FfH2 Bug Thread

I've said this before, it only affects "Military Unit Costs". Now it might make sense that this would mean all military units, but no. It's only the cost applied via Pacifism that is "Military Unit Costs", for it to affect unit upkeep it has to be switched to "Unit Costs".
 
It does to me.

Hmm.. it seems to be working for me now too. The first couple units I built didnt get it (a warrior and a hero). Now it seems to work ok.

Also, I've hit that problem again where certain units won't gain xp. One of my Beastmasters is stuck at 100.
 
The Tower of Eyes does not grant the Sentry promotion

Its worked for me, the only units I've noticed it doesn't work for seem to be the arcane type units. Not sure if its intentional or not.
 
Patch "d" is linked in the first post. It won't break save games and includes the following fixes:

1. Fixed an issue that could cause upgrades to allow a unit to get bronze and iron weapons.
2. Fixed an CtD caused by collateral damage against units with a negative strength (thanks to Snarko!).

I spent about 8-10 hours today working on the scenario loading crashes. Still no good fix for it. Special thanks to Xienwolf who I called and chatted with about the problem. He helped come up with another way to load them entirely but unfortunatly that brought its own issues. Its still my #1 issue and I didn't want you guys to think it was being ignored, we will get it worked out.
 
Its worked for me, the only units I've noticed it doesn't work for seem to be the arcane type units. Not sure if its intentional or not.

Promotions granted applied in XML/SDK instead of Python (with the exception of promotions granted by spells that only effect the caster) only apply to units of unitcombats that are allowed to purchase said promotions normally. In the case of Sentry this means: Archer, Beast, Disciple, Melee, Mounted, Naval, and Recon. Workers, Settlers, Siege units, Arcane units, Animals (none of which can be built now that the Baron is a Beast), and units with no unitcombat (Golems, Loki, etc) will not get the promotion.



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I pointed out this bug a long time ago (perhaps even back in Fire) and it still hasn't been addressed (in either FfH or FF): The Hellfire spell is useless because the Hellfire improvement does not have any <TerrainMakesValids> and improvements placed in xml instead of python will only be placed on valid terrains. I think you should at least add all the hell terrains to this list, if not make it valid everywhere.


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In one of the scenarios where hellfire was preplaced (or was it just spawned by the Armageddon Hellfire event?) I noticed that it is spawning regular Orkish Champions instead of Demons. I am of the opinion that the Sect of the Flies UU should be reintroduced and spawned by this improvement instead of champions, especially since said units are specifically referenced at the end of the Radiant Guard Scenario if you betray the Mercurians and win.
 
Not sure if it's been mentioned, but apparently the Keen Sight promotion gives 20% chance to do 0% damage to an attacking stack.
 
Blight does not apply to newly conquered city, I am guessing it was because the city was in revolt.
Blight happened pretty much at the exact same time as I took the city and was asked if I wanted to keep it.
 
Just having a cultural zone of control (ie - BFC is all available) provides SOME defense. How high did your city defense grow?

Here is 1 screenshot, a few turns later.. i think i should have 10% defense, right?
 

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Some issue with fear - even if you attack and kill unit with fear promotion, you get message "unit is too affraid to attack".
Second thing - PLEASE do something with AI permanent ally, who start build religious heroes immediately after you research required tech and blocking this unit for you!
It is one of the reasons why I never accept permanent ally with AI, but in scenarios sometimes you start with this setting :/.
Could this work like "who first end build" not "who first start"?
 
1. First page of this thread says that my Blob Report is 'unconfirmed.' To assist in the confirmation process, I have attached another screenshot. Two .40 games, many blobs.;)

2. You still will not get Combat Odds when you are attacking a unit from a civ with the Barbarian Trait with any HN unit. This has been around awhile.

3. My first game I was getting the +2 Gold Bounty when I killed units. My second game (patch c) nothing. First game was with Amurites, second with Bannor.
 
I'm playing my first 'High to Low' game. I think i'm going to like it a lot,

but when i finally reach the top spot... :

Spoiler :
Koun.jpg



Ouch! That is harsh. Start all over with only the Exploration tech, inability to adopt religions, a bare philosophical trait and regular revolts as a bonus.

Maybe Koun should not be counted as a player?


ps. I'm still playing and actually quite enjoying this game (although i won't be able to win it. But then, i have yet to win my first FfH game despite playing a LOT :) ).
 
1. First page of this thread says that my Blob Report is 'unconfirmed.' To assist in the confirmation process, I have attached another screenshot. Two .40 games, many blobs.;)

2. You still will not get Combat Odds when you are attacking a unit from a civ with the Barbarian Trait with any HN unit. This has been around awhile.

3. My first game I was getting the +2 Gold Bounty when I killed units. My second game (patch c) nothing. First game was with Amurites, second with Bannor.

1. It is listed as cosmetic, not unconfirmed

3. Were you attacking animals in that second game? Animals don't grant bounty.
 
I've said this before, it only affects "Military Unit Costs". Now it might make sense that this would mean all military units, but no. It's only the cost applied via Pacifism that is "Military Unit Costs", for it to affect unit upkeep it has to be switched to "Unit Costs".

am I the only one that thinks that having pacifism+military state synergize so well feels VERY weird ? :crazyeye:
 
Not exactly a bug, but I really don't think that the Minister Koun event should be allowed to happen in Scenarios, at least not in The Cult. One time when I played as Auric the event happened to Tasunke, and Koun broke off as an independent civ. The problem was that his territory included the entrance to the Pristin Pass, and he could not be convinced to to give me an open boarders agreement. Worse yet, this scenarios' GAMEOPTION_NO_CHANGING_WAR_PEACE made be unable to attack him to move through. I snuck a few Nightwatches and Shadows by, but eventually decided that it was best to just use worldbuilder to vassalize him. I forgot to try to declare war via a spell, but I hear from the commentary on The Momus that that was disabled anyway.

Mentioning The Momus just made me realize that there is another solution if you don't want to block this event: Option=GAMEOPTION_ALWAYS_OPEN_BORDERS

I'm thinking t would be better just to disable it for scenarios though. I just imagined Sabathiel moving his capital in Blood of Angels and then having Torrolerial join Minster Koun. I believe that would make victory impossible.
 
TXT_KEY_EVENT_WB_THE_MOMUS_BEERIS_OFFER
i got that, clicked 1st option then i declared war on Perpentach...
 
1. It is listed as cosmetic, not unconfirmed

3. Were you attacking animals in that second game? Animals don't grant bounty.

It WAS listed in the unconfirmed list at number three, but has been deleted I see. I don't see a cosmetic list included in your very fine tracking of bugs - great job on that, xienwolf!

Yes, you are right, I had my Hunter out killing Bears. You mean to tell me critters don't have bounty on their furry heads? haha, thanks!
 
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