FfH2 0.34 Bug Thread

Over the first 20-40 turns of my game, several of the (initially) grassland tiles in my capital radius turned to tundra, then to plains, then back to grassland. I did not have the End of Winter option checked, and it was of course far too early for the Illians to have cast The Deepening. Is this WAD?

It`s from constelation event.
 
Over the first 20-40 turns of my game, several of the (initially) grassland tiles in my capital radius turned to tundra, then to plains, then back to grassland. I did not have the End of Winter option checked, and it was of course far too early for the Illians to have cast The Deepening. Is this WAD?

Theres some astrological events that can do this, if you got Mulcarn's event that would be tundra, and Bhall's event would be the plains.
 
Genesis didn't fill out forests. It missed 7 unimproved tiles. Also, maybe it should turn all "New Forests" into regular forests.

Genesis also didn't upgrade Marsh.
 
Genesis didn't fill out forests. It missed 7 unimproved tiles. Also, maybe it should turn all "New Forests" into regular forests.

Genesis also didn't upgrade Marsh.

Did you worldbuilder the map and see if maybe there was a hidden resource on those tiles (copper/iron/mitril); I'm guessing that those can never have forests grow over them.

Not sure about marsh but would but you expect it to upgrade to?
 
Maybe I missed something, and tbh this is probably more of a cosmetic/balance bug, but I built a Hunter today and was a little surprised that he could no longer build camps. FWIW I was playing the Grigori and had updated a Scout Adventurer to a Hunter Adventurer early on in the game, and this unit couldn't build a camp either.
 
The Nightmare resource is missing in whatever game I start, and is replaced by the Cow resource.
Even when I put it in manually in the world editor, it gets put in normally as Nightmare, but as soon I close the world editor, it turns into a regular cow or horse resource. Ive checked the entire map for Nightmares elsewhere and there weren't any.
Could you please fix that in the next patch, it kinda messes up the game for me. Thank you
 
In order for 'Hell Resources', Nightmares, Sheut Stones etc, the hell counter for the plot needs to be over 10, or it will revert to it's normal form. However, if you chose the 'no hell terrain' option at the beginning of a game, it will stay in it's Hell form.
 
This may be more of a balance issue but...

Orthus had captured one of my cities (Dunwich), built fairly close to my capital. He stayed there and after about 5-10 turns the people of Dunwich rebelled and rejoined my civ; KILLING ORTHUS. His ax was not left behind.
 
I strongly suspect this has been already reported, but when playing as the Illian, if you capture an enemy city with a pagan temple it turns into a temple of the hand, but it doesn't change the surrounding terrain to snow. Then you can't build another one.

Just in case it hasn't been mentioned.
 
Patch "d":
1. Pagan temples cant be captured anymore (to fix an issue with the temple of the hand).

I think your using an old patch.
 
034 patch H

Amurites (or anyone with fire mana) can access jungle resources before bronze or iron access. This isnt that OP but it does bring up a strange phenomena...

if your unit is in a square, and then it catches fire, the unit is unharmed and can act normally. If its a worker, the worker can build improvements normally.

it works like so.

1) set fire to the jungle
2) have workers wait on the resource until its on fire
3) build improvement

the burnt forest and new forest never show up because the improvement is present.
 
034 patch H

Amurites (or anyone with fire mana) can access jungle resources before bronze or iron access. This isnt that OP but it does bring up a strange phenomena...

if your unit is in a square, and then it catches fire, the unit is unharmed and can act normally. If its a worker, the worker can build improvements normally.

it works like so.

1) set fire to the jungle
2) have workers wait on the resource until its on fire
3) build improvement

the burnt forest and new forest never show up because the improvement is present.

This works as designed and is valid for every civ with access to Fire magic (or with access to a firebug neighbor, perhaps).

Start a fire. Move units in when there is smoke. When the tile catches fire, build the improvement BEFORE THE FIRE GOES OUT. When the fire goes out, you get burnt forest followed by new forest followed by regular forest (and perhaps even Ancient Forest) eventually. None of this forest eliminates the improvement in the tile.

It's unfortunate that Priests of Leaves cannot cast their unique spell on a tile that already has an improvement, but it's at least still a halfway decent spell for light and dark elves.
 
0.34, patch H

Not a bug, I guess, just feedback.

I'm guessing that the 'Heal' spell doesn't work on the race of Angels since they are 'not alive', but that makes a power of the Mercurian Seraph, and the top level Order priests somewhat useless since it will only work on their weaker units (longbowmen, champions, etc.) that are 'alive'.
 
Even when you have removed a religion from your game, you can still get the disciple from lairs. Not sure whether or not they can found the religion, however.
 
The temp terrain counter keeps ticking after you change the terrain type. This can lead to non-snow patches, if you build the temple of the hand before the end of winter is over for example.

You could fix this by adding the blue code to CvPlot::setTerrainType:

Spoiler :
Code:
void CvPlot::setTerrainType(...)
{
	bool bUpdateSight;

[COLOR="Blue"]	if (getTempTerrainTimer() > 0)
	{
		changeTempTerrainTimer(-getTempTerrainTimer());
		setRealTerrainType(NO_TERRAIN);
	}
[/COLOR]
	...
}
This will always permanently overwrite an already set temp terrain. Means you should change the temp terrain counter after changing the terrain inCvPlot::setTempTerrainType:

Spoiler :

Code:
void CvPlot::setTempTerrainType(TerrainTypes eNewValue, int iTimer)
{
	if (getTerrainType() != eNewValue)
	{
		if (getRealTerrainType() == NO_TERRAIN) 
		{
			setRealTerrainType(getTerrainType());
		}
[COLOR="SeaGreen"]		//changeTempTerrainTimer(iTimer);[/COLOR]
		setTerrainType(eNewValue, true, true);
[COLOR="Blue"]		changeTempTerrainTimer(iTimer);[/COLOR]
	}
}
 
playing with Malakim Decius, I built the pact of the nilhorn. the three sooges did not get commando from Raiders trait, nor did they get nomad ( malakim-only promo that gives bonuses on deserts ) . not sure if this is WAD or a bug, but here it is :D
 
Newly created werewolves are given the race of their owner, rather than inheriting the race of the unit from which they are created.

The first champions spawned with Hellfire are Demon, but champions spawned afterwards are Orc.

The Avatar of Wrath can give Enraged to workers and great people but they can't be given Loyalty. :(
 
I'm playing a one city challenge with Grigori and I'm not getting any great generals.
The Slider is currently reading "Great General 124/45 Experience", so any one got any ideas as to why I'm not getting the general?
 
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