FfH2 Bug Thread

So there's a cool new event where you can take 15 turns of disorder in a city for a great bard. This may be intended, but you do realize that a bard that pops culture ends unrest, right?

This means you can get the bard, and pop him for culture, with no actual cost, other than the randomness.

Maybe that is an intended effect, but then why include the option not to get it?

Well, you might want to use the bard in another way (research, golden age) or do a culture bomb elsewhere, in which case you have to put up with the disorder unless you already have religion and can drop in a disciple for a culture event.

I really like this event, by the way. I love extra bards, particularly when I'm staking out territory. ..fritz..
 
Maybe that is an intended effect, but then why include the option not to get it?

You may want to use the bard for, let's say, starting a gold age at a later time? Or building the Song of Autumn. And if don't have any other use for a bard, you may want to skip the 15 turns unrest.
 
Sure, maybe the 15 turns of disorder is worth keeping the bard for, but... If you don't want the disorder, you can chose between declining the bard and getting nothing or taking the bard, immediately bombing him and getting 4000 culture.

Under no circumstances is declining the bard the best option.
 
is it just me or does the mod load time take aaaaaaaaaages again? ive been having to wait for about 5 minutes for it to load lately, its quite irritating...

I had that problem before and realized it was because I had unpacked the .pak file into the mod folder, doubling the folder's size. Just making sure you haven't overlooked that.
 
Sure, maybe the 15 turns of disorder is worth keeping the bard for, but... If you don't want the disorder, you can chose between declining the bard and getting nothing or taking the bard, immediately bombing him and getting 4000 culture.

Under no circumstances is declining the bard the best option.

Yes, this is true...Perhaps the option to decline him is there to give the Illusion of choise, especially the first time you get the event, 15 turns of disorder is something that can terrify someone and click No, Thanks, as a reflex :lol:
 
You may want to use the bard for, let's say, starting a gold age at a later time? Or building the Song of Autumn. And if don't have any other use for a bard, you may want to skip the 15 turns unrest.

My point is, there isn't any reason not to accept the bard, since the 'cost' is actually immediately removable. I'm not questioning that it should cause disorder, or why.
 
Are Elves/Dwarves/Woodsmen/Guerrillas supposed to be able to move two spaces when they only have 1 movement? Shouldn't that just allow 2+ movement units not to get slowed down by that type of terrain? It makes the Mobility promotion completely worthless in certain circumstances this way.

EDIT: I realise this is a "bug" in vanilla as well.

This isn't a bug. Those bonuses give the unit double movement thru forest/hills. For units that already have two or more movement, it just means it only takes them one movement to go thru them. For units that already have one movement, it allows them to move twice.
 
Kael, did you fix Ars Moriendi's wraith spawn chance when you fixed the Air Elemental? the poor guy needs his wraiths to cause fear and torment! :D
 
I had that problem before and realized it was because I had unpacked the .pak file into the mod folder, doubling the folder's size. Just making sure you haven't overlooked that.

ahhhhhh thatll be it then. pity, i often use the FfH Pak for modding :(
 
Why is Basium on the 4th place with 133 points?
 

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He is in a permanent alliance with Sandalphon. Permanent allies are always kept togather, and their combined score is what counts for ranking purposes.
 
Three oddities I noticed in the Momus scenario:

* Starting archers don't get defensive strikes. (Addendum: this looks like a display issue, since I'm just not seeing that they have defensive strikes, and it applies to all archers.)

* Upgrading units mutates them again.

* Great people and workers get mutated. This hurts when you get a great person with enraged.
 
If I choose to play as the Infernals, I can´t seem to create either Roshier or Mardero, even though they have not been created, and ashen veil is present in the city. I believe it is connected to that Hyborem receive the prerequisite techs, instead of researching them, and perhaps because I have enabled the no technology brokering option.
In a related fashion, I found that if I used the Infernal Grimoire to research malevolent designs, the Hyborem World spell did not become enabled.
I tried with patch m and q, and I could not find a related fix, but as I recall there was no trouble with this in 0.34

Any help would be greatly appreciated; And as this is my first post, a thousand praises for making the best mod in history.

Edit: Resolved. Thanks to [to_xo]Gekko for the answer, and the Infernal Grimoire researched Malovelent designs seems to give Hyborem their world spell now, in single player at least. Please excuse the wasted space.
 
[to_xp]Gekko;7675323 said:
are you running AV as your state religion?

( sounds like a silly question, but trust me, that is often overlooked :D )

ok, I'm officially an idiot, thanks for the extremely quick answer =D think I'll alter my post now..
 
EASILY overlooked :D

maybe Hyborem should be set to have AV as a state religion as soon as he spawns? it would solve quite a few headaches, methinks ( possibly the same for Basium and Order? )
 
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