FfH2 Bug Thread

Version 0.40k, a bug and a question:

Bug: A stack of units fell into a trap (cage), among them a hero, Govannon. After I freed them, the hero remained immobile. He could neither move nor use his magic abilities. (I'm not sure whether this is related to the known issue with cages.)

I could post a saved game if this would be helpful.

Question: I'm new to the mod, so I started a 3v3 game with two AI allies. Now it seems that my allies get free buildings for my wonders (Mage Guild for Catacomb Libralus, Obsidian Gate for The Nexus) but not vice versa (I don't get any Dungeon for their Tower of Eyes). Is this a feature?

BTW: Thanks a lot for this outstanding mod.
 
Version 0.40k, a bug and a question:

Bug: A stack of units fell into a trap (cage), among them a hero, Govannon. After I freed them, the hero remained immobile. He could neither move nor use his magic abilities. (I'm not sure whether this is related to the known issue with cages.)

I've had this happen too, and I think it is a bug. However, it seemed to wear off after a few turns and my unit was able to move again. I had it happen to a Great Prophet I was lucky enough to get from a lair. I thought he was permanently immobilized and used the Bulb towards a tech. However, I think he would have moved had I waited.
 
My first .40 game with the Sheaim and I got the AC up to 87 now and there are over 300 turns left in the game. I cannot believe the number of creatures coming through my 6 Planar Gates.

Which brings me to one of the best to emerge - the Manticore. I love these guys, however....

Why can't they move on to mountain peaks or water tiles?

What are those huge wings they have? Decorations only?

Sorry, I even looked in the Wiki to see if they could fly lorewise, but could find nothing. It seems like they should fly like Griffons.
 
i posted earlier about the grand menagerie that in multi player (in the same fraction or team) it only benefitts the player who built it, not like any other wonder, all player of the team.

now i want to mention that same goes for The Nexus wonder and Genesis project. Since me friend and i always play in a static team from the beginning to the end of a game, do research together, fight together etc, these wonders / projects should count for both of us, regardless who builts it.


another thing: i found an item, a ring, should give poison immunity. i was wearing it with my scout, fought a giant spider, but still got poisoned.
 
This isn't exactly a bug, but more of a cosmetic issue. The Hellfire spell is only available to the Infernal civ, but this isn't very clear in the game because this prereq is handled in Python instead of using the xml tag. Also, the python checks to make sure that it is not cast on water tiles, in cities, or on top of other improvements, even though those would all be blocked in C++ anyway (the first because coast/ocean are not in its <TerrainMakesValids>, the other two I believe are blocked explicitly). As such, the first half of the python prereq can really be eliminated. I'm not really sure why you shouldn't let the AI cast the spell outside of their own territory either. Wouldn't it be most useful in lands they are invading? I do see the logic in leaving the block in to stop you from having them too close together though.



Also, I still really think that there needs to be a Demonic Champion UU again, as having hellfire spawn Orkish Champions (who thanks to the change to Ogres now look human) is really odd.
 
[to_xp]Gekko;7605427 said:
what patch was that? I'm pretty sure that poison issue should have been solved by patch K.

im unsure, but i think it could have been before patch K
 
Another issue in version 0.40k:
It seems that I cannot build a sawmill in an ancient forest. Even worse, my worker was stopped in the middle of building one when the forest became ancient. On the other hand, a forest with a sawmill can grow ancient by itself. Looks a little inconsequent to me. :-)
 
I believe this is a bug developed when Kael removed the code that made cottages upgrade at 2x speed. The reason it was added was to make castles etc upgrade at all. Just a guess though.

Oh, I noticed this also. I was wondering about it. Unfortunately, it makes the forts/castles much less important if they have to be worked to be improved.

Best wishes,

Breunor
 
This really isn't a bug, more of an over-site I reckon. I tend not to pillage too much, so I have never noticed this before. But now that there are podiums that can cause fear (the Necrototem) and must be razed to get rid of. Well I was going to do just that, but Angels can not pillage improvements. Is this intentional? You would think they would do their holy best to get rid of them evil things...
 
Got the following when my harlequin moved next to a goblin fort with a single goblin archer in it. Didn't happen near any other goblin forts or lairs.

Code:
Traceback (most recent call last):

  File "CvSpellInterface", line 27, in canCast

  File "<string>", line 0, in ?

  File "CvSpellInterface", line 2980, in reqTaunt

AttributeError: 'CyUnit' object has no attribute 'getImmobileTime'
ERR: Python function canCast failed, module CvSpellInterface
 
I was playing the scenario where you have to root all of the barbarians from their jungle lairs, and I chose to play as the Amurites.

Great fun setting all the jungle aflame from the get-go with my starting adept. However...

I used Govannon's new ability to teach everybody in the stack the spells he knows with a single button click. That was really great, very convenient!

However, my priests were then able to cast what previously had been mage-only spells. Or at least, I think they were able to choose them as a possible promotion. For instance, after Govannon taught priests how to cast "Blaze" they were then able to pick "Fireball" as a possible promotion. Is this intended? I could do it with many different spell-spheres. This really meant free mages -- why wait to upgrade mages to adepts when priests can be built, are stronger combat-wise, and already have a few other abilities?
 
Am I missing something with this event. I do have the money for choice number one (46 gold), but I cannot select that, so if there is more "requirements" than that, what is it I don't see?

Edit: Sorry for the angry smile, I have no Idea how that got there, must have pressed the wrong button somewhere. I am not that angry about this, just curios.
 

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Am I missing something with this event. I do have the money for choice number one (46 gold), but I cannot select that, so if there is more "requirements" than that, what is it I don't see?
The event would spawn the lair "dungeon" which you could explore. But lairs can't spawn on cities (just like you can't build other improvements on cities).
Should be changed so that city plots can't get this event.
 
The event would spawn the lair "dungeon" which you could explore. But lairs can't spawn on cities (just like you can't build other improvements on cities).
Should be changed so that city plots can't get this event.

Ah, since it popped up in a city, I thought a dungeon was built in the city (the building).

So I could have got a new explorable dungeon for 46 gold, what a downer to miss that:sad:

Edit: Then I posted in the right thread after all, a bug reported.
 
Every time I start the Blood of Angels scenario as Dovello it immediately claims "Barbarians wins conquest victory." Sabathil is the winner claiming her cities and the Dovello cities with no other cities on the replay. Interestingly, I get the victory in the HoF, but I can't move on to the next scenario.

Choosing the Illians seems to work fine. I also have the known crash to desktop bug when starting a scenario occasionally.
 
Version 0.40k

in a multiplayer game we are getting the text box for the unique terrain but the terrain graphic and effect are not there, I have also seen duplicate text boxed in the square next to a valid terrain feature.

Leigekiller
 
Patch G

(Will upload pictures later)

One of my units has Bronze Weapons and Mithrill weapons at the same time.

The situation was that I'm at war, and I took a foothold city on another continent, were I built a warrior (by rushing production with money). That warrior got bronze weapons upon being built. Next turn I built a training yard in the same manner.The next turn I finally finished my mithrill mine, and the turn after that, I upgraded my warrior into a champion (You can directly upgrade from warrior to champion) and my champion had mithrill and bronze weapons.
 
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