FfH2 0.34 Bug Thread

Bug: enemy units can pass through your units.

Couldn't find it on the "known-bugs" list, but it was a reoccuring problem in FFH 0.32 as well.

Edit: Basium faction and hidden nationality units seem to have the "pass through enemy" bug.
 
Do you have nox noctis? Because then all your units are invisible and therefore can't defend any non-city tile.
 
Buggish: Aifon Island Gave me Crabs! (Teehee. What's worse is that I was 'so far out to sea' that I couldn't use the crabs for food.
 
The basic "Ranger" unit is missing his free "Subdue Animal" promotion. The basic "Beastmaster" unit is missing his free "Subdue Animal" and free "Subdue Beast" promotions.
 
The basic "Ranger" unit is missing his free "Subdue Animal" promotion. The basic "Beastmaster" unit is missing his free "Subdue Animal" and free "Subdue Beast" promotions.
Both removed in the last version deliberately.
 
Its a player limit of 4, and neither it nor any other national limits are scaled by map size.

Then the documentation, at least, is incorrect, and unless I miscounted this game I've only made three liches, after which the spell is grayed out. Anyway, the possible balance issue remains, IMO, though it may not be a bug.
 
Can't load nightwatch into boats in 0.34...

Sorry, can't load HN nightwatch into non-HN boats.

And HN units can't capture/slave units? This seems like an ideal mechanic to simulate slaver runs... (Which is what I was trying to do...)
 
Unpromoted (Malakim) Warrior earned only 1xp on killing a Hill Giant (wounded BTW). Haven't played for a while, so maybe I'm wrong, but I think that's a bug.

The difficulty of combat is a big determinant on the xp gained. So a wounded hill giant with so little strength that the combat was in the 99% area would do this. However, if it was anything less than 95% victory than you should have gotten more.
 
The same bug is in 0.34:

Bug report from 0.32:
http://forums.civfanatics.com/showpost.php?p=7040529&postcount=1445

Shadowwalk helps against city defenses, not terrain defense.

Hi, thanks for replying. I did a test, and this is indeed what is going on.
It is reducing the defenses of cities.
Thanks!

However, in that case, the Civilopedia should be updated as it currently says "Ignores terrain defense".

It seems to reduce city defense in some manner, but how it is not clear. In my case, some 80% enemy cities would be reduced to 35%. For a friendly city, it shows a defense reduction from 18% to 10%.

Maybe have the civilopedia changed to "Reduces city defenses" if the exact formula isn't set in stone yet, or maybe something like "Removes cultural city defenses, but walls, palisades still provide defense"

I know many things need to be added/updated in the cilivopedia, but in this case, the text there misleads you, and is incorrect.
 

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Circle of Gaelan event is broken.
In my last game I change weight of this event to -1 and research sorcery - nothing happened. I start new game today and want to check this event, so I remove prerequest (sorcery, but still have to build Mage Guild), and still nothing. Is it because guilds was removed or it needs something more than mage guild and sorcery?
 
I have a (non-HN) Spider trying to capture a barb city - when it destroys the last defender it moves into the city - but the city is still barbarian... save available if necessary.
Also: I found a Bear's den which was "blocked" from the rest of the continent via a unique feature - i.e. the only land path went through the Ygdrasil. this seems to make the animals scared. In any case the den contained 7 bears when I found it - attacking with a Hunter that had a mask of timor I managed to capture 4 of the 7 bears - the other 3 vanished. save available if necessary.
 
I have a (non-HN) Spider trying to capture a barb city - when it destroys the last defender it moves into the city - but the city is still barbarian... save available if necessary.
Also: I found a Bear's den which was "blocked" from the rest of the continent via a unique feature - i.e. the only land path went through the Ygdrasil. this seems to make the animals scared. In any case the den contained 7 bears when I found it - attacking with a Hunter that had a mask of timor I managed to capture 4 of the 7 bears - the other 3 vanished. save available if necessary.

I think Giant Spiders, like Shadows, which are Stealth/Invisible cannot capture any cities.

That is a good issue with Timor's Mask. I would have thought those Bears would not have moved rather than disappeared. I find the use of the Mask inconsistent. Sometimes the whole pile moves other times units remain leaving my wounded unit with the Mask out to dry sometimes.
 
I built Mercurian gate at the city containing Form of the Titan, then played as basium.

My new built units started with 0 experience (until I switched to apprenticeship)
 
Hi everybody,
maybe this is the wrong place, but I would like to bring some attention back to the good old oos errors. IMO that is a much bigger problem than some unit not loading into some other. in my case, we get irreversible oos in EVERY game between turn 170 and 180. This is quite frustrating and we now stopped playing ffh2 at all. (yes, we always use the latest versions + patches)
I could not find any new entries / help in the typical oos threads. (ends in may 2008)
Are there news concerning oos? what has been done to solve it during the last 6 months? who else has these persistent oos?

thx & greetings
 
Found a Python error that affects each and every unit I try to move, rendering the game unplayable.

Traceback (most recent call last):

File "CvSpellInterface", line 21, in canCast

File "<string>", line 0, in ?

NameError: name 'reqSlaveTrade' is not defined
ERR: Python function canCast failed, module CvSpellInterface

-----------------------------------

Sorry -- this belongs in FF0.43...
 
Hi everybody,
maybe this is the wrong place, but I would like to bring some attention back to the good old oos errors. IMO that is a much bigger problem than some unit not loading into some other. in my case, we get irreversible oos in EVERY game between turn 170 and 180. This is quite frustrating and we now stopped playing ffh2 at all. (yes, we always use the latest versions + patches)
I could not find any new entries / help in the typical oos threads. (ends in may 2008)
Are there news concerning oos? what has been done to solve it during the last 6 months? who else has these persistent oos?

thx & greetings

Quite a bit was done for OOS in the last 6 months, and nobody has reported issues with them recently, so either nobody is playing, or they aren't a big issue anymore.
 
thx, xienwolf, for the quick reply.
i am quite surprised that oos problems seem to be no issue for other players. we have had them from the beginning till now - with all versions and patches (inet play or hamatchi). I take it then this thread http://forums.civfanatics.com/showthread.php?t=292817&page=2 is still active and I can put saves and stuff there. (Irreversible oos appear reliably between turn 170 and 180, by irreversible I mean loading 1,2,3...xxx turns back always results in the samme oos at the same turn)
 
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