FfH2 Bug Thread

There is a bug in 0.41o that causes Pyre Zombies not to explode like they should, and another bug that causes Sons of Asena to explode as if they were (non-bugged) Pyre Zombies. The next official patch should fix these problems, but the next official patch may never be released. You can fix this problem yourself if you are willing to edit one of the mod files (see this post and this post) or you can use a fix that someone else has released (such as this one).
 
I recently downloaded the most recent patch, and thought I'd try the Grigori. After pushing my way through to allow archmages, and saving a few heroes for them, I've found that I can't upgrade my heroes to archmages. Is there some extra requirement I'm missing?
 
In my latest game, I am in a war with the clan. I was kicking their butt when they cast the call for horde and suddenly had 6 sons of inferno next to my capical. I thought the call was supposed to only affect orcish units. Is this a bug? If it is not, it must be one of the cooler world spells! To get 6 archmages with fire III when the opposition is just about learning the secrets of iron... They will wipe just about anything, just the six of them...
 
It is a bug. A change was made in an earlier patch to attempt to prevent that from happening, but unfortunately the change was not enough. When I run into the problem you described I load up Worldbuilder and delete the offending units.
 
I'm sorry guys, but I need some help understanding the Pillar of Chains. Does it work as intended?

I do get the production bonus but what is meant, that unhappiness is not going to affect the city? When the unhappy faces exceed the happy in number I still see the city revolt and I still see the red face on the Mapscreen...

What am I missing?
 
I'm sorry guys, but I need some help understanding the Pillar of Chains. Does it work as intended?

I do get the production bonus but what is meant, that unhappiness is not going to affect the city? When the unhappy faces exceed the happy in number I still see the city revolt and I still see the red face on the Mapscreen...

What am I missing?

"Negates the effect of civic anger for your team" doesn't have anything to do with city unhappiness, as you're thinking of it. I'm not totally sure what it does, but I think it negates the anger effect of not running Republic when other teams are doing so. So with Pillar of Chains, you could keep running your agrarian aristocracy while all your foes are Republics, without your serfs becoming irate at their lot in life. In itself not much of a reason to build it, but occasionally handy.
 
hmhmhm...

I seem to remember a different type of wonder then. I played a mod once, where a wonder similar to the pillar of chains did something different:

The city, it was in could have eg. size 17 and an excess of 10 unhappy faces. Thus normally this city would revolt, with the wonder in it there still were these unhappy citicens, but they DID work the tiles. They were forced to. All in all you could have a lot more unhappy faces then citizens in the city, and all of them gave production bonus and none of them did quit working.

I think, the pillar of chains should work the same way and was intended to work that way... could someone (developer?) please check? As it isl it seems pretty worthless to me. The productionbonus is just not needed at that time in the game. I allways have neough money to just buy the stuff...
 
It negates civic anger and gives +1 production per unhappy pop (like the Governor's Manor). It also lowers the crime rate and reduces anger for being at war.

Just read the entry in the Civilopedia. the info is pulled from the XML data.
 
yap, the newest version states exactly that. Hmhmhm... I need to find out, where I saw the other version. If I find it, I will show it here. Thanx anyway for your patience!
 
I seem to remember a different type of wonder then. I played a mod once, where a wonder similar to the pillar of chains did something different:

The city, it was in could have eg. size 17 and an excess of 10 unhappy faces. Thus normally this city would revolt, with the wonder in it there still were these unhappy citicens, but they DID work the tiles. They were forced to. All in all you could have a lot more unhappy faces then citizens in the city, and all of them gave production bonus and none of them did quit working.

Tower of Complacency maybe? According to xienwolf's manual, it gives
• No :( in this City
• -50% Maintenance in City
• -10% Military Production
• +1 Commander :gp:
It's the OO holy city's wonder. Similar to what you described.
 
naaa, complacency I know. It deletes unhappy faces. What I remember was, that the people stayed unhappy, yet still woked the tiles and gave an additional production bonus...

anyway, doesn'T matter.
 
Couple of issues:
If my understanding is correct, Hell Terrain doesn't start spreading to Evil lands until AC 50, unclaimed 65, and Neutral lands 75. I played a dual map as Clan against Ljosalfar, dragged in the Infernals and sent them right back to Hell just on principal (and to get the Hyborem trophy), with the AC at 22. Hell terrain was already spreading into my territory, forcing an adoption of Sacrifice the Weak far earlier than I would have cared for, and all my territory (at just below the requisite percentage for a Domination victory) was Hell terrain by AC 41.

Next issue I have is the AI handling of the Clan, specifically with the casting of For the Horde. Invariably, I see the notice very, very early in the game (turn 5-10). If both Sheelba and Jonas are in the game, they cast the spell the same turn. This seems to be a very disadvantageous for the AI Clan -- the extra troops they get tend to be cast to the wind in inaccessible corners of the world (particular in massive games on huge maps with 33 players) and drag the Clan's economy to a grinding halt. This would be a less of an issue if the Clan didn't have the -10% research penalty, but the AI disregards this anyway and shoots themselves in the foot (at least they don't get Sons of Inferno when they cast For the Horde so early...).

The disadvantage present with an early For the Horde can easily cripple an AI Clan, relegating them to the bottom of the chart with only one or two cities and no means to recover. Even playing the Clan I dealt with this in a co-op multiplayer game, where I cast the spell to soften a massive turn 20-30 Barbarian rush against a friend, and I watched my economy tank to 0% research and still losing gold (and thus units) until I was able to build a settler in attempt to stabilize my economy, and barely hung on until I rushed Rantine and converted a bunch of Barbarian cities.
 
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