FfH2 Bug Thread

Unless it is a feature similar to the 'Sing' ability of the pirate hero, I could not ever tell if it is working or not.

My harlequins used it about 20 to 30 times in total. Never an enemy was said to resist it, but not a single one was made to auto-attack my stack.

If the 'auto-attacks' are supposed to happen sometime during the AI turns, it is hard to say if the taunts were effective or not. The three living Calabim units fortified on a hill did not even blink after six taunts during the six turns I tried. However, the Clan Ogre stacks did suicide themselves on my Beastmasters fortified in a forest after the taunts, but I'd expect them to do that anyway.

Patch 'o'.
 
Possible balance issue: You can sacrifice Brigit on the Pyre of the Seraphic an infinite number of times for 7 permanent Fire Elementals each time. At first I was on the fence about whether this was really an issue as it can be quite difficult to get the Pyre and Ring of Carcer together on a single map, but with the new All Unique Features option and a few early wars it can be surprisingly easy to set this cycle up.
 
I have come on another CtD, again with Shaeim, around turn 265 on a Huge map standart speed game. This time, though my autosave was 3 turns earlier. After I reloaded, the random seed was different and the crash did not occur again at the specified point, so I couldn'd get a save before the crash to post.


I also encountered this wiered form of a bug another player pointed out already. Now that archers can upgrade to horsearchers, the AI guards its cities with horsearchers(?!?). It is so easier to take their cities after they research strirrups, that I would give this tech as a gift in diplomacy, to save myself the effort of cracking their longbowmen!! :lol:

And another thing. Undead units do not count as guardians for cities at all? Playing as Sheaim, I found out that after upgrading my warriors to pyre zombies, the people in the city started complaining about not having military protection! I mean, alright, summons should not count as valid guardians, but units you build should count, I think.
 
In a recent game, the Malakim with Decius was evil. They even founded and ran Ashen Veil... (in that game, there were only neutral and evil civs). I thought the Malakim was good or maybe neutral when having Decius?

When playing Kuriotates, is it possible to add to the Erebus script that they almost always get a fairly spacious piece of land so they can build at least two cities without too many mountains in their workable tiles?

And another thing. Undead units do not count as guardians for cities at all? Playing as Sheaim, I found out that after upgrading my warriors to pyre zombies, the people in the city started complaining about not having military protection! I mean, alright, summons should not count as valid guardians, but units you build should count, I think.

I wouldn't trust a dead guy to protect my house... Would you? :p
 
I noticed xienwolf placed my report about poisoned units healing a lot slower when inside friendly cultural borders in "Unconfirmed Reports" , so here's a save game. ( patch O + flavourmod 2.3.1 )

notice that Gilden is in neutral land and takes 3 turns to heal. now move him one tile north, inside your borders. voilà, 6 turns to heal.
 
[to_xp]Gekko;7649949 said:
I noticed xienwolf placed my report about poisoned units healing a lot slower when inside friendly cultural borders in "Unconfirmed Reports" , so here's a save game. ( patch O + flavourmod 2.3.1 )

notice that Gilden is in neutral land and takes 3 turns to heal. now move him one tile north, inside your borders. voilà, 6 turns to heal.

I haven't looked at your save, but do you have Combat 4? Which gives a bonus to healing in neutral territory, but no bonus in your own territory?
 
I have combat 5, so +10% heal rate in both neutral and enemy territory. still, it makes no sense at all that a unit heals twice as fast when OUTSIDE its cultural borders :D
 
Combat 5 gives a bonus in neutral and enemy territory, not in your own.
 
yeah, I had mispelled that, thanx for pointing it out. previous post now edited. combat 4 gives +10% heal rate in neutral land and combat 5 gives +10% heal rate in enemy land. still, my point stands :p
 
It's not twice as fast outside your territory cause the [base heal rate] is higher inside your borders, and even higher inside your cities (especially with herbalists, etc).
Combat IV, I think, brings the neutral heal rate at par with in borders heal rate.
 
I know that, Grey Fox. that's why I'm pointing out that in this particular case ( and probably others as well ) healing rates are off.
 
It's just off because of the combination with the poisoned promotion. This is one of those "the code is doing what it is supposed to be doing so it's not a bug" issues. Maybe the poisoned promotion should give flat adjustments to healing times, at least regarding friendly/neutral territory.
 
I'll break it down more specifically.


Base healing rate in friendly territory = 15%
Poison penalty in friendly lands = -8%
Final healing rate = 7%

Base healing rate in neutral territory = 10%
Healing bonus from combat line = +10% in neutral/enemy territory
Poison penalty in neutral lands = -5%
Final healing rate = 15%

15 is over twice as much as 7.

Proposed solution: Make combat 3 boost healing in friendly lands by 10%. As it is now you don't even need poison to make neutral land healing faster than friendly land healing, though it inflames the problem.
 
I don't see why the poison penalty is different in the different locations. Is there any issues with negative healing? If so, cap it at 0% in the code.
 
I think just making combat 4 heal 10% greater in friendly lands is the most obviously fixing route. It always strikes me as weird that with Combat 4 you heal faster OUTSIDE your borders. At least the oddity of Combat 3 + March healing you faster in enemey territory than neutral relies on a purely medical tech.
 
I thought the Malakim was good or maybe neutral when having Decius?

Actually, if you play a game as Decius, at the very start you are offered a choice to be Good, Neutral, or Evil. ..fritz..
 
I keep crashing a ton with the "o" patch - I crashed maybe once an hour tops with "m".

It's a huge erebus map, marathon speed, noble difficulty, playing as CoE. Turn 500ish. I can't pinpoint it on anything since when I load an autosave of the same turn, it doesn't seem to happen again until a few turns later. If I had to take a guess I'd say it's something that the AI randomly does which crashes the game. I included the last autosave in case anyone wants to try and see what's causing it.
 

Attachments

I upgraded to patch "o" and I keep getting a CTD in my current game.

Small map, Erebus map, Six (I think) players.

Laptop is running Vista. It occasionally crashes due to Vista, but this particular game crashes every time I click end turn on turn 247.
 

Attachments

Back
Top Bottom