FfH2 0.33 Bug Thread

Wow, the Civilopedia is really off then. Here's what that says for EACH promotion:

Command I - 10%
Command II - 20%
Command III - 20%
Command IV - 20%

Nothing about them being cumulative.

The Civilopedia entries would read better as you give them.

Also, it is interesting that The Order is required for Command IV. I wonder why that is?

Yes, and they are cumulative. Thus, Comand II is 10=20=30%, Command III is 10+20+20=50%, Command IV is 10+20+20+20=70%. You shouldn't need to be told this. The Combat promotions all say "+20% strength"--but they are cumulative. The Shock promotions all say "+40% against melee"--but they are cumulative. etc.
 
The Life Node Flare event still removes features, including Forests (annoying), Oases (son of a $%&^*!), and possibly Floodplains (#@^^*#^$@&@$!!!!)

Also, was going through the mod folder, and noticed several audio files which are probably no longer used. Perhaps they should be removed to save file size in the next release? The files in question are all sound effects: Banish, Forcewave, Hideousthoughts, Transmutation, and Whirlwind in the spell sounds folder, and BalorPuppetSelect 1-3 in the unit sounds folder. It's only a few megabytes' worth, but still.
 
reproducable at 2 PCs/both VISTA/different Graphic cards.

Patch 'e' applied.

I played through a couple dozen turns without a crash on WindowsXPPro.
 
so i just start a game as the girgori on an erebus map, and im surrounded by mountains and coast, while this normaly sucks but before finding this out i decided to go the builder route and aiming for a tower victory so it suits my purposes. i have two adventureors that are gaining experience until i can upgrade them to adepts, when i get the torture prisoners event on one of them... but it wouldnt let me take away 3 exp (even though he had like 80 exp) i had to disband my adventurer... balls
 
Thanks to all for the clarification on Command - as I said, it is one of those promotions I just never used before.

I'd like to bring up something we talked about before - obsoleting units.

Why are Archers not obsoleted when you research Bowyers and can build Longbowmen? Archers can be upgraded to Longbowmen, right?

Also, I'm still wondering about the weapons promotions when it comes to the Archery line. Shouldn't the Archers get it if the Longbowmen do? What are they using for their arrowheads? Stone? It doesn't make sense they can still be built (along with the Longbowmen), but would use a different type of arrowhead than their more advanced brethren.

Then, there are the Horse Archers...;)

I think there is a bug, or maybe just a small lack of consistency when it comes to obsoleting units and weapons promotions.
 
I think archers not obsoleting is due to their ability to upgrade to Crossbowmen. Therefore, archers don't become obsolete until you can build both Longbowmen and Crossbowmen.

As for weapons promotions, I believe that's for balance reasons. Archers are only T2 units, at the same level as Axemen and Hunters, for example. They're already 3/5 units with a decent bonus to city defense, allowing them weapons promotions (even just bronze) would make them extremely powerful for their cost. Consider that they're an equivalent ~6.25 already with no promotions, and ~7.5 with just CGI. That's far, far stronger than anything else available at its tier.

Here's my best attempt at a lore/flavor explanation for it though: Archers' bows lack the force to penetrate much more than cloth and flesh, and better arrowheads would have no effect on their effectiveness. Longbows have enough force that a stronger/harder arrowhead (bronze or iron) improves their ability to penetrate armor, therefore they have a use for it. Marksmen require Mithril to upgrade to, so they already have Mithril weapons, making weapons promotions redundant. Basically, archers' bows are only really effective against cloth and flesh, so arrowhead material doesn't really matter. Longbowmen can penetrate armor, and better arrowhead material improves penetration.

As for Horse Archers... hmm. Haven't had a good look at their bows, though I suspect they use composite recurve shortbows. In which case, they would likely have the power to penetrate armor with the right arrowhead. Still, balance reasons. Although, having a mounted lancer upgrade to an archer back to a lancer is rather odd. Not to mention what happens with UUs.
 
I have encountered a 'Waiting for other civilizations' bug. I am playing as the Malakim with patch e and trying to win an Altar victory. In the attached savegame, Os-Gabella declares war on me and the game won't move forward.
 

Attachments

The Life Node Flare event still removes features, including Forests (annoying), Oases (son of a $%&^*!), and possibly Floodplains (#@^^*#^$@&@$!!!!)

Hmm, I got this event 2 days ago, but the nearest forests and pasture with sheeps (plot next to plot with the node) wasn`t removed.
 
I don't get incense although I have built a plantation and connected it to my capital.
The resource doesn't even appear on the city screen.

Edit: Ignore this.
I forgot that need to research Philosophy...
 
You need philosophy, as it says when you hover on the tile pre-plantation.

Can't believe how often that question gets asked...
 
I have encountered a 'Waiting for other civilizations' bug. I am playing as the Malakim with patch e and trying to win an Altar victory. In the attached savegame, Os-Gabella declares war on me and the game won't move forward.

This is the same bug with adept and UnitAI_Worker. To continue your game, open the World Builder and change the UNIT_AI WORKER to RESERVE for adepts in the city of Mortensholm (charadon) and Trinity (sabathiel). Don't know which do the WoC (a fix already include in my dll).

Tcho !
 
I'm new to FFH again, so I'm not sure if anything in this is a bug or a feature, but I thought it might be odd:

1.
Used a GP to pop Ways of the Earthmother, after it was already founded. Received a free thane for it. Used it to convert my capitol to the faith.

2. Then, or after I built the temple of the earthmother, I received +1 free gems and free earth mana. I was playing Calabim, so it didn't come from the palace, and I had no gems in my territory.

Bug?
 
not sure about the gems, but the free thane is definitely a feature. you get one when you research a religious tech, even if you don't manage to actually found the religion.
 
I'm new to FFH again, so I'm not sure if anything in this is a bug or a feature, but I thought it might be odd:

1.
Used a GP to pop Ways of the Earthmother, after it was already founded. Received a free thane for it. Used it to convert my capitol to the faith.

2. Then, or after I built the temple of the earthmother, I received +1 free gems and free earth mana. I was playing Calabim, so it didn't come from the palace, and I had no gems in my territory.

Bug?

Got a savegame so we can check out the free resource issue?
 
Resource availability without required technology:
I settled on top of a cotton resource but have not yet researched calendar (or argiculture for that matter) and the cotton resource is available to my cities (including the +1 happy)
 
I just got the mushroom event in my capital's plot, which made it a really great city. Seems a bit overpowered. Especially since it was quite early in the game (turn 30 something i believe)
 
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