FfH2 0.33 Bug Thread

Only recon units that have CoE as religion gain the mask spell.
Since its random if and which religion a unit has, some beastmaster may have it and some not. However shadows are supposed to always start with CoE as religion (just like priests).

Then, I guess that is a bug - building four Shadows as the Grigori (no religion), none get the mask spell. However, when I built four Shadows as Perpentach (my last game) with FOL as my religion, I got four Shadows with the mask spell.

In one of the cities I built the Beastmaster, CoE was the ONLY religion. The other had FOL and CoE. Again, none of the Beastmasters had the mask spell.

I am thinking this might all have something to do with the Agnostic Grigori...

Two other things about the Shadows I built as I am not used to having them without the mask spell:

1. One doesn't have a heal button. Never saw that before. When damaged you cannot see the red cross button, but you can mouseover and see the unit is damaged.

2. Can you not take a city with a Shadow even if you are not using the mask spell? I am at war with the Infernal. My Shadow kills the last defender and walks into the city, but it stays Infernal. Nothing happens until I bring over another unit to take the city. Is it because invisible units cannot capture/raze a city?

Thanks
 
0.33 f -- arcane created buildings don't seem to be working. Wall of Stone and Inspiration, in particular, cannot be cast.
 
I know the issue about the Tolerant being allowed to build heroes, but in my current game as the Elohim, I've managed to construct multiple palaces of my defeated foes. Not sure if this is intentional or a bug (Haven't seen it in the bug list at the start)
 

Attachments

Palaces are intended to be able to be constructed. Keep in mind that you can only have one palace of any kind at a time though, so it's a tradeoff.
 
Two issues with events:

1. I got an event talking about Goblins littering a tile with something poisonous, with the danger to reduce food production on the tile by one. However, that event affected a tile which had already a food production of 0 before the event came and also I was able to choose the second better outcome (using an adapt to prevent the poisoning) without having an adept around.

2. A city was hit by the "assasination of the governour"-event, but none of the choices I got had any hoover help for the effects.
 
@Pfeffersack
1) you can choose that option if you have the appropriate mana (palace mana also counts), even if you don't have the unit type adept.

2) it's a riddle, you have to choose, and if you are lucky they will be happy, if not, unhappy, or nothing happens. Not sure if the outcome is always the same, could be a gamble.


Should Clan of Ember be able to build Arcane Barge? I had in mind it was only available for Amurites?
 
@Pfeffersack
1) you can choose that option if you have the appropriate mana (palace mana also counts), even if you don't have the unit type adept.

2) it's a riddle, you have to choose, and if you are lucky they will be happy, if not, unhappy, or nothing happens. Not sure if the outcome is always the same, could be a gamble.

Thanks for the explanation, Gelvan :)

The Goblins event however should be restricted to tiles were you can lose food.

In case of the governour event, perhaps there should be also a message if nothing happens (for exapmple, "the people accept your decision") or the event might appear broken to the player.
 
Played on marathon, sat there making units for 200 or so turns, then a massive bunch of power 8 creatures came and killed me in one turn, I was only able to make warriors at this stage.
The mod seems completely unbalanced when you play on marathon.

I also can no longer unpack the mod and can no longer play vanilla beyond the sword.
 
2) it's a riddle, you have to choose, and if you are lucky they will be happy, if not, unhappy, or nothing happens. Not sure if the outcome is always the same, could be a gamble.


Should Clan of Ember be able to build Arcane Barge? I had in mind it was only available for Amurites?

It's nothing to do with luck, everything to do with your Civics. Think about it and consider the choices wisely ;)

Everyone can build Arcane Barges. Amurites' unique units are Wizard and Firebow.

@Hussar: Were said str 8 units Gargoyles? If so, then the problem is caused by the Unique Feature 'Guardian of Pristin Pass', which spawns 3 of them the first time someone steps next to it. This is a known issue, although I don't know what fix is in mind at the moment.
 
Play as Amurites. I killed a wolf and gained Piece of Barnaxus and a Golden Hammer.

a. I think there should be option for players to : (i) give Barnaxus to the Chuirp (and get a diplo bonus for giving back their hero), (ii) trade Barnaxus with whatever the Chuirp offers using diplo screen (and get no diplo bonus), or (iii) destroy Barnaxus permanently and gain research bonus but get diplo penalty with the Chuirp. Otherwise, the piece is useless.

b. I brought the Golden Hammer into my city but couldnt transform it into an engineer. Is this intended (transforming Golden Hammer only for Chuirp)?
 
b. I brought the Golden Hammer into my city but couldnt transform it into an engineer. Is this intended (transforming Golden Hammer only for Chuirp)?

I believe you can only transform it into an engineer when its a unit and not a promotion.
Thats why you would have to disband the unit carring it.
 
5. Crusade 50% unit cost reduction changed from iFreeMilitaryUnitsPopulationPercent to iFreeUnitsPopulationPercent.

it's actually currently iFreeMilitaryUnits and therefore still useless. Note that Military State is also in the same situation.
 
When trying to download FfH.33, on the pop up you get asking if you want to download this, it says it is FallfromHeaven3033 and under filetype it says it is unknown. There is no .exe and when I am done downloading it, the name of the file is FfH3033. There is no exe and the file type is unknown.
 
[to_xp]Gekko;7214082 said:
thanks for fixing the issue Kael. :) btw, I'm still wondering if the crazy amounts of flames I've had after the fix is just as it is supposed to work, or if it's something weird. anyhow, it's still infinitely preferable to a reproducible CTD :D I've even attached the savegame in one of the posts above if you wanna see it yourself ;)

Thats probably because your expire chance is set to 0 (so flames spread but they never expire). Make sure its back to 20 so they they burn themselves out.
 
well that makes sense, although I'm pretty sure I DID set the XML values back to normal before trying the new DLL. guess I'll have to try it out once more, you're probably right :D
 
When trying to download FfH.33, on the pop up you get asking if you want to download this, it says it is FallfromHeaven3033 and under filetype it says it is unknown. There is no .exe and when I am done downloading it, the name of the file is FfH3033. There is no exe and the file type is unknown.
Just go to rename it and tack a '.exe' on the end. For some reason it loses the file extension on one of the hosts.
 
[to_xp]Gekko;7217695 said:
well that makes sense, although I'm pretty sure I DID set the XML values back to normal before trying the new DLL. guess I'll have to try it out once more, you're probably right :D

my bad, I guess I DID forget to put the XML values back to default during that game after all. just tried it again making sure both values were set to 20 and it's working just as intended. flames spread and expire with a random chance, and do not cause CTDs on ice or deserts or scrubs. I am really happy, thanks again Kael :)
 
'Units' that see stealth/invisible units and probably shouldn't:

1. Trees. Yes, often when I send Shadows into FOL lands Treants pop up. The trees have very special eyes and detectors? The funny thing is, though, it seems like once the Treant pops up, it doesn't see the Shadow - at least it doesn't attack. Anyway, if this is a feature, it should probably be added that Ancient Forests CAN (but not always) detect stealth/invisible units.

2. 'I don't know what the hell it is' unit. Whenever I send my Shadows after AV civs they are greeted by fire damage if it ends up next to a city. At first I was thinking that somehow a Ritualist (one was usually in the city) was detecting stealth/invisible units and that didn't seem right. But, then I got the fire damage reaction from a city that had only an Infernal Eidolon in it. What is causing this fire damage, and why can it see stealth/invisible units?

Two Exploits:

1. Maybe this was mentioned before, but this was the first time I pulled it off: Playing as the Grigori, I built the Eyes and Ears Network. The next turn I got the techs for ALL SIX religions and the disciple units that come with them. No big deal you say as the Grigori cannot have a state religion, temples, religious heroes, etc. Correct. However, thanks to the Magister, I learned that if you build Grigori Medics in a city with a religion in it you can get some mighty fine Medic guys with superpowers. So, getting these disciples, etc. and spreading the religion in my civ definitely gave me quite a nice Medic support army. :) Also, as a bonus, I picked up a bunch of points for those techs I would not have gotten otherwise and jumped from 4th to 2nd in the standings. I never thought of this exploit - just dumb luck really.

2. Another dumb luck move occurred when I went after two Infernal Beasts of Agares with my Beastmasters. Imagine my surprise when I captured the buggers. I forgot they were, well, beasts and my Beastmasters had Subdue Beast. The exploit is that I now have six of them and counting as the Infernal keeps building and I keep capturing.

This game/mod is just full of surprises!;)
 
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