FfH2 Bug Thread

I haven't checked Spring recently, but Druids definitely can cast Vitalize (twice) on Desert+Flood Plains. A huge boon to the cottage spammers.

Really? They were both greyed out for me when I tried it. I will have to try to recreate this next time I get a chance to play, it may be I stumbled on to a completely different bug.
 
A manual fix for this: change the target of the link to the following

"C:\program files\steam\steamapps\common\sid meier's civilization iv beyond the sword\Beyond the Sword\Civ4BeyondSword.exe" mod="Fall from Heaven 2"

Note that a \ has been removed and quotes added to the mod= tag.

Oh, and to save yourself headaches later on, set the link 'read-only'. I'm only 99% sure but I do believe patches try to overwrite the shortcut.
 
It just gives another way to get to archers, instead of forcing playing through the hunting path to get at them. So they are underutilized just because it usually doesnt fit into any reasonable teching path. Not always, but in most cases it wont work.

This way we have 2 ways to get to Archery and its reasonable in more situations (not always, but its better).
I would second a consideration of animal husbandry. That would also mean you don't need hunting for horse archers (though you probably need the road on exploration for the resource).
 
My original post was a little longish and I'm aware that Scenarios are currently the priority, but there are serious AI pathing issues on Erebus maps that make them close to unplayable in many cases.
 
Were your lands (as the Infernal) all snow/tundra? If so, those never turn to hell terrain graphically, but do count for spreading Hell.

ah, I see. That was it.
I stopped that game after some time because I was cornered in a small Ice/Tundra area with too strong neighbors to assault and no way to build a big enough army to do so...
 
I'm not sure if this was a bug or just a pleasant surprise.

I built Nature's Revolt. In addition to creating a bunch of strong Bears, Lions, Tigers and Wolves on the map where barbs had been it gave my two captured HN Griffons Heroic Strength II and Heroic Defense II.

Should my guys be improved by Nature's Revolt, or was it because they were HN?

How about a similar promotion for fellow animal HN units the Stooges?
 
Uhh.... Into the Desert and Fall of Cuantine start with improvements and they are loading correctly. Are you sure you are saving the file?

I had this issue the other day and could not figure out how to over come it. BUT I did notice if the improvements (and resources) are within the 9 block area closest to the city they disappeared. I moved them back to the outer edges of the fat cross and it worked. Mind you this was a WB save that I edited with Jedit.
 
I'm not sure if this was a bug or just a pleasant surprise.

I built Nature's Revolt. In addition to creating a bunch of strong Bears, Lions, Tigers and Wolves on the map where barbs had been it gave my two captured HN Griffons Heroic Strength II and Heroic Defense II.

Should my guys be improved by Nature's Revolt, or was it because they were HN?

How about a similar promotion for fellow animal HN units the Stooges?

All animals in the world already gain Heroic Strength/Defense 1&2, and all animals who come into existence in the future will also have it. I believe this even applies to summoned tigers and sand lions.
 
argh, hippus, NERF DEM!
in my latest game, the axemen are capable of getting the horselord "promotion", and it seems that the latest batch of troops with the horselord promotion also get a +1 str/def, making their bronze working axemen 6 att, 2 move, raiders. the horsemen were 5 att, 4 move, raiders. and I could see old axemen units still at 5 att, 1 move, with no horselord promotion.
 
That was more likly their spell warcry.
 
vanishing items when owned by another player and the cultural borders expand to envelope them. specificly a golden hammer owned by sabathiel, sitting outside acheron the reds city vanished when I (the malakim) captured the city and its cultural borders enlarged to include the hammer. there were no invisible units(checked the world builder), so noone picked it up, there was plenty of unclaimed space outside the borders but the hammer was not pushed to the outskirts, and it did not stay where it was. i didn't have open borders with sabathiel, nor was i at war with him. unless it teleported back to their capital, i don't know where it went, and it seems unfair for it to teleport to him.

original thread
http://forums.civfanatics.com/showthread.php?t=305161
 
It appears that something funky is still going on with Death immunity, specifically with the Demon race promotion. Playing as the Sheaim with 12 death nodes, the combat odds calculator gives my spectres very low odds (<.01%) against Infernal longbowmen, as if the Infernals were immune to death. But the spectres win regularly at those odds (at least 5 times that I have seen).

Either demons should have death immunity and don't, even though the odds calculator thinks they do, or they should not have death immunity and the odds calculator is wrong.
 
As an old-time SM:Alpha Centauri fan, I'd love to see a terraform up/down spell. :-) ..bruce..

I heartily concur! Not to mention it would be nice as a High Priest of OO to be able to lower land levels and sink cities into the sea! :lol: (sigh) I loved doing that in AA! Doubt it'll happen in FfH. :p
 
I would second a consideration of animal husbandry. That would also mean you don't need hunting for horse archers (though you probably need the road on exploration for the resource).

Personally I think that hunting needs to be renamed. I mean during the Age of Winter, how else did the folks survive if not by hunting? I'm thinking "Woodsmenship" or even just "Scouting".

Not to nitpick, but some of the techs could be renamed to better reflect Fall From Heaven's history. I really doubt that most of the Civs have lost writing, especially the Amurites. So either it needs to be changed to "Education" to reflect that it's not 'writing' that's being discovered but merely the tech is the amount of time the Civ has spent to spread literacy or maybe call it Diplomacy. In that vein, I think "Education" needs to be renamed "Civics" or something to show that the tech allows for upgrading from simple tribal living into more complex urban environments.

In regard to the whole archery thing, another argument is that historically archery units needed lots of training; while training a citizen is not out there producing food. Thus the availability of sheep, pigs and the like allow excess food for the archers.

Of course historically, people herded animals long before they did agriculture. I would think this would have been critical during the Age of Winter. In some respects I think Animal Husbandry, Fishing, and Agriculture all should be initial options for food. I mean I don't see the Khazad farming but tending sheep & pigs is easy. (Although in the mountains I'm sure they're actually farming goats instead of pigs).
 
I read through Xienwolfs log & couldnt find fixed team issues:

Already reported by me playing with patch G:
Into the desert as Malakim player, whichever teammember got a new religiontech & its accompanying disciple, the other teamplayer gets one aswell!

Patch L, Splintered Court:
Playing as one of the Ljosalfar, the GPP counts teamwide & not for a single member!
Sort of difficult to get a GP, the more members are in a team.

I already read that some or all wonders dont distribute inside the team, so I suggest teameffects should either count for almost everything (Manaressources shouldnt ever be shared, but what about certain "Mana wonders"?) or the team only shares their external affairs & keep their own internal ones!
 
Already reported by me playing with patch G:
Into the desert as Malakim player, whichever teammember got a new religiontech & its accompanying disciple, the other teamplayer gets one aswell!

Not a bug I believe. Whenever you research a religion tech in FFH, you gain a disciple for that religion regardless of whether you found it or not. If the techs you research are shared as I assume they are, then it would make sense for the other team member to get a disciple as well.
 
If it's an issue, Hunting could be renamed Tracking, since that tech has been removed.
 
Not a bug I believe. Whenever you research a religion tech in FFH, you gain a disciple for that religion regardless of whether you found it or not. If the techs you research are shared as I assume they are, then it would make sense for the other team member to get a disciple as well.

Uhm, just wanted to edit my last post, AFAIR u arent in a team with the other Malakim player, u only share the nation & everyone gets a disciple for every religious tech, personally only using them for culture running for a religious victory, I got used of checking where the other Malakim planted his disciple whenever I traded a religion tech!

So anyway, two different issues but somehow connected!
 
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