FfH2 0.33 Bug Thread

It does not display it, or you tested the numbers and it wasn't getting a bonus?

People have reported before that the bonus won't display, but that when they set up specialists in a city to provide exactly some XX GPPs, and linked up a couple of Spirit Mana that the next turn they did get the appropriate bonus amount added.

It does not display it, whether it calculates correctly I have to check...thanks
 
A tad bit offtopic but Sugar is far from the worst resource in the game. Because its base! yield-enhancement without fitting improvement is +1 Food (if I'm not utterly disremembering) and food is usually by far better than a bit of commerce. It just doesn't make much sense to improve all those sources with plantations. Especially if running Agrarianism + Aristocracy (Farms with full commercial and food benefits ftw.).


And like cotton its often clumped together and riverside. That evens the rather lousy improved yields out a bit. Its also a reason why its not all that a bad idea to directly settle on it... (especially true for cotton.)
3-5 enhanced Tiles (rarely even so much as 7 is possible) in the Fat cross + a happiness resource to settle on without regret.
Even with its crappy yields if improved with a plantation. If improved otherwise even 3 sources of cotton roughly should even out a source of Gold (as do 3 sources of sugar a mix of 1 health resource and a commerce one. :)). And few players scoff at Gold near their starting position. Its just less obvious. Just cottage/farm those cotton-tiles allright.

Silk seems to suffer from simmilar problems but offers neat early-game yields prior to any economic techs... :)

But surely it doesn't compare to dye which offers all this and a real neat yield if improved with a plantation. But then again: Thats often covered in jungle. Cotton doesn't seem to be covered by foliage at all unless growing to that tiles during the game.

I whould rather call the worst Luxury resource to be had overall is ivory (save the source from dragon bones naturally :p.) but very neat one to settle on if in Plains. ;)



Oh, and Fall Further has its own subforums now.
If you report your problems while playing that mod (no matter if it seems! to be a problem of the main game. It very well might not.) there you help both the development of this modmod as the one of the main game. And bugs stemming from unmodded FFH2-code will find its way here. Rest assured. Xienwolf and Venhem are very involved in fixing those as well anyways.
So chances are if you report a bug in your FF-Version of FFH2 and put the bug there instead of here it even gets fixed faster than here.
 
Elegy of the Sheaim doesn't work the second time
EDIT: scrap that i just didn't see it go up much cuz i have 16 civs on map
 
A few things that cropped up in today's game. I did a quick check of the reported bugs, but these might still be repeats I missed:

1. Building a city on top of your city ruins (destroyed by Orthus, in this case) results in the new town "yearning to join the Motherland." City was destroyed for several turns before rebuilding.

2. Building a city on top of the Pyre of the Seraphic destroys the pyre but does not spawn the elementals.

3. The Stooges, before declaring nationality, were able to use roads inside my territory but not in neutral territory.
 
It does not display it, or you tested the numbers and it wasn't getting a bonus?

People have reported before that the bonus won't display, but that when they set up specialists in a city to provide exactly some XX GPPs, and linked up a couple of Spirit Mana that the next turn they did get the appropriate bonus amount added.

The real problem with spirit mana is that GPP's are rounded down to the nearest 1. Meaning that you get no benefit from +5% unless that actually gives a full new GPP. The most obvious case of this, is a single 3 GPP specialist under Pacifism taking the full 25 turns. 100/4 = 25, but 100/4.5 =~ 23.

Rarely, in any game, will spirit mana ever get you more great people than without it.
 
This is just bazaar. I'm playing a new game on Deity, and walking over a goodie hut on the second turn (After founding my capital), and nothing at all happens.

Posting the initial save.

I settle between the bananas and the dye, and then next turn the scout grabs the goodie hut in the North East of the peninsula.
 

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A few things that cropped up in today's game. I did a quick check of the reported bugs, but these might still be repeats I missed:

1. Building a city on top of your city ruins (destroyed by Orthus, in this case) results in the new town "yearning to join the Motherland." City was destroyed for several turns before rebuilding.

2. Building a city on top of the Pyre of the Seraphic destroys the pyre but does not spawn the elementals.

3. The Stooges, before declaring nationality, were able to use roads inside my territory but not in neutral territory.

#1 definitely sounds like a bug. I have that yearning to join the Motherland carp. It is especially annoying when you take a barb city to think those uncivilized heathens would yearn to be barbs again. ;)

#3 seems to affect all HN units as far as I can see. One of the first promotions I give to HN units, especially the Stooges, is Commando so they can use roads anywhere. It seems to work in neutral and enemy territory, I think. I still believe there are some issues with the damage/healing rate of HN units as well as their movement points.
 
This is just bazaar. I'm playing a new game on Deity, and walking over a goodie hut on the second turn (After founding my capital), and nothing at all happens.

Posting the initial save.

I settle between the bananas and the dye, and then next turn the scout grabs the goodie hut in the North East of the peninsula.

Z, I'm not sure about Deity level (you guys are too much!), but I know I sometimes get nada from a goody hut in my lower difficulty games. I was told that it was a "healing hut" and if your unit is already at full-strength, you would get nothing. It would be nice to have some sort of message though about this so you knew what happened, right?
 
Each hut will be checked on a random table for your result when you move onto the hut. If the result isn't valid for your unit/situation, then it will check again. You are only allowed 5 "rechecks" though, if all 5 are not valid goody options, then the hut stays there and you get nothing (please try again).


Mostly at the high levels, before you settle the first city, with scouts or other units that avoid bad results will this be an issue, as there are so few possible results left to you. In the case of founding your first city, it avoids anything bad, and since it wasn't a unit that popped it you cannot be healed or gain XP, and since you don't QUITE have your first city yet, you cannot get a tech. This leaves only gold, 1 option out of a list of 15 or so. Thus it is VERY likely on diety to get nothing from a hut which should be popped by moving into your cultural borders.

In your case, the only valid options were gold and XP, since the scout cannot get the bad results and your unit was full health (and I am pretty sure that on Diety you cannot get a tech from a hut)
 
Each hut will be checked on a random table for your result when you move onto the hut. If the result isn't valid for your unit/situation, then it will check again. You are only allowed 5 "rechecks" though, if all 5 are not valid goody options, then the hut stays there and you get nothing (please try again).


Mostly at the high levels, before you settle the first city, with scouts or other units that avoid bad results will this be an issue, as there are so few possible results left to you. In the case of founding your first city, it avoids anything bad, and since it wasn't a unit that popped it you cannot be healed or gain XP, and since you don't QUITE have your first city yet, you cannot get a tech. This leaves only gold, 1 option out of a list of 15 or so. Thus it is VERY likely on diety to get nothing from a hut which should be popped by moving into your cultural borders.

In your case, the only valid options were gold and XP, since the scout cannot get the bad results and your unit was full health (and I am pretty sure that on Diety you cannot get a tech from a hut)

Thank you for that explanation, xienwolf.

It seems like Gold would always be the appropriate 'gift' rather than getting nothing. Also, if I read his OP correctly, he did already found his capital, so wouldn't a tech have been a possibility too?

What about the wonderful (:mad:) map?

I guess a Scout or Warrior is out of the question at that difficulty level.

I just don't like the idea of getting nothing. It is confusing and a little frustrating.
 
Each hut will be checked on a random table for your result when you move onto the hut. If the result isn't valid for your unit/situation, then it will check again. You are only allowed 5 "rechecks" though, if all 5 are not valid goody options, then the hut stays there and you get nothing (please try again).


Mostly at the high levels, before you settle the first city, with scouts or other units that avoid bad results will this be an issue, as there are so few possible results left to you. In the case of founding your first city, it avoids anything bad, and since it wasn't a unit that popped it you cannot be healed or gain XP, and since you don't QUITE have your first city yet, you cannot get a tech. This leaves only gold, 1 option out of a list of 15 or so. Thus it is VERY likely on diety to get nothing from a hut which should be popped by moving into your cultural borders.

In your case, the only valid options were gold and XP, since the scout cannot get the bad results and your unit was full health (and I am pretty sure that on Diety you cannot get a tech from a hut)

This doesn't seem to make sense. I've never gotten the "Unit healed" from a hut before. Ever. I've gotten 5 xp, I've gotten small and big gold... but unit healed? Buh?
 
Im not sure this is exactly a bug, but in my last game I captured an enemy city which happened to be an Order holy city with the code of Junil built. It also had a temple of the Veil in it. When I razed it the armageddon counter went down from 37 to 36. Granted I did lose a city with AV in it, but I also destroyed the order temple and code of Junil on top of razing a city. How could the counter go down?
 
Succubi start with Mind I which used to allow Charm, but now it allows Inspiration. Should be updated to Mind II or just removed.
 
Elohim Tolerance trait looks at the last owner of the city instead of the founder, to determine what nationality the city supposedly has. Is that intended?

Examples from my current game:

1) Orthus the Barbarian captures the Luchuirp capital. Being opportunistic, I proceed to defeat Orthus and take the former Luchuirp capital for myself. The city is considered to be Elohim. A while later the Luchuirp surprise-attack me and retake their former capital. I gather my forces and quickly retake it. Now the city is considered Luchuirp.

2) The Sheaim take a Luchuirp-founded city. Seeing once again an opportunity to get a city without much effort AND a chance to defeat Rosier the Fallen who happens to be weakened and alone in that city, I declare war and take the city for myself. The city is considered to be Sheaim, despite only being Sheaim property for a single turn.
 
Goody Huts can pop techs at deity allright. But still a 3 options out of 15 draw can easily go wrong 5 times in a row...

Because bad options are out of the picture for scouts the chance to get a tech is not even all that bad at deity honestly...
 
The unit has to be fairly heavily damaged for that to be a valid "goody" result. And it only happens on the higher difficulties (as at the lower ones you tend to often get a completely new unit)

Y'know, it might just be that I rarely pick up a goodie hut while wounded. I guess that would make sense. I generally play on Immortal (Now) though I used to play Emperor.

Heh, on Deity, goodie huts are picked up mainly to deny them to the AI.
 
So get this; I'm playing as the (good, Decius-led) Calabim. I conquer a Bannor city (they're uptight pricks, so what if they're Good). A dozen turns later, they're unhappy about my choice to garrison the town with some Skeletons, so they revolt. To the Illians, of all people.

That's not the bad part. The bad part is that the town spawned some units. Three, in fact. All of which happened to be named Baron Duin Halfmorn. This seems... unreasonable... to me.
 
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