

Edit: made a mistake
 
Xienwolf, do you think Military State only giving a unit maintenance reduction to Pacifism is intentional, and not an error like Crusade?


Mapscript error:

I had removed the Military State item from the list since Kael had it in his changelog. It seems he changed it from a percent reduction to Military Unit upkeep to a bonus to free Military Units, which means it might STILL be useless. But since it was changed I took it off the list until someone re-reports that the change missed the mark (if it did)
 
im having same issue as Nicebeaver

Ok, not really a bug, probably just me doing something wrong...

I've played FfH2 0,32 without any problems and have now upgraded to 0,33. Nothing special when installing, have two different folders (in the BtS mod-folder), one marked 0,32 and one 0,33. I've installed all patches (up til patch B on 0,33).

I start BtS3.17 and load the mod from there. 0,32 works fine, but 0,33 crashes when trying to start a game.

Any advice?
 
Sanctify does not remove points from the armageddon counter. Neither do countless events that supposedly should do just that.
Also, if I remember correctly (my memory isn't very strong) a wonder that should reduce the armageddon counter didn't do that either. This was in another game, 0.32 I believe.
 
The code is set up so that the numbers of Animals should not count toward the numbers of Barbarians. Might need re-examined to ensure it is working as designed...

If what you are saying is true, I think there is definitely a problem.

When I opened the World Builder, I could spot only a handful of barbs. Also, in the areas of a high concentration of Bears you will not see a single other barb.

As mentioned, except for a rare Elephant, you will not see any other animals.

Having said that, I was lucky in the early game to gather the required animals, except for a Tiger, to build the Grand Menagerie. Some time later, I converted to FOL, researched Priesthood, and got the needed Tiger summoned for me by a Priest of Leaves!

I also captured a Griffon. It was a great explorer in the early game, and even a pretty good defender against barb Goblins and Warriors. However, it would be nice if it has some sort of use later on like the other animals in the Carnival, giving a resource, or maybe upgrading to something neat...like a Pit Beast! It would make capturing a Griffon a lot more interesting.
 
Sanctify does not remove points from the armageddon counter. Neither do countless events that supposedly should do just that.
Also, if I remember correctly (my memory isn't very strong) a wonder that should reduce the armageddon counter didn't do that either. This was in another game, 0.32 I believe.

I think it is confusing as it depends on the speed of the game you are playing and maybe a few other factors. You will not always see the counter decrease by one when you Sanctify ruins. Also, though, you may not see it increase by one, when you raise a small city, produce a unit with the Prophecy mark, etc.

One of the best examples is the event that gives you a choice to reduce the counter by 10. I selected it and the counter went down by two!:(
 
I had removed the Military State item from the list since Kael had it in his changelog. It seems he changed it from a percent reduction to Military Unit upkeep to a bonus to free Military Units, which means it might STILL be useless. But since it was changed I took it off the list until someone re-reports that the change missed the mark (if it did)

I don't see that anywhere in the changelog, and it wasn't changed in the file either: :confused:

<iFreeMilitaryUnitsPopulationPercent>20</iFreeMilitaryUnitsPopulationPercent>

Anywhere, there's also the Erebus mapscript error I reported. :D (see attachment in earlier post)

Great initiative of yours on buglist compiling. :goodjob:
 
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