FfH2 Bug Thread

One of my coastal cities was blockaded by two hidden nationality privateers. I used Revelation (cast by Chalid Astrakein) to clear HN from them. They turned out to belong to an AI with which I am at peace, and the next turn they left. The blockade, however, remains - even though there is no ship blockading the city.

I can see from the blockaded area where the source of the blockade should be, and it is where the privateers were. Chalid has Crown of Brilliance going, and is next to the square, so if there were any invisible ships there he should see them, and the CoB should probably be damaging them as well. I moved one of my ships through the square and there was no indication that is it occupied (by a ship that isn't technically invisible but is not being displayed due to an error, for example).


Edit: I've played about 75 more turns so far and the blockade is still there. Saved and reloaded and it is still there.
 
With Patch N.

It seems that the Balseraphs have invisible troops whenever they are inside their cultural borders. This is not the case when they are inside their cities. I can see them when they attack and know they are there as I can cast spells like slow when they are in an adjacent plot. I brought a hunter unit, with perfect sit into an adjactent plot but am still unable to see any units in the adjacent plots.
 
@giddion: that's most probably the Nox Noctis.

I've had similar problems as Emptiness sometimes, getting blockaded without any ship around ( I checked WB and there were indeed no ships around )
 
Patch N

Another problem with Balseraphs, some workers were building a fort inside their cultural border, I took the city and razed it. the workers continued to build the for for 3 more turns, completing it.

Maybe this is a new ability. i don't know, I haven't tried building forts with workers outside my border.
 
After reading the thread about death immunity not working I decided to check out the code. What I found is that it works... about halfway.

The problem is that there's two values which matter in combat: the units strength and its firepower. The code take into account the defenders resistance for the attackers strength, but not for the attackers firepower.

This line, in CvUnit::resolveCombat
int iAttackerFirepower = currFirepower(NULL, NULL);
should be
int iAttackerFirepower = currFirepower(NULL, pDefender);
 
cosmetic issue: when turning on the grid it's looking weird. i seems to recall this issue was fixed in fall further? so mayby yuo can just borrow their fix?
 
When taking a barb city, with an AI unit (no open border agreement) in a plot directly next to the city, the AI unit is bumped 1 plot away (2 plots from the city). Which is strange because the city is still in unrest and only has a single plot cultural border, not the standard 9 plot square yet.
 
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?)

For Barbarian Assault, the Order is disabled. It doesn't depend on alignment, you just can't get the Order, Veil, Empyrean, or Esus as a scenario feature.

It would probably be best if you couldn't get an order Acolyte from a lair if the religion is disabled; obviously, what is happening is that the 'lair' code gives you an acolyte. When you move it into a city and 'found' the religion, you get the text saying you did; but since the religion is actually disabled, it doesn't do anything.

The best way to use a acolyte that you get with a disabled religon is as a low level healer.

Best wishes,

Breunor
 
In the Momus, one of my starting settlers started enraged. It's a good thing we get two...
Either zero strength units should be immune to enraged/crazed or there should be a way for them to lose it...
 
For Barbarian Assault, the Order is disabled. It doesn't depend on alignment, you just can't get the Order, Veil, Empyrean, or Esus as a scenario feature.

It would probably be best if you couldn't get an order Acolyte from a lair if the religion is disabled; obviously, what is happening is that the 'lair' code gives you an acolyte. When you move it into a city and 'found' the religion, you get the text saying you did; but since the religion is actually disabled, it doesn't do anything.

The best way to use a acolyte that you get with a disabled religon is as a low level healer.

Best wishes,

Breunor

The game still considers it as the blocked religion's holy city. Just take a great prophet and boop you can still get the holy shrine effects and mana even though it is not allowed in game. This is not scenario specific.
 
Two bugs I reported earlier in this thread and confirmed in my current game under different circumstances:

1. Apparently there is a bug with the AI knowing what resources you have and don't have. I reported previously that Basium, my ally, kept gifting resources to me I already had. In my current .40n game different civs are offering resources like Copper and Corn (I have both) for Earth Mana, which I have two of. Honestly, one of the real pains in the game is when you have more than one of a mana type. The offers never stop, but they shouldn't be offering resources you already have.

2. Treasure Chest placement. From two lairs I got two treasure chest maps. They placed both of the chests on a lousy two-tile island that is almost impossible to get to (without water-walking or a captured Griffon). Worse though, was when I purchased a treasure map from an event and it placed the treasure chest on one of those two same tiles - I have no idea which one as it it showing only two treasure chests.

With all the many tiles on a huge map, I think there is a bug that the treasure chests are placed on the same tiles. I often find in my games on a most land map that the program always tries to find a small island to put the treasure chests. That's fine, but I think overlaying them is a bug.
 
I dont know if it is posted already, but look at this:
My hero Herne had some unspended exp. points. Then i did investigate some dungeons and had a spirit possesion result. I thought Oh no, but let it be and then tryed to promote him with some (+20%) str. But I couldnt! I think it is becouse of new crazed and enraged promotions from dungeon exploration event - they consumed Herne's experience. Very sad for me (.

Now ill try to add a picture to show it.
 

Attachments

  • mb bug.JPG
    mb bug.JPG
    193.3 KB · Views: 88
@Sarisin: it definitely tries to set treasure chests on tiny islands. in the Fall of Cuantine scenario I received a treasure chest and sure enough it was place in the microscopic island in the NW corner of the map :D
 
[to_xp]Gekko;7636954 said:
@Sarisin: it definitely tries to set treasure chests on tiny islands. in the Fall of Cuantine scenario I received a treasure chest and sure enough it was place in the microscopic island in the NW corner of the map :D

See, I think that is a bug, but someone who plays maps with a lot of water would not think so because they can build ships to get out to the chest. In the Fantasy Realm map I use, there are only very small bodies of water. That's another thing - I often see shipwrecks in a one-tile body of water. How did a ship get there?:crazyeye:

It probably needs to be more random to avoid overlaying chests, which are one of the great things to get in the game IMO.
 
In the Momus, one of my starting settlers started enraged. It's a good thing we get two...
Either zero strength units should be immune to enraged/crazed or there should be a way for them to lose it...

You think that's bad? I got a crazed Great Person. Luckily, he could still use his abilities.
 
Please forgive me if this has already been posted.

Ever since patch .40m enemy AI units pass through all chock point fortifications with a stack of 10 units still standing. Ally AI units pass through all the same fortifications with HN Nightwatchmen with HN still intact and them still standing.
 
That's probably not a bug a a feature. a Nox Noctis (The Council of Esus holy shirne) have a ability to turn all owners units that aren't in cities but are in it's cultural borders invisible. And when they are invisible, enemies can move through them.

This feature really should be documented, it would save 30% of this thread.
 
Sorry I assumed that HN units would still protect my lands from getting pilliaged.

The city garrison promotion works in forts because they are treated like city's in that regard. Shouldn't the Nox Noctis treat them in the same manor.

Also I have patch .40n and my forts have to be work on in my borders or they do not upgrade. I thought that was part of patch .40m .
 
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).

Thanks for checking this out.

As I said earlier, I could not add a unit in the city without provoking a Python error. I didn't know how to remove the barb unit directly in WB without deleting the city altogether -- ergo, I rebuilt it and placed a PM Koun unit in it.
 
Back
Top Bottom