FfH2 0.33 Bug Thread

silly little thing , but..... when you select some units now you cant see all of their stat, promos etc because of the 3d picture in the bottom left over laps the blurb.. happens with bigger units like the war machine, man-o-war etc.
 
Tolerant defintely needs looked at, as it is right now, latest version. You can gift a city to another race, declare war and take it before any troops are in it and will be of that race. Did that to the Balseraphs, and built Loki. Now I am going around gifting cities to everyone I meet and use Loki's flipping ability to take them right back peacefully.
 
hmmm just noticed this... I got some elven slaves and have been using them as workers... now... when I try to use them on forested plots... the forests are cut down... I thought with elven workers and slaves that wouldn't happen?
 
hmmm just noticed this... I got some elven slaves and have been using them as workers... now... when I try to use them on forested plots... the forests are cut down... I thought with elven workers and slaves that wouldn't happen?
No bug. Only svart and ljos players can build on forests. It doesn't matter whether the unit is elven or not.
 
silly little thing , but..... when you select some units now you cant see all of their stat, promos etc because of the 3d picture in the bottom left over laps the blurb.. happens with bigger units like the war machine, man-o-war etc.

aren't you able to drag the unit picture to the right a bit? i know i was the last time i had an elephant...
 
Bug or not bug: For me one thing is really annoying: When micromanaging a city in regard to GP, everytime the AI does what it wants, even it's turned off by the gadget below. E.g.: I want to "breed" a commander, make very sure the city controll is off. The next turn the AI takes a famous technician, so the ratio in getting GP is changed. Or I order one priest to obtain a holy man, next turn there are two, three or none.

How can this be changed not to be overruled everytime by the AI in my own civ??
 
Is this just when your city population is growing? The game will automatically asign the new population to the "best" spot, but if you are assigning your plot/specialists selection yourself then the game should leave all currently assigned people alone.
 
Bug or not bug: For me one thing is really annoying: When micromanaging a city in regard to GP, everytime the AI does what it wants, even it's turned off by the gadget below. E.g.: I want to "breed" a commander, make very sure the city controll is off. The next turn the AI takes a famous technician, so the ratio in getting GP is changed. Or I order one priest to obtain a holy man, next turn there are two, three or none.

How can this be changed not to be overruled everytime by the AI in my own civ??
Part of it's also the AI attempting to 'follow your lead' I believe. If you assign one priest forced, the AI tends to take all other specialists available and put them in priest slots too. It can be useful sometimes but insanely annoying at others.
 
Part of it's also the AI attempting to 'follow your lead' I believe. If you assign one priest forced, the AI tends to take all other specialists available and put them in priest slots too. It can be useful sometimes but insanely annoying at others.

Which is why I force all my specialists... you can usually fix it by putting a bunch of forced "citizens", then selecting the forced specialists you want and then unselecting the forced citizens.
 
This is a little bizarre...

On the edge of my border with Mahala I saw she had a Hill Giant with a Doviello flag. I built the Three Stooges (I used one to kill the Doviello Giant) so I know that didn't happen twice. It was not an HN unit.

So, how did this happen? You never see the AI capturing animals (also, too early for Rangers/Beastmasters) and I didn't think Hill Giants could be captured anyway.

So, how did Mahala get her Hill Giant?
 
This is a little bizarre...

On the edge of my border with Mahala I saw she had a Hill Giant with a Doviello flag. I built the Three Stooges (I used one to kill the Doviello Giant) so I know that didn't happen twice. It was not an HN unit.

So, how did this happen? You never see the AI capturing animals (also, too early for Rangers/Beastmasters) and I didn't think Hill Giants could be captured anyway.

So, how did Mahala get her Hill Giant?

there is a special event where yu have an option to lose a pig farm and gain a free hillgiant... happened to me the other day early on.. awesome early event to get!!
 
Bug or not bug: For me one thing is really annoying: When micromanaging a city in regard to GP, everytime the AI does what it wants, even it's turned off by the gadget below. E.g.: I want to "breed" a commander, make very sure the city controll is off. The next turn the AI takes a famous technician, so the ratio in getting GP is changed. Or I order one priest to obtain a holy man, next turn there are two, three or none.

How can this be changed not to be overruled everytime by the AI in my own civ??

Two things I have noticed:

1. I have also noticed this citizen automation problem when I have cities that grow beyond 20 population, and the AI selects where to put my extra people. Sometimes I don't want to be making great people, sometimes I just want them actually working all possible spots in order to produce more commerce or hammers to build units, wonders, etc, but the game keeps reassigning them, sometimes every turn. Turning off citizen automation does not fix this.

2. With the new .33 version, are the Grigori not allowed to have Archmages anymore? I am sure i had archmages in early games with the Grigori, but I could be wrong, its been awhile. I have two adventurer units that I promoted to mages and now having them at level 8 and having researched "strength of will" and having Reagents I can't upgrade them. Whats missing? If they can't obtain archmages that should be mentioned in the pedia...
 
I saw someone mention about fire on ice and game crash - I have the same problem with fire on sand (not hell burning sands, but fire on normal sands).

Vista, patch e.
 
Is this just when your city population is growing? The game will automatically asign the new population to the "best" spot, but if you are assigning your plot/specialists selection yourself then the game should leave all currently assigned people alone.
Thank you for your comment. It occurs not only during growing but too often.

Unfortunately it should not.

And for a great commander you cannot assign people.
 
You never see the AI capturing animals (also, too early for Rangers/Beastmasters) and I didn't think Hill Giants could be captured anyway.

So, how did Mahala get her Hill Giant?
Considered the wonder Pact of the Nilhorn? There you can get three of them. Sometimes the AI has them with HN, sometimes with the flag.
 
Part of it's also the AI attempting to 'follow your lead' I believe. If you assign one priest forced, the AI tends to take all other specialists available and put them in priest slots too. It can be useful sometimes but insanely annoying at others.
No, it is different: Most of the time I get technicians. Maybe because they are on top of the column. ;)
 
Bug or a severe change: When having erected the Shrine of Sirona, usually (till .32) one gets the spell Touch of Sirona (healing 20%) once per round. But now in .33 it does not work any more, this spell is not available.
NB: I still have .33a as c and d breaks saves.
 
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