FfH2 Bug Thread

2 person mp game
both of us are crashing on the next turn
patch L
sheaim and bannor
 

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Ars Moriendi has a 1% chance of creating a wraith if successful in combat, doesn't seem right. didn't check him out in actual game, but this is what the civilopedia says.
 
(Been playing nothing but FFH2 for a while now so it's about time for me to register and contribute with bugs as well :) )

I'm still on patch L, but I haven't seen this issue been adressed before (not sure if it's a bug or feature though):

Playing as Ljosalfar (that good leader they have; I'm horrible in names), Erebus, Monarch, Standard, I "incorporated" the Council of Esus holy city + it spread to one of my newly captured cities. As the good elf I am, I run of course FoL as religion. But I was able to build Shadows in my CoE cities (and in those I spread it to). I thought you needed to have CoE as state religion to build CoE unique units?

Further on, these Shadows had the spell Mask but not able to use it untill I used them to asassin to some Hyborian troops in their capital. Just after the attack, on the same turn, they could cast Mask, but not after.

I know that regarding testing, I should really have started an other game/ used worldbuilder to see if I could reproduce it, but unfortunately time is for me very limited.

Regarding dragons and Cure Disease, if you have a city with the world wonder that brings :health: (me and names again...), that will also cure your fire breathing pets :)
 
shadows don't require CoE as a state religion, they just need the religion to be present in the city if you want to build them there.
 
Regarding dragons and Cure Disease, if you have a city with the world wonder that brings :health: (me and names again...), that will also cure your fire breathing pets :)

This issue has come up in many versions of FFH2 and it is never fixed.

The only ways to cure disease on a Dragon is to move the unit (a) to the Pool of Tears - which may or may not be in your game or (b) move the unit to your city that has built the Aqua Sucellus - this usually happens as the AI never seems to build it.

However, it really is a royal pain you know where if you have your Dragon out in the field and he keeps getting diseased killing Diseased Corpses for example. You can't have it running back constantly to your city or the Pool of Tears.

If the Dragons are going to be immune to Magic, then they need to be immune to disease (and those other things) too.
 
So you are saying that some of the strongest units in the game shouldn't have any weaknesses? (I'm not saying disease is the only one). Do you have to cure your dragon? Have you considered the positive effects of disease? (Spreading disease in the enemy stack). If healing is an issue get March and Combat V, a priest (maybe one that can cure disease?).
This should be discussed in the appropriate threads, not the bug thread.
 
So you are saying that some of the strongest units in the game shouldn't have any weaknesses? (I'm not saying disease is the only one). Do you have to cure your dragon? Have you considered the positive effects of disease? (Spreading disease in the enemy stack). If healing is an issue get March and Combat V, a priest (maybe one that can cure disease?).
This should be discussed in the appropriate threads, not the bug thread.

I see there is already a thread on this and apologize for responding to a post already in this thread on the topic. ;)

However...

Having said that why would you suggest using a priest when that is the key point being made here - Cure Disease doesn't work with a Diseased Dragon. Hence, the workaround.

I'm sorry, but some might view this as a bug as every other unit that I can think of that can get Disease can be cured without having to go to the Pool of Tears or Aqua Sucellus city.

Whether you see positive reasons (I don't, and won't debate that with you here) for having a diseased unit or not, the problem is the Cure. That's why it is reported here.

The simple solution is to provide the Dragon with Immunity to Disease. Whoever heard of a disease-carrying Dragon anyway?:)

Moderator, feel free to move this discussion to the other thread if you see fit.
 
Python error -- latest patch:
Spoiler :

Code:
  File "CvRandomEventInterface", line 735, in applyIronOrb3

ArgumentError: Python argument types in
    CyPlayer.chooseTech(CyPlayer, int, unicode)
did not match C++ signature:
    chooseTech(class CyPlayer {lvalue}, int, class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >, bool)
ERR: Python function applyIronOrb3 failed, module CvRandomEventInterface
Thanks for all the updates.
:cheers:
 
The description of this text is broken. Instead of the description, I get the above (title) character string. I do get the 2 options however. Might it just be that "werwolf" was supposed to call a text field labelled "werewolf"?
 
Is there some sort of new world spell that freezes units globally? I keep getting this "cannot move" status that's affecting all my units off and on since the beginning of the game. My units also have been hit with some small amount of damage of and on without any apparent reason. What's up with that???
 

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The text for a werewolf event (drop the gate/kill one vs. five) isn't properly linked: (TXT_KEY_EVENT_WEREWOLF_MORALITY_GOOD)

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Edit

Also found a (TXT_KEY_EVENT_WERWOLF_MORALITY_BAD) mislinked event as well. Notice the mispelled "werwolf" tag...
 
Is there some sort of new world spell that freezes units globally? I keep getting this "cannot move" status that's affecting all my units off and on since the beginning of the game. My units also have been hit with some small amount of damage of and on without any apparent reason. What's up with that???

There is a food sickness event that is supposed to freeze units and damage them for a turn. Unfortunately, it appears all your units get this after EVERY event.

It makes the game tough to play because it isn't affecting the barbs. For example, a barb moves next to your Worker or on an improvement. There is an event and your worker cannot move (and is killed) or your improvement is destroyed because you cannot kill the barb on the improvement as all your units are frozen.

The worst thing to happen to me so far is a Great Engineer I sprung from a Lair got killed when a Bear moved next to him and he couldn't move away after an event.

Think I'll wait to see when patch n is arriving. :)
 
In the 2nd-stage event which starts, "The serial killer has finally been caught.", if you choose to make him a swordsman (the 3rd option), he does not start with 10xp as the description claims.
 
There is a food sickness event that is supposed to freeze units and damage them for a turn. Unfortunately, it appears all your units get this after EVERY event.

This is happening in my game (patch m) too.
 
waiting for a fix as well here. but as far as i know kael we wont have to wait very long thatfor ~
 
Bugger it! I just patched with 'm' and then looked here.

Hmm, question, if I re-patch 'l' over patch 'm' does patch 'm' go away (along with this bug)?
 
Bugger it! I just patched with 'm' and then looked here.

Hmm, question, if I re-patch 'l' over patch 'm' does patch 'm' go away (along with this bug)?

It should do. Well at least when I make changes to the game, reapplying the patch overwrites them, so patch L should overwrite patch M.
 
Same problem. Also CtD and other odd behaviour when loading the Into the Desert scenario (more details noted in Scenario thread) will try re-applying L and report results.

Regressing to L fixes the scenario issue. I played for 50 turns or so in a normal game, but failed to see any events, so cannot comment as to whether or not it fixes the plagued food event. I will add this note to the scenario thread.
 
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