FfH2 0.34 Bug Thread

not sure if it is a bug: when a permanent ally starts building a wonder, you can't build it yourself (seen with The Nexus).
oh and there was at least one ice tile with a new forest (no Illians in game).
 
0.34 patch g

Not sure if this has been documented, but it seems like a pretty big bug. When a single unit in a stack loses combat against a unit with fear the whole stack get's displaced outside of the attackers borders at the start of the next turn.

This happened when one of my swordsmen lost to a Sheiam Spectre. There were plenty of spaces open for a 1 square displacement. Instead I got bounced 10 squares away to my own border. :(
 
My Warrior killed Orthus by attacking him and recieved just one experience point for it. Considering I usually recieve 20+ XP for killing him when he attacks my unit, rather than vice-verser, I assumed I'd get more XP for killing him, so I went on the offensive when I had the chance instead of holing up in my city. I went to an auto-save and reloaded. Letting him assault my city until he died netted the Warrior who killed him by Defence 25 XP.

This is more of a balance issue than a "bug", but it just doesn't seem as intended :confused:
 
I couldn't create Lich's as the Grigori, the button was always greyed out, and when I used ad Dragons roar, it kicked my nabourighn stack out of Svartalfar borders.
 
My Warrior killed Orthus by attacking him and recieved just one experience point for it. Considering I usually recieve 20+ XP for killing him when he attacks my unit, rather than vice-verser, I assumed I'd get more XP for killing him, so I went on the offensive when I had the chance instead of holing up in my city. I went to an auto-save and reloaded. Letting him assault my city until he died netted the Warrior who killed him by Defence 25 XP.

This is more of a balance issue than a "bug", but it just doesn't seem as intended :confused:
The higher the win% chance, the lower the XP you get from a win. Also, barbarians cannot boost your units XP beyond 100, you have to kill other civilizations' units for that.
 
Just saw a typo in the code, figured I'd bring it to your attention.

It's in CvPlot.cpp in the source.

Spoiler :
Code:
void CvPlot::doImprovementUpgrade()
{
	if (getImprovementType() != NO_IMPROVEMENT)
	{
		ImprovementTypes eImprovementUpdrade = (ImprovementTypes)GC.getImprovementInfo(getImprovementType()).getImprovementUpgrade();
		if (eImprovementUpdrade != NO_IMPROVEMENT)
		{
			if (isBeingWorked() || GC.getImprovementInfo(eImprovementUpdrade).isOutsideBorders())
			{

//FfH: Modified by Kael 05/12/2008
//				changeUpgradeProgress(GET_PLAYER(getOwnerINLINE()).getImprovementUpgradeRate());
                if (isOwned())
                {
                    if (GC.getImprovementInfo(eImprovementUpdrade).getPrereqCivilization() == NO_CIVILIZATION ||
                      GC.getImprovementInfo(eImprovementUpdrade).getPrereqCivilization() == GET_PLAYER(getOwnerINLINE()).getCivilizationType())
                    {
                        changeUpgradeProgress(GET_PLAYER(getOwnerINLINE()).getImprovementUpgradeRate());
                    }
                    if (GC.getImprovementInfo(getImprovementType()).getPrereqCivilization() != NO_CIVILIZATION &&
                      GC.getImprovementInfo(getImprovementType()).getPrereqCivilization() != GET_PLAYER(getOwnerINLINE()).getCivilizationType())
                    {
                        setImprovementType((ImprovementTypes)GC.getImprovementInfo(getImprovementType()).getImprovementPillage());
                    }
                }
                else
                {
                    if (GC.getImprovementInfo(eImprovementUpdrade).getPrereqCivilization() == NO_CIVILIZATION)
                    {
                        changeUpgradeProgress(1);
                    }
                }
//FfH: End Modify

				if (getUpgradeProgress() >= GC.getGameINLINE().getImprovementUpgradeTime(getImprovementType()))
				{
					setImprovementType(eImprovementUpdrade);
				}
			}
		}
	}
}

setImprovementType(eImprovementUpdrade) instead of setImprovementType(eImprovementUpgrade)
 
The higher the win% chance, the lower the XP you get from a win. Also, barbarians cannot boost your units XP beyond 100, you have to kill other civilizations' units for that.
There wasn't any issue with the 100 cap. The % win chance was fairly high, but I assumed with Orthus's hero status that beating him granted "bonus points", for lack of a better term. I of course made that assumption because I always got 20+ XP from him whenever he died raiding my cities (presumably the odds become quite favourable when he starts to weaken, which is usually when he does die).

Either way, it struck me as odd. If it isn't a bug then it strikes me as something of a balance issue. Surely there should be an XP reward to the Warrior who finally brings the Barbarian king to his knees after 2-5 of his fellow Warriors have shed blood before him?
 
There wasn't any issue with the 100 cap. The % win chance was fairly high, but I assumed with Orthus's hero status that beating him granted "bonus points", for lack of a better term. I of course made that assumption because I always got 20+ XP from him whenever he died raiding my cities (presumably the odds become quite favourable when he starts to weaken, which is usually when he does die).

Either way, it struck me as odd. If it isn't a bug then it strikes me as something of a balance issue. Surely there should be an XP reward to the Warrior who finally brings the Barbarian king to his knees after 2-5 of his fellow Warriors have shed blood before him?

I definitely agree with what you wrote and would extend it to units that are stuck at 100 XP. Any unit that brings down one of the big bad barb guys should get some XP, preferably a bunch. I had the recent unpleasant experience of killing TumTum with a unit with 100 XP and got zippo. :(
 
This probably isn't a bug, but I'm not sure and it is a bit confusing.

I was fortunate enough to get 4 Lizardmen early on from 2 lairs and I got them up to 100 XP during my game fighting and killing barbs.

When I researched Animal Handling it was time to level them up to Lizard Rangers. First off, there was a bit of a shock. I built the Guild of Hammers and was looking forward to the reduced cost of upgrading to Rangers. Uh no, that no longer happens with the Guild so each was 275 Gold.

What really surprised me though is the Lizardmen upgraded to Illian Rangers - the common Ranger model. However, they still have the Lizardman promotion.

So, why didn't they promote to Lizard Rangers as they still had the promotion rather than the normal Ranger model with the promotion?

It probably makes things easier to understand and you are less likely to confuse your Lizard Ranger with barb Lizard Rangers, but I was just wondering if this is how it works for any units that are upgraded/captured and not in your civ's normal production line? Do they somehow revert to the units you would normally be able to produce rather than continue in their actual line?
 
Is Guardian 100% interrupt vs. the Marksman ability? I've had the promo Guardian on a unit in a stack and seen assassins sneak by and kill mages in that stack at least twice. Maybe i just got unlucky. The 'makes unit more likely to defend' seems to be working as my guardian unit got smashed over and over while other tough units stood by.
 
I was just wondering if this is how it works for any units that are upgraded/captured and not in your civ's normal production line? Do they somehow revert to the units you would normally be able to produce rather than continue in their actual line?

Yes. You can't upgrade to a unit that you cannot build. So, AFAIK, captured UU's will revert to a normal (for you civ) variant when you upgrade them.
 
Surely it must have been notoced before but I don't see it mentioned in the first post so here it goes:

There is a serious flaw in Barbarian AI. If you block the route to your cities with a single unit (fe. you start in a valley and there is a pass to it, so you put a unit in that pass to make 1 point defense) barbarians won't be able to find a route to your city and so treat it as unobtainable and stop targeting it for it's attacks, instead of crushing the single unit and moving forward).
Furthermore if there are several different ways to your city you can play with the barbarians by blocking the route chosen by them and when you do that they will fall back and head for the second route. When they have retreated far enough you simply unlock the blocked route and they will come back again since this route will be faster. When they come closer you block it again, and so on until you get bored.

Hope this helps.
 
I noticed the same thing as darkuss and mentioned it in another thread as a way to cut off the never ending barbarians attacks. You can do it with a "wall" of defenders, too. Just so long as all paths are cut off.
 
Surely it must have been notoced before but I don't see it mentioned in the first post so here it goes:

There is a serious flaw in Barbarian AI. If you block the route to your cities with a single unit (fe. you start in a valley and there is a pass to it, so you put a unit in that pass to make 1 point defense) barbarians won't be able to find a route to your city and so treat it as unobtainable and stop targeting it for it's attacks, instead of crushing the single unit and moving forward).
Furthermore if there are several different ways to your city you can play with the barbarians by blocking the route chosen by them and when you do that they will fall back and head for the second route. When they have retreated far enough you simply unlock the blocked route and they will come back again since this route will be faster. When they come closer you block it again, and so on until you get bored.

Hope this helps.

I noticed the same thing as darkuss and mentioned it in another thread as a way to cut off the never ending barbarians attacks. You can do it with a "wall" of defenders, too. Just so long as all paths are cut off.

same here, sadly when I build Nox Noctis they came again :lol:
 
I haven't read xiens post (#2) but I wanted to say that I just got a second jade torc. Ironically by the Scout that carries the first. Is that working as intended?

Save available if needed. ;)
 
Are you referring to Timor's Mask?

I've found that it DOES work, but not consistently.

I gave it to my Wildborn hero unit and used him consistently throughout the entire game and never had it work.

Plus, is there a way to tell if a unit has been resurrected by the Blood of the Phoenix? I killed Hyperborem and took the Infernal main city. A few turns later, Hyberborem shows up again! Yet, I'm pretty sure that the Infernals were way down on the tech list.
 
I THINK that Hyborem has a one time immortality. Each time I have killed him he always returns.
 
When building Mana nodes with adapts, casting haste halfes the building time. I think that could be the same with workers.
 
I was playing a FfH mod when it happened, but I think it might happen in FfH as well. When the Clan casted its world spell, Archeron was shoved one plot out of his city and ownership of the city went to the Clan of Embers.

EDIT: Only happens, if the Clan is not a barbarian ally any more.
 
Is Guardian 100% interrupt vs. the Marksman ability? I've had the promo Guardian on a unit in a stack and seen assassins sneak by and kill mages in that stack at least twice. Maybe i just got unlucky. The 'makes unit more likely to defend' seems to be working as my guardian unit got smashed over and over while other tough units stood by.

Don't think it's working currently. Which is disappointing, given the AI's LOVE of assassins...
 
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