FfH2 Bug Thread

Psychic, I'm not sure this is a bug!?

Gekko, does Gurid really ahve banana affinity or are you pulling our legs? How does it work, he would get a +1 to combat for each banana owned by the barbarians? I just had the 'pleasure' of dealing with Gurid -- he killed 8 of my untis before I finally took him down!

Best wishes,

Breunor

Kael's summoner/summon tracking method is more primitive than Xienwolf's, and can only keep track of who summoned what for 1 turn. As such, having severed souls be permanent is not an option.



I haven't downloaded the past couple patches, but from what I hear Gurid does indeed have Banana affinity now. However, the barbarians lack a capitol city and so would not count as owning any resources, even if every tile they own is a banana plantation. Banana affinity would not come into play unless Gurid is captured by a real civ.
 
In the modders guide to FfH thread there's been some discussion about the new invisibility check in setXY. The problem is not just limited to modmods however, here's a CtD with patch p.

As far as I can tell the culture in the northen hippus city of Urgortheth expand, popping a warrior from a goody hut, but there's already a barbarian skeleton there. Game tries to figure out if the warrior is invisible --> CtD because it doesn't have a plot yet.
 

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This probably isnt so much a bug as an oversight (or more likely, a nit for me to pick) but I just got the event where you can kill the philosopher for a small temporarly happy boost or for some unhappiness you can get a free sage (settled I assume) or a for more unhappiness you can get a Acadame. It does not say if that unhappiness is temporary or permanent, which has alot of an affect on the decision.
 
does the AI have any effect from having Enraged with the changes from patch Q? I'm pretty sure it's not that way right now. also, the effect of enraged can be overcome by assigning a queue of tasks ( and maybe even with automation? )
 
Uh, they are magic immune and have a very high base strength however.

Also, why would the grigori inquisitize something? Religions are all plus side for them as far as I can tell.

If you want to remove AV from cities, to knock down the AC, you should be able to do so.

Lunotars also have a "capture" function -- and with some help, can capture dragons, for example.
 
If you manage to switch to Hyborem while Stasis is in effect through a GP-bulb, he doesn't seem to be affected by it. I imagine Basium/Minister Koun would be the same way, but it's more exploitable as Hyborem. A lot easier to get a GP able to bulb Pact than a GE and Fanaticism before the Illians pop Stasis.
Once you swap you're free to grab Rosier, get most of the way through Prophecy, and get the better part of a GE for the Grimoire. All the fun of Hyborem with none of the watching your former civ get all the goodies.:lol:

Prophecy's civilopedia entry says it works on living units, but if Hyborem builds it all his troops come out of Dis with Prophecy Mark. I deleted a handful of Prophecy Mark'ed Demon Axemen in my last game and the AC counter did drop so it's not just a cosmetic thing.

Infernal cities always get AV. But it seems like they get it to early. If I take an Empyrean city from the Good Elohim, and raze it, I get a bunch of manes and the AC counter goes down. Presumably it transfers to Infernal control for a moment, gains AV, and then when it's razed it's considered an Evil city. Good early when I need manes, not so good when I'm trying to drag the world into Hell.

Should world units and wonders that change the AC counter scale? If you build Stigmata on a duel Erebus the AC would go up by more than 5(5/95). If you build it on an 18civ huge Erebus it would go up by about 1.4(5/350). It makes sense for things like AV spread, city razings, events, and things like Eidolons and Beasts of Agares. A city razing on duel will affect the counter more than a city razing on huge, but a lot more cities are razed on huge. But there can only be 1 Mardero or Rosier, 1 city with the Prophecy of Ragnarok.

Wonder who I've been playing lately...:D
 
I'm not sure that this is best place for this, but still: is there a mirror that hosts the FfH patches? Right now I find it incredibly slow from civfanatics...

Thanks.
 
In the modders guide to FfH thread there's been some discussion about the new invisibility check in setXY. The problem is not just limited to modmods however, here's a CtD with patch p.

As far as I can tell the culture in the northen hippus city of Urgortheth expand, popping a warrior from a goody hut, but there's already a barbarian skeleton there. Game tries to figure out if the warrior is invisible --> CtD because it doesn't have a plot yet.

No crash from this, but I can definitly see that it could be happening as you described. Im going to protect the isInvisible check a little better so that we don't try to query null plots anymore.
 
10. Colony splits will typically stay the same civ and use a minor leader for a leader.

Cool, so does this include the Minister Koun events as well? Another words, if I play as the Grigori and I release a colony, would it be Minister Koun? If so, then if the event happens in another land will there be two Kouns or will the event create a civ specific minor leader?
 
However, the barbarians lack a capitol city and so would not count as owning any resources, even if every tile they own is a banana plantation. Banana affinity would not come into play unless Gurid is captured by a real civ.

Then, how do barb units get Bronze/Iron weapons?

I've always wondered how/when they get them.
 
Then, how do barb units get Bronze/Iron weapons?

I've always wondered how/when they get them.


Weapons promotions depend on having resources connected to the city in which the unit it located, while affinity must have them connected to the capitol.

Hmm...I just got to thinking that this might mean barbs cannot get weapons promos in FF (where they work more like sphere promotions with autoacquire and must be in city type tags), but I don't recall noticing that before.

Regardless, barb units created when new barb cities form are given bronze or iron weapons based on tech level.
 
Kael's summoner/summon tracking method is more primitive than Xienwolf's, and can only keep track of who summoned what for 1 turn. As such, having severed souls be permanent is not an option.



I haven't downloaded the past couple patches, but from what I hear Gurid does indeed have Banana affinity now. However, the barbarians lack a capitol city and so would not count as owning any resources, even if every tile they own is a banana plantation. Banana affinity would not come into play unless Gurid is captured by a real civ.

are you certain of this? Back before i took a break from FFH2 playing, barbarians got mana affinity not from their own sources of mana, but from absolutely everyone elses in the game, so if the amurites had 2 death, and the calabim 3 death, barbarians got 5 death even though they had none themselves.

that was awhile ago, and i haven't seen mention of it since or checked to see if it was changed, so it could have been changed, but i would assume, if still in effect, it would be how banana affinity opperates for a barbarian gurid. which would mean he'd see a serious strength drop after you captured him, ofcourse the ai rarely builds banana plantations that ive seen anyway...
 
Kael, in the line "Puppets are to powerful', I think the correct spelling is "too powerful".;)
 
Kael, in the line "Puppets are to powerful', I think the correct spelling is "too powerful".;)

I'm personally looking forward to building "lumberthingies."
 
Cool, so does this include the Minister Koun events as well? Another words, if I play as the Grigori and I release a colony, would it be Minister Koun? If so, then if the event happens in another land will there be two Kouns or will the event create a civ specific minor leader?

I hope there's a check in there to see if the Minor leader is already in the game, and default to Koun if he is.
 
Kael's summoner/summon tracking method is more primitive than Xienwolf's, and can only keep track of who summoned what for 1 turn. As such, having severed souls be permanent is not an option.

if this is the case Kael and team should definately adopt the Fall Further summon-tracking method. as it stands the divided soul is COMPLETELY useless. i built one, found out it was pointless and never built any more.
 
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