FfH2 0.33 Bug Thread

Each wolf has a chance during combat to upgrade to a Wolf Pack, and then each Wolf Pack has a chance during combat to produce a wolf. Thus if they cast it early enough, and keep on winning with their wolves, they will continually produce more and more of them.

Those are some humongous ifs there. Wolves, being strength 2 (Lucians is 3/2) aren't going to win combats with very many units, and not consistently enough to get more than a few wolf packs.

It's more likely that the Doviello really had 138 units, or that minus the number of normal wolves you killed.
 
Anyway, back to the Doviello. So I'm fighting into their territory and so far I have destroyed 138 wolfs! Now the Civlopedia says one wolf for each combat unit. Is that all combat units currently in the game at the time of the spell casting or just their Civ? I would hope it's just their Civ. I can't see them ever having that many units at the time and from what I recall, they used their World Spell very early.

I ran into this wolf explosion once in .32 and I think there is a bug associated with it. My units that were at or above 100XP were not getting any XP for killing all the Doviello wolves - I guess they were being treated as barb wolves?

A little frustrating because as you said, they unleashed a plethora of the damn things. A couple of my Beastmasters must have killed 20 in one turn - but no XP!:(

Did you notice that?
 
Wolves are no longer Hidden Nationality, though, so I don't think that 0 xp thing will happen anymore, unless the unit_cap_animal thing still applies for non barb units. Which'd kinda suck.
 
I may have read this before, but I am having a ship disappear. If you load the following game, it should start on a trireme, not this ship but just off screen to the NE blockading Gereth Minar is another Trireme, if I move that north the dark area is not revealed, and if the ship is moved onto that square it vanishes, and is no longer in the inventory.

-Dan

P.S. I am no longer crashing to desktop :). Running 0.33c

View attachment Dan AD-0534.CivBeyondSwordSave
 
:Edit: reproduced and is cosmetic and random so would be in the wrong topic, will file under correct topic later on
 
Those are some humongous ifs there. Wolves, being strength 2 (Lucians is 3/2) aren't going to win combats with very many units, and not consistently enough to get more than a few wolf packs.

It's more likely that the Doviello really had 138 units, or that minus the number of normal wolves you killed.

Some alternative 'ifs': ;)
Do slaves also result in wolves? If yes and if the Doviello were running slavery, this could be an explanation. The AI sometimes amasses huge numbers of slaves.

(As an aside: I've seen multiple cases were one-city-AIs had ~20 slaves. (I suspect mostly from barb combats?) Do slaves add to unit maintenance? If yes, the AI should be encouraged to bring down their slave pool to a more sensible number (i. e. use more slaves to add hammers to buildings), to avoid getting crippled by unit maintenance in the early game.)
 
Playing with the clan, patch C, I noticed that the additional units generated by the warrens do not get the additional XP due to the apprenticeship civic. Is this intentional?

Also, I find the whole issue of being at peace with the barbarians a bit confusing. Presumably this means that I am at peace with the "barbarian state", but this does not include many barbarian units, particularly wild animals. Is there some reason why skeletons are friendly but hill giants are not?
 
Wolves are no longer Hidden Nationality, though, so I don't think that 0 xp thing will happen anymore, unless the unit_cap_animal thing still applies for non barb units. Which'd kinda suck.

I noticed this in one of my last .32 games, but the Wolves all clearly were sporting the Doviello banner. I don't think if they were HN, they would have had that.

None of my units above 100 XP gained any XP which you would think you would get from killing units that belong to another civ, and non-barb.
 
1. Playing as Sheaim, I built the Mines of Gul-Duar. My Pyre Zombies, Chaos Marauders, and even my HN Nightwatch got Iron Weapons. However, none of my Warriors were upgraded from Bronze to Iron Weapons. Was this a new change in this version - no Iron Weapons for Warriors?

2. I thought I had that pest Loki cornered. I had the HN Stooges, and two HN Griffons surrounding him and he was in a corner with the only escape into a two-tile lake (he did not have water-walking) or over three mountain peaks. Well, apparently Loki sprouted wings and flew over those mountain peaks because that is where he ended up. Can Loki fly, or is it just that he is able to get out of any jam except when you catch him in a city? BTW, xienwolf, could you please tell me how I can edit out that obnoxious "Here I Am" you have to hear hundreds of times a game?;)

3. Finally, talk about tediousness. How would you like to move the following stack across the map:

3 HN Stooges
3 HN Griffons
1 Priest of Leaves
1 Horseman

I understand you cannot group UN units with regular units and I guess that will never get fixed. However, how about making it so at least like HN units could be grouped? Thanks. :)
 
Playing with the clan, patch C, I noticed that the additional units generated by the warrens do not get the additional XP due to the apprenticeship civic. Is this intentional?

Also, I find the whole issue of being at peace with the barbarians a bit confusing. Presumably this means that I am at peace with the "barbarian state", but this does not include many barbarian units, particularly wild animals. Is there some reason why skeletons are friendly but hill giants are not?

they have hidden nationality that's why they attack you still even though they are barbarian. Heh how do you expect to get your units to lvl up fighting nothing?

that is no how should I say an issue... no it's an intentional thing the creators did to make it as a way for even the computer or players who use races that are at peace with barbarians to attack some units who are barbarians to gain lvls to you have exp units later on in the game
 
Is there somebody who play the scenarios or personnalised scenarios?
I crash at the beginning when entering on the map with a "unindentifiable C++ exception"at the line "cvutil",line 187,in findInfoTypeNum
but i can play personnalised games.
I have followed all the instructions of Kael
thank you for trying to find a solution.
 
Due to Mind magic changes a while back, the planar gate Succubus now has Inspiration, rather than Charm Person. This doesn't seem to fit in flavor well.
 
scenario's as in the maps n modmod section of the forum seem to work just fine, just make sure they're up to date with the most recent FFH version (some elements in the maps don't work with the changed game features/units).
The scenario's as shown in one of the menu's are just teasers, they'll be implemented with 0.40.
 
1. Playing as Sheaim, I built the Mines of Gul-Duar. My Pyre Zombies, Chaos Marauders, and even my HN Nightwatch got Iron Weapons. However, none of my Warriors were upgraded from Bronze to Iron Weapons. Was this a new change in this version - no Iron Weapons for Warriors?
Yep, warriors can no longer use Iron. It was decided that they were too powerful with Iron due to their cheap cost.
Well, apparently Loki sprouted wings and flew over those mountain peaks because that is where he ended up. Can Loki fly, or is it just that he is able to get out of any jam except when you catch him in a city?
He can get out of any jam except when he's in a city, or you kill him with first strikes.

Also, think I reported this in 0.32, but I might as well repeat it. Using Revelation on a Privateer that blockades your territory removes HN from the privateer properly, but the blockade then becomes permanent with no way to remove it. I've killed off the entire civ that owned the privateer, but no luck.
 
I may have read this before, but I am having a ship disappear. If you load the following game, it should start on a trireme, not this ship but just off screen to the NE blockading Gereth Minar is another Trireme, if I move that north the dark area is not revealed, and if the ship is moved onto that square it vanishes, and is no longer in the inventory.

-Dan

P.S. I am no longer crashing to desktop :). Running 0.33c

View attachment 186635

This is likely related to a previously reported issue of tiles not being revealed or being inappropriately revealed. You've "lost" the ship because it's no longer in your line of sight and so no longer "known" to you. If you wait until next turn when your ship is active again, you will be able to move the ship out of the unrevealed tiles again.
 
Also, think I reported this in 0.32, but I might as well repeat it. Using Revelation on a Privateer that blockades your territory removes HN from the privateer properly, but the blockade then becomes permanent with no way to remove it. I've killed off the entire civ that owned the privateer, but no luck.

yeah, something similar happened to me too a couple weeks ago, it was very annoying to have my trade routes blockaded like that :lol:
 
Playing with the clan, patch C, I noticed that the additional units generated by the warrens do not get the additional XP due to the apprenticeship civic. Is this intentional?

Warrens issue is being addressed in the next version (.34)

I noticed this in one of my last .32 games, but the Wolves all clearly were sporting the Doviello banner. I don't think if they were HN, they would have had that.

None of my units above 100 XP gained any XP which you would think you would get from killing units that belong to another civ, and non-barb.

ALL animals, no matter who they belong to, are capped at out 100 XP due to a globaldefinealt tag which specifically limits XP from animals. Not sure why this redundant tag is in there since Barbarians are already capped.

Also, think I reported this in 0.32, but I might as well repeat it. Using Revelation on a Privateer that blockades your territory removes HN from the privateer properly, but the blockade then becomes permanent with no way to remove it. I've killed off the entire civ that owned the privateer, but no luck.

Posted this in the report tracker with a fix, but also posting a response in case Kael doesn't read the tracker ;) The issue here is that the spell needs to run CvPlayer::updatePlunder once to clear all blockades before it tries to affect the HN status, and then again after it changes the status to restore all blockades. Oddly the game cannot clear a blockade unless the unit capable of it is still in place.
 
ALL animals, no matter who they belong to, are capped at out 100 XP due to a globaldefinealt tag which specifically limits XP from animals. Not sure why this redundant tag is in there since Barbarians are already capped.

Probably a holdover from BtS where XP from animals is capped at 5 but from all barbarians capped at 10.
 
Not truly a bug but something that definitely should not happen. Friend just had the "one of our troops is torturing the enemy" event. The problem was that it was a settler. That event needs to not target those guys...


nevermind then, and thanks :D
 
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