FfH2 Bug Thread

Is it just me, or does anyone else notice that Poison Damage when you kill a Scorpion Clan Archer, for example, is out of whack?

For example, my powerful Horseman has 99.9% Combat Odds against a basic Scorpion Clan Archer with no promotions. He does kill it, but there is enough damage to require 15 turns to Heal! That seems a bit much for a unit that had overwhelming Combat Odds to win the battle. This has happened with Hunters too.

HN units you can just forget when it comes to Poison Damage. It is not uncommon to see them requiring 25-35 turns to heal (although it is outside friendly territory).

Still, I'm wondering if Poison Damage might not be bugged a little. Or, maybe those Combat Odds are not taking the Poison Damage into consideration and should be lower?

BTW, in my game the AI has gone a little haywire and for some reason is spamming mostly two kinds of barb units: Scorpion Clan Archers and regular Orc Archers. They can be a bit of a challenge, but I've never seen them spammed like this before. ;)
 
Is it just me, or does anyone else notice that Poison Damage when you kill a Scorpion Clan Archer, for example, is out of whack?

For example, my powerful Horseman has 99.9% Combat Odds against a basic Scorpion Clan Archer with no promotions. He does kill it, but there is enough damage to require 15 turns to Heal! That seems a bit much for a unit that had overwhelming Combat Odds to win the battle. This has happened with Hunters too.

Move your horsemen inside your own territory and you'll heal it off much quicker. The problem isn't really that the archer did a lot of damage (it might have been lucky) but the poison damage over time takes away from your capacity to regenerate, especially when you're outside your borders.
 
Move your horsemen inside your own territory and you'll heal it off much quicker. The problem isn't really that the archer did a lot of damage (it might have been lucky) but the poison damage over time takes away from your capacity to regenerate, especially when you're outside your borders.

I was inside my territory the whole time. None of these occurred outside my borders.
 
Got a Ctd and could not trace the error (current patch). Same result after reloading.

Answering my own post here... :lol:

I did eventually track down that CtD I reported earlier. Here's what I found:

An AI-controlled city (Prime Minister Koun/Doviello) by the name of Vargstad just has one barb unit in it. In normal cases, it shouldn't be a problem since Doviello are usually barb-friendly. But if I delete that city, I have no CtD while waiting for the AI to complete its turn. Ergo -- this must be the source of the problem. Maybe the barbs just happen to be ending their alliance with PM Koun's Doviello during the ensuing AI turn, therefore causing the CtD. (???)

If I just try to add a PM Koun unit to the city in Worldbuilder, I get a Python error and no extra unit. If I delete the city, and then rebuild it with a PM Koun unit in it (and thus no barb unit), I still get the CtD during the AI turn. (Huh???)

This is weird.

I hope this little bit of info will be of some help to the design team in looking out for bugs in the mod.

:cheers:

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

Edit

The affected city was Stavgard not Vargstad as listed above.
 
Balance issue: One of the 10 new events gives 12+ turns of disorder in a city.

This is a significant balance issue because I've seen it hit 4 of my rivals within the first 50 turns of the game (Malakim, Calabim, Svartalfar, Lurichep). Having your only city disabled for 12-14 turns right at the start of the game is a serious penalty. The AI doesn't need this kind of trouble.

I don't know what event it is but I'll update this post if it hits me. If someone knows what event this is, please let me know so I can disable it or change its trigger conditions.
 
It might be the one that gives you a great bard in exchange for 15 turns of disorder in your city. I got that one on my last give and got so enthusiastic with the flavour of the event that I stupidly accepted the deal despite being at war with the orcs.

I lost 6 turns later. In that time I could have produced 6 warriors. :P
 
It might be the one that gives you a great bard in exchange for 15 turns of disorder in your city. I got that one on my last give and got so enthusiastic with the flavour of the event that I stupidly accepted the deal despite being at war with the orcs.

I lost 6 turns later. In that time I could have produced 6 warriors. :P

I got that one early on playing as Perpentarch and went "Hmm!"

Fortunately it was targeting the worthless city I'd just acquired from the barbarians rather than Jubilee.

This one may need a tech prerequisite or some kind of timer if the AI's taking it in its capital.
 
On Deity, the AI Doviello starts with two Lucians.
 
- got this event twice, picked each decition once but nothing seemed to happen

- i built dies dei but am not on the list to vote for council leader (i thought that was "legideble (sp?) to vote" meant

- is it neccesary that switching to basium loses all national wonders? it's kind of harsh to loose lunnonator V. I also lost 70% progress on tower of eyes. Is there a way to keep hammers while switching?
 

Attachments

  • Civ4ScreenShot0034.JPG
    Civ4ScreenShot0034.JPG
    237.3 KB · Views: 98
  • Civ4ScreenShot0035.JPG
    Civ4ScreenShot0035.JPG
    329.2 KB · Views: 92
  • MercurianGate.CivBeyondSwordSave
    MercurianGate.CivBeyondSwordSave
    368 KB · Views: 87
I've got the brand new Kuriotates' hero (herme?) died in may last game and I tried to resurrect him with an archmage...it didn't work! The ability of resurrect wasn't even active...I wonder, is it a bug or I'm missing something?
 
I've got the brand new Kuriotates' hero (herme?) died in may last game and I tried to resurrect him with an archmage...it didn't work! The ability of resurrect wasn't even active...I wonder, is it a bug or I'm missing something?

I believe resurrection is linked to Eurabatres, so when Herne dies he's gone for good. Like The Black Wind.
 
Playing the Barbarian Assault scenario, I found an Order acolyte in a lair. I took him to one of my cities, and used him, and I didn't found order even though it said I did.

The game said "Order found in Evermore", but it actually wasn't founded. Note, I did NOT have "religion failed to spread. I successfully used the acolyte, but the religion wasn't founded. I went back to an old save, same problem. Tried a different city, same problem.

Edit: I'm on patch n. This was a game I started on Patch n.

Nevermind: I seem to be unable to research "the order" or even "ashen veil". Perhaps this is a feature? Can you now not research religions that conflict with your alignment (at least in scenarios?)
 

Attachments

  • ReligionNotFounded.jpg
    ReligionNotFounded.jpg
    296 KB · Views: 88
Nevermind: I seem to be unable to research "the order" or even "ashen veil". Perhaps this is a feature? Can you now not research religions that conflict with your alignment (at least in scenarios?)

Certain scenarios disable certain religions (just like the option when you start a Custom Game).
 
I'm getting a freeze on loading if I choose the "End of Winter' start, repeatable. Very strange. I'm not trying it again as it required reboot. A shame cause I think that is one of the best start options.
 
Nah. It's a full on freeze, computer unresponsive. I even tried reinstalling BTS and the mod. No dice. What's bothering me is it's just that option ( End of Winter) that causes the problem. It bugs me not knowing why that is. I've played many games with this option so it's only the last couple of patches when this started.
 
Answering my own post here... :lol:

I did eventually track down that CtD I reported earlier. Here's what I found:

An AI-controlled city (Prime Minister Koun/Doviello) by the name of Vargstad just has one barb unit in it. In normal cases, it shouldn't be a problem since Doviello are usually barb-friendly. But if I delete that city, I have no CtD while waiting for the AI to complete its turn. Ergo -- this must be the source of the problem. Maybe the barbs just happen to be ending their alliance with PM Koun's Doviello during the ensuing AI turn, therefore causing the CtD. (???)

If I just try to add a PM Koun unit to the city in Worldbuilder, I get a Python error and no extra unit. If I delete the city, and then rebuild it with a PM Koun unit in it (and thus no barb unit), I still get the CtD during the AI turn. (Huh???)

This is weird.

I hope this little bit of info will be of some help to the design team in looking out for bugs in the mod.

:cheers:

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

Edit

The affected city was Stavgard not Vargstad as listed above.

Great stuff Ambreville, I really appreciate you including the isolation information. Makes my job really easy. In the next patch Im not going to let barb allies to split, to avoid this and other possible CtD's it could cause. It wont help your save since it already has Koun split, but you've already fixed your (the least invasive split would probably be deleting the orc in svargard and adding a doviello warrior in the city).
 
Back
Top Bottom