FfH2 Bug Thread

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.

I don't think city garrison promotions work in forts in FFH.
 
No, Forts are not treated as cities in any regard in FfH at this moment. Sometimes I wish they would, though that would make City Raider stronger.
 
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.

yet another reason to either get rid of the new so called rage or give a balanced ability to control or sooth it. Now it seems that you can not bank experience points with it... uggg. (Fortune Teller: I see from the minds eye much use of world builder for you)
 
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.

The only way you can clear this blockade is to get another ship to blockade you from the exact same square, then move it out somehow.

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.

At the instant you take it and the unit is moved, you probably aren't in revolt just yet, so you did have a ring of culture temporarily.
 
Using patch N, every event immobilises all my units for that turn and my unit seem to randomly take small amounts of damage (not sure if that is realated to events or not).

In the normal BTS, forts count as cities for things such as City Defense and City Attack promotions, why was that changed for FfH?

Is there any way we can get it so HN units do not count as HN while in your own cities?
 
Using patch N, every event immobilises all my units for that turn and my unit seem to randomly take small amounts of damage (not sure if that is realated to events or not).

Patch N fixed that, maybe it didn't install correctly in your case?
 
Using patch N, every event immobilises all my units for that turn and my unit seem to randomly take small amounts of damage (not sure if that is realated to events or not).

In the normal BTS, forts count as cities for things such as City Defense and City Attack promotions, why was that changed for FfH?

Is there any way we can get it so HN units do not count as HN while in your own cities?

Too many bug reports about ships on land for the most part is why forts quit being cities. There were some other minor reasons IIRC.

HN changing to be non-HN in cities causes the AI to get headaches and refuse to end their turn.
 
Patch N- The neutral dwarves, my enemies, are able to upgrade Stonewardens to Paladins and retain them.
 
After some disappointments in-game, I ran some tests on lightning elementals creation.
They never appear when an air elemental kills a balor or an iron golem, but they do when the air elemental kill a javelin thrower.
I'd say that air elementals create lightning elementals only when they kill a living unit.
Is that an undocumented feature or a bug?

Edit: actually, no: killing ritualists doesn't create lightning elementals either. Any clue as to what the criteria is?
 
It's supposed to be 100% chance, but I think the odds are at 1% atm, cause of a mysterious loss of zeroes. :p
I don't really understand why it hasn't been fixed yet.
 
It's supposed to be 100% chance, but I think the odds are at 1% atm, cause of a mysterious loss of zeroes. :p
I don't really understand why it hasn't been fixed yet.

same thing for the horseman that's supposed to create wraiths ( Ars Moriendi IIRC ) , he has 1% chance. mentioned before but doesn't hurt to post it again I guess ;)
 
[to_xp]Gekko;7639934 said:
same thing for the horseman that's supposed to create wraiths ( Ars Moriendi IIRC ) , he has 1% chance. mentioned before but doesn't hurt to post it again I guess ;)

Air Elementals odds have been fixed, I'm guessing it doesn't create from unalive units.

Ars still hasn't been corrected.
 
Ok, playing as the Illians on patch n. Built the Celestial Compass, and I am now building the Stir from Slumber Ritual, but am not receiving the bonus. When the cursor goes over the hammer icon it the city screen it correctly applies the bonus, but it doesn't count for the actual production.
 
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This event does not seem to do anything, and I cant even pick the first choice, even though I have 6 population. There is no stated reason why I shouldn't be able to, but then again, there is no bonus for doing so either.
 

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I got the same one as Grey Fox earlier, my city was size 8 or so, also could not select that option.

Is there anywhere listing all of the events and what they do? Alot of the really dont seem to do anything.
 
I got the same one as Grey Fox earlier, my city was size 8 or so, also could not select that option.

Is there anywhere listing all of the events and what they do? Alot of the really dont seem to do anything.

I've had the same as well.

The event is meant to grant 25% towards your next research goal from what I can tell. I assumed I couldn't pick the first option as my research finished the next turn.
 
I don't know if it's a bug or a feature (perhaps an event), but the AI has 13 turns of anarchy in one of their cities. I can't imagine that the FFH team would create a such frustating event especially if it hit me I would certainly be pissed. So I think it is a bug. The only thing variating from patch n is that I have given Charadon Charismatic, but I would be very surprised if this would be the problem as it actually has nothing to do with AI cities.
 

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I don't know if it's a bug or a feature (perhaps an event), but the AI has 13 turns of anarchy in one of their cities. I can't imagine that the FFH team would create a such frustating event especially if it hit me I would certainly be pissed. So I think it is a bug. The only thing variating from patch n is that I have given Charadon Charismatic, but I would be very surprised if this would be the problem as it actually has nothing to do with AI cities.

There is an event which causes 15 (I think) turns of anarchy in a city - in return you get a great bard.
 
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