FfH2 0.34 Bug Thread

Final 5 option interacts poorly with Mercurians/Infernals
I start a game as Ljiolsofar, build the Mercurian Gate and switch to Basium. Then, despite the fact that the Ljiolsofar/mercurian alliance is actually the strongest team in the world, the final 5 mechanic kills me when it comes around next, because Basium by itself has a low score.

Alliances should be considered jointly for the final 5 mechanic; they should count as a single player.
 
I have a question regarding 'flexible difficulty' with raging barbarians.

I'm playing a game as the illians but at a curtein point the game crashes. The difficulty is at diety before the game crashes, so I'm geussing its the same bug as reported in patch about increasing difficulty not stopping at diety.

So the question is, if I download the updated patch, will I be able to continue playing my saved game, or do I have to start over?

Also, just as a curriosity what happens with 'flexible difficulty when there are 3 or less civs left?

or 5 civs for that manner. If you are at 3rd place, you are both among the top 3 and among the bottom 3 :)

It is the top and bottom third so in a 5 player game it would be top 2 and bottom 2, 4 player or less is top 1 and bottom 1...
 
Playing as Illians and my 'blizzard' spell doesn't seem to ever want to work. I checked the Civlopedia and I don't see anything I'm missing that would cause me not to be able to use it. Is there some trick I'm missing?

Plus, I'm fighting the Hippus and they seem to be invisible in their own territory so I'm assuming they did some ritual to Esus to do this. While I thought that as a FF only ritual, my question is nothing seems to reveal them. I would think the floating eyeball thing would help. I mean every defense should have a counter, right? :confused:
 
Ancient forts not upgrading into castles over time.
 
Patch "b":
5. Fixed an issue with Religions learned before techs (such as disciples from explorable lairs).

as of patch f, religions are still founded without tech knowledge (via disciples from dungeons) if that's what you meant you had fixed.
 
as of patch f, religions are still founded without tech knowledge (via disciples from dungeons) if that's what you meant you had fixed.

Working as intended, the fix was to prevent the tech, once discovered, to give out a different religion because the actual one was already founded, this would lead to ctds after all religion founding techs had been researched...
 
I noticed in the world builder that The Bannor were building Purge the Unfaithful yet all of their cities had only Order as a religion. And they only have Order building in all their cities.
 
Some Race promotions are not properly applied to enemies created by Lair exploration. For example, I ran into some Orcish Mistforms, Fawns, Satyrs, and Myconids earlier.
 
Hey, I tried going into the save that caused the problem earlier for me and removing all of the flame tiles prevented crashes. I then tried the .dll file you uploaded and now I can advance turns without removing the flames in worldbuilder. That was definitely the cause of the problem on Vista, at least for me.
 
patch f:
the held promotion still seems to be giving -50% strenght to the unit.
its in the discription and i tested it via worldbuilder.
 
patch f:
the held promotion still seems to be giving -50% strenght to the unit.
its in the discription and i tested it via worldbuilder.

Weird, I would have sworn I changed that but your right. Ill fix it in todays patch.
 
Just found this fun one. If you have a scout w/ Esus sitting on an opponents Barnaxus, you can steal his pieces from him (even if hes not dead) and rebuild him giving you the ability to potentially create infinite packs of Barnaxi. (or would it be a gaggle, pod, flock, or swarm of Barnaxi)?
 
When attacking Frostling Archers with Wilboman, the 25% ice attack bonus isn't working, why? When attacking normal units like archers, it does work.

0.34f

- Never mind, now I see the reason, Frostling promotion -
 
flexible difficulty does not change the effect of popping goodie huts ( if you start at settler , go up to deity and pop up a hut when you're at deity, you can get a settler ) .
 
I apologise if who already spoke that. I played for Sheaim and them Specture cam pilage. It very much usable. I do not know a bug it or feature ;)
 
[to_xp]Gekko;7357739 said:
flexible difficulty does not change the effect of popping goodie huts ( if you start at settler , go up to deity and pop up a hut when you're at deity, you can get a settler ) .

Good info, you are absolutly right. I'll fix it in patch "g".
 
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