FfH2 Bug Thread

Two things. 1) Another crash, after updating with patch p.
2)The readme.rtf still reads 0.40k, perhaps it needs updating ;)
 
i don't know if this is intended behaviour or not, bur when i build a freak and he started with enraged, as soon as i clicked on him he "dissapeared".
i searched for him, thinking he ran off to somewhere but couldn't find him.
i then noticed that he build a freakshow in the city where i build him on his own.

Feature. I've had that happen on previous patches, and I thought it was cool.
 
Just saw patch p and downloading.

It would be nice if World Units would still be capable of casting Lichdom, but instead of turning into a Lich unit they would gain Undead promotion and maybe some other bonus the developers find appropriate.
 
Patch 'o' by the way was awesome. The changes to the costs of early techs was exactly what the doctor ordered. It especially makes non economic based civs a fair bit more competitive.

Overall now, with the changes to cottages, and the decrease in cost of early techs, you *can* get to cottages faster, but you get less from it. Aristocracy + farming bonus' is a noticeable advantage over cottages, especially for financial civs, except it often lowers production if you over do it (plains with agrarianism).

Anyhow, after a few quick 'try-out' games, I am very much in favor of how this has worked out.
 
Why the readme in patch "p" says that it's patch 0.40k?

I am confused. :confused:
 
Tinkering, I've noticed that Council of Esus doesn't always set the Holy City correctly.

Other religions: when no cities in the world have the religion, and it spreads to a city, that city is set as the holy city and the "religion has been founded in X" message comes up.

Esus: when no cities in the world have CoE, and it spreads to a city, that city gains CoE and the "Council of Esus has been founded" message comes up, but the city that it spreads to is not set as the holy city. Nox Noctis can't be built there, it doesn't get the Holy City graphic, and the F7/Religious Advisor screen shows a null value for the Council of Esus holy city.

For kicks, I tweaked the XML so that one civ built Nox Noctis automatically with their first city. They produce the "CoE has been founded!" message, and the city gets the shrine and the religion, but it's still not the holy city!
 
It's indeed patch "p", since Combat IV and V promotions have no associated healing rates. Yay!
 
It's indeed patch "p", since Combat IV and V promotions have no associated healing rates. Yay!

The readme hasn't been updated, that's all. :P
 
The readme hasn't been updated, that's all. :P

THIS IS UNACCEPTABLE!!!!! I HATE THAT MOD!!!!!! ARGH!!!!! :mad::mad::mad:

;)
 
I got a city with 3 clams in the BFC. I built 3 workboats and automated them. first 2 worked fine, but the last one moved to a tile with unimproved clam and now it's just sitting there doing nothing. I can attach a savegame if you want ( patch P with flavourmod 2.3.2 )
 
Sorry for my poor English.

95% retreatment (Elohim, and other Defender leaders, or mutated units)
Rate of retreatment is limited.
So Horse Archers and Knights with Homeland or Light can not get Flanking 3.
But Horsemen and Chariots who have Flanking 3 can be upgraded and get 95% retreatment.


Hero Shades (Sidar)
Heroes can cast Wane, so Shades can be built easily.
1. Build Rathus Denmora and a caster who can get life 3 (Gibbon can be built very easy. 2nd, Hemah.)
2. When Rathus become level 6, cast Wane and build a Shade. (and build Shrine of the Champion)
3. Cast Resurrection.
4. Goto 2.

You can buid 3 Shades per 100 turns without war. At war, more Shades.

This is a method of taking time. Perhaps incident of building wonders (Sandalphon is Industrious leader).
1. Build a Hero of religion.
2. When Hero become level 6, cast Wane and build a shade.
3. Change Religion.
4. Goto 1.

Bambur (Mines of Gal'Dur), Saverous (Tower of Complacency), etc.
 
Forge and Dwarven Smithy (Elohim)
1. Get Khazard's city.
2. Build Guild of Hammer on somewhere city.
3. In the addition, Dwarven Smithy can be built on Khazard's city. +75% hammer(max).


Disregard war weakness (Elohim) (Bug ?)
When Elohim build new palace on other civ city, Elohim disregard effects of Elohim palace
and get effects of new palace.
+20% war weakness of Elohim palace is no penalty.

If Elohim get Infernal city, war weakness -100%.


Two Palace (Elohim)
1. Build second palace on other civ city. Firsrt palace (Elohim) is erased.
2. Build third palace on another civ city. second palace is not erased and Elohim gets effects of both palace.

Combination of Lanun, Sidar, Infernal palace is very useful.
 
I noticed that units "hired" by Magnadine using his unique power causes his mercs to show up in another Hippus city than the one he occupies, like on another continent. Worse, it seems to be a different (random?) city each time the spell is cast.

Is that a bug?

Also, his ability to hire mercs is blocked when the Amurites cast their worldspell, but the regular mercenary function that any other unit can normally use isn't affected. :huh:
 
I attacked two undefended Luchuirp settlers with a unit upgraded with Command I-III (Yvain) and two strange things happened:

1) When the captured settlers were converted into workers and then given to me they were converted into Luchuirp Mud Golems instead of into Ljosalfar workers. That's not what I expected, but not necessarily a bug. However, they were given the Dwarven race promotion, instead of the Golem race promotion that Mud Golems normally have.

2) One of the settlers was converted by command, and I received a dwarven settler. This isn't a problem in itself, but if the settler is converted then I should not also receive the normal worker replacement for the captured settler as well.
 
I dont know if that have been reported before so I apologise if so. I was playing as Mercurians and i have already 2-3 irons mines so I decided to let my 1 of my ally benefit from some so I traded 1. After that trade I end up with 0 iron. I think the bug may be related to the iron upgrade the Mercurians get at start.
 
I dont know if that have been reported before so I apologise if so. I was playing as Mercurians and i have already 2-3 irons mines so I decided to let my 1 of my ally benefit from some so I traded 1. After that trade I end up with 0 iron. I think the bug may be related to the iron upgrade the Mercurians get at start.

Zero,

Did you ahve the iron working tech? If not, the iron mines you have give the hammers for an iron mine but don't give you the iron strategic resource.

Bbest wishes,

Bruenor
 
I noticed that units "hired" by Magnadine using his unique power causes his mercs to show up in another Hippus city than the one he occupies, like on another continent. Worse, it seems to be a different (random?) city each time the spell is cast.

Is that a bug?

Also, his ability to hire mercs is blocked when the Amurites cast their worldspell, but the regular mercenary function that any other unit can normally use isn't affected. :huh:

In my games, the ability to hire mercenaries, by having the Guild of the Nine, is blocked by the Amurite's "Arcane Laguna". Which, IMO, is definatly a bug. Hiring mercenaries is not a spell, so Arcane Laguna should not block it.
 
Just a silly question here.. what do we do when the patches get to Z? Were are already workin on Q. xD With several things left on the to do list. And the obligatory patches to the patches. :P
 
Playing the Lanun in a normal Epic game with patch p and the adequate FlavourMod, my ships can't change crew in Pirate Ports, and I'm quite sure they could in the lower level improvements (Cove and Harbour).
 
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