FfH2 0.34 Bug Thread

Do not know if this is a bug or as intended so here goes. Playing as the Balseraphs tonight. I built Mokka's Cauldron and sent a bunch of units to the arena. I lost 2 freaks and 2 warriors to battle but I got no flesh golems.
A short while later Kandros Fir declares war on me. In the first full turn of combat I lost 1 archer, 1 warrior and 2 freaks. Kandros Fir lost 4 Axeman, 1 thane of kilmorph and 6 soldiers of kilmorph and I received a total of 3 flesh golems for this. Is this working as intended??? After being built, 19 living units died going up against or in this city and all I received was 3 flesh golems. The description doesn't say anything about it being only a chance, and if it is how much of a chance is it?
 
I don't know if it's a version specific bug or if I just got really lucky.

Playing mp, I often ended up losing action triggers. Unit cycling on move completion, city cycling on building completion, raze or keep options on conquering a city, stuff like that. This was way back in fire and light, happened several times and I never did figure out what was leading to it. The two people I've played with never ran into it either, so it may be host specific as well as mp specific.

I had it happen again yesterday under patch H, first time in a long time. Possibly coincidence, possibly not. It's fixed by saving and reloading.
 
I killed Stephanos and got his weapon that allows a 30% chance of capturing units. I gave the weapon to an HN Beastmaster. He has had multiple kills and not captured anything.

No deal capturing anything with the weapon if an HN unit has it?
 
0.34h
huge map, Erebus map script, 18 Civs:
during map generation:

Code:
Traceback (most recent call last):

  File "Erebus", line 3221, in assignStartingPlots

  File "Erebus", line 2154, in assignStartingPlots

  File "Erebus", line 2177, in getStartPlotInRegion

ValueError: best plot in region is null
ERR: Python function assignStartingPlots failed, module Erebus
 
Big red dragon pops and appears as a red pulsating dome... still sets fire to stuff but no graphics other then a red dome
 
Golden Hammer bug?

I played my first time as Luchuirp and I don't know whether this is intended or a bug/exploit in regards to their world spell.

Basically, I cast Gifts of Nantosuelta with 3 cities. I settle my 1st hammer in my capital and pick up the hammers from the other two cities with units. Upon realising that I can't "drop" the Hammer, I delete my units and the hammers reappear as a unit - which I can then use to make great engineers.

I wonder if this is a bug/exploit simply because I can't drop the hammer manually as I thought I would be able to, but realised that if my unit dies (or is "used", as I learned with a Tiger carrying the hammer for me) that I get essentially the same effect.
 
If i remember correctly its a feature and the dropping is because that would cause bugs / drags (because the Ai used it in a strange way i belive). So it was intended even with less cost / hassle. But it didn't work out that way...
So basically its a penalty not an exploit. Feel free to use it. :) (best with Things like Soldiers of Kilmorph or Disciples which can sacrifice for something useful. Or a tiger or the likes...)

HN-units can't capture things (via command, subdue and the likes) but can create things via combat (like baby spiders and i believe slaves from slavery-civic...). The sword is trying to control a unit not create one. So it won't work...
 
When I leave my cultural border unit supply rises. I moved my warriors to my second city and waited for my settler. The unit supply was so high, it crippled my economy between a few turns! Why is the unit supply so high? There was no enemy territory! When I step into my cultural border the unit cost is reduced. It is a bug or what? IIRC there is no unit cost in neutral territory. I never noticed the same problem before.
 
When I leave my cultural border unit supply rises. I moved my warriors to my second city and waited for my settler. The unit supply was so high, it crippled my economy between a few turns! Why is the unit supply so high? There was no enemy territory! When I step into my cultural border the unit cost is reduced. It is a bug or what? IIRC there is no unit cost in neutral territory. I never noticed the same problem before.

Unit supply just checks to see if you have left your territory, there is no greater cost in enemy territory than in neutral. This is working as intended, and I'm pretty sure is relatively unchnaged from normal civ.
 
Do not know if this is a bug or as intended so here goes. Playing as the Balseraphs tonight. I built Mokka's Cauldron and sent a bunch of units to the arena. I lost 2 freaks and 2 warriors to battle but I got no flesh golems.
A short while later Kandros Fir declares war on me. In the first full turn of combat I lost 1 archer, 1 warrior and 2 freaks. Kandros Fir lost 4 Axeman, 1 thane of kilmorph and 6 soldiers of kilmorph and I received a total of 3 flesh golems for this. Is this working as intended??? After being built, 19 living units died going up against or in this city and all I received was 3 flesh golems. The description doesn't say anything about it being only a chance, and if it is how much of a chance is it?
Sounds right to me I think - it only turns units which die in the city - that is, defending the tile - into golems.
 
- I was able to have paladins being neutral (along with druids): was able to upgrade my mimics in a city of my good teammate Basium.
- Mimic is able to copy Prophecy mark and it seems that AC is decreased when it kills unit with PM and gains PM himself. Then when mimic with PM disbanded AC decreased once more. (May be I am wrong...)
- Puppet system allows to summon permanent puppet flesh golems so the final number of flesh golems is two times more then casters. Not sure if it is intended.
 
Was just playing as Hyborem and still at peace withe the barbs and one of the Four Horsemen was able to enter my city and raze it, leaving a stack of my units untouched guarding a pile of rubble. Really, Really sucks.
 
It is a little annoying when the screen randomly recenters. I'm thinking that the game is centering the map over a treasure chest that an AI has found.
 
I'm getting the torturing prisoners event on an Adventurer. Since I'm saving him to be a mage, he has lots of XP but hasn't spent any of it. I am forced to decommission him....
 
Can't imagine it would ever cause an issue, but casting Escape when you have no cities makes the game CTD.
 
I'm getting the torturing prisoners event on an Adventurer. Since I'm saving him to be a mage, he has lots of XP but hasn't spent any of it. I am forced to decommission him....

I had the EXACT same thing happen to me. Only a few turns after popping an Adventurer from a Lair, he was on his way back to my civ when this event occurred. I didn't even have a chance to get him back where I could convert him into a unit like a Hunter, Axeman, etc.

Really bad luck and frustrating!
 
Last night I was nearing the end of a long Marathon Calabim game on Erebus map and noticed something odd when casting Rites of Ohgma(sp?).

I had Sacrifice the Weak(?) and Agrarian civics for big fat crop feeders for the vampires, and my main territory was completely hell terrain.

Oddities:
1) When Rites finished I had not 1 single mana node spawn inside my home territory despite owning 25%+ of the map (intended? or bug with hell terrain). Yet some new off-shore conquests with normal terrain got a node each (two cities).

2) Every unit I owned took random damage (side effect of of Rites?). I only upgraded to 0.34 from 0.22 recently, so this could just be a new side effect I suppose.

3) The most worrying problem was my Sacrifice the Weak civic seemed to turn itself off leaving every city with massive starvation. I had to go through 6 turns of anarchy swapping it out, 10 turns waiting and another 6 swapping it back. This definitely seemed buggy to me.

On an unrelated matter I had a 1.5k xp vampire lord become enraged exploring a lair. He went rogue (thankfully on another continent and wiped out 3 civs), but because of immortality, another copy of him spawned in my capital. I had an uh-oh moment when I saw the new copy was enraged too... packing him on boat and shipped him off. He got into combat and the promotion disappeared. Not sure if the promotion didn't work or if I just got him into combat fast enough.

Finally... I love 0.34. I loved 0.22, but there's so much more to play with now. :)
 
Last night I was nearing the end of a long Marathon Calabim game on Erebus map and noticed something odd when casting Rites of Ohgma(sp?).

I had Sacrifice the Weak(?) and Agrarian civics for big fat crop feeders for the vampires, and my main territory was completely hell terrain.

Oddities:
1) When Rites finished I had not 1 single mana node spawn inside my home territory despite owning 25%+ of the map (intended? or bug with hell terrain). Yet some new off-shore conquests with normal terrain got a node each (two cities).

Yeah, thats a problem with hell terrain, I'll fix it in the next version.

2) Every unit I owned took random damage (side effect of of Rites?). I only upgraded to 0.34 from 0.22 recently, so this could just be a new side effect I suppose.

No, its possible that blight or a similiar effect happened at the same time. Rites of Oghma shouldnt hurt any units.

3) The most worrying problem was my Sacrifice the Weak civic seemed to turn itself off leaving every city with massive starvation. I had to go through 6 turns of anarchy swapping it out, 10 turns waiting and another 6 swapping it back. This definitely seemed buggy to me.

It was defintly blight (or pestilence) that damaged your units. It also applies a significant temporary health penalty to your cites. It wears off at 1 point per turn. Health effecting buildings (and civics etc) will minimize the effect of blight but if your playing a true Calabim leader they probably arent high on your priority list. ;)

On an unrelated matter I had a 1.5k xp vampire lord become enraged exploring a lair. He went rogue (thankfully on another continent and wiped out 3 civs), but because of immortality, another copy of him spawned in my capital. I had an uh-oh moment when I saw the new copy was enraged too... packing him on boat and shipped him off. He got into combat and the promotion disappeared. Not sure if the promotion didn't work or if I just got him into combat fast enough.

Sometimes enraged wears off. Sometimes it doesnt and the unit goes barb, it just depends on how lucky you feel.
 
If a civ owning a piece of equipment is deleted in Final Five they live on as a single piece of equipment until the next 50 turns deletes the object. This is quite problematic for the Infernal's Gela and Luchurip Barnaxus.
 
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