FfH2 Bug Thread

The Civilopedia doesn't list Hero as a prerequisite for Subdue Beasts, either in the promotion tree or in the entry to Subdue Beasts.

(As an aside - what are the requirements for casting Lichdom? Is there some reason that it would be grayed out for a living unit with Death 3 that hasn't casted that turn, when you don't have any other Liches?)
 
The Civilopedia doesn't list Hero as a prerequisite for Subdue Beasts, either in the promotion tree or in the entry to Subdue Beasts.

That's because it isn't a prereq. Subdue Beasts requires Combat III and Subdue Animal.

(As an aside - what are the requirements for casting Lichdom? Is there some reason that it would be grayed out for a living unit with Death 3 that hasn't casted that turn, when you don't have any other Liches?)[/QUOTE]

Is it a World unit? Can you cast other spells?
 
The Civilopedia doesn't list Hero as a prerequisite for Subdue Beasts, either in the promotion tree or in the entry to Subdue Beasts.
That's because it isn't a prereq. Subdue Beasts requires Combat III and Subdue Animal.
And Animal Mastery, right?

OK then, let me re-phrase my bug report... I have a level 7 Assassin with the Subdue Animal and Combat III promotions, and I have the Animal Mastery tech. I can't give him the Subdue Beasts promotion (I have many other promotions enabled).

(As an aside - what are the requirements for casting Lichdom? Is there some reason that it would be grayed out for a living unit with Death 3 that hasn't casted that turn, when you don't have any other Liches?)

Is it a World unit? Can you cast other spells?
It is a world unit (Gibbon). Did that get disallowed at some point? I've read strategies mentioning turning Gibbon, Hemah, et al, into Liches, to allow religion change without losing them.
 
And Animal Mastery, right?

OK then, let me re-phrase my bug report... I have a level 7 Assassin with the Subdue Animal and Combat III promotions, and I have the Animal Mastery tech. I can't give him the Subdue Beasts promotion (I have many other promotions enabled).

Hmmm. Dont know. Sounds like you have everything you need.

It is a world unit (Gibbon). Did that get disallowed at some point? I've read strategies mentioning turning Gibbon, Hemah, et al, into Liches, to allow religion change without losing them.

I dont know when it was changed, but World units are definitely barred from casting the Lichdom spell.
 
I have a level 7 Assassin with the Subdue Animal and Combat III promotions, and I have the Animal Mastery tech. I can't give him the Subdue Beasts promotion (I have many other promotions enabled).

Hmmm. Now that I think about it, I've never had a unit, no matter how highly promoted, with Subdue Beasts that wasn't a Beastmaster. Has anyone else ever done this? Are we sure it's possible? (Obviously the FfH2 Civilopedia isn't entirely up-to-date, as your Lichdom question shows.)
 
Hmm... it sure seems like I hit everything you need.

I've never dove into the XML before, but this looks like the relevant entry:

Spoiler :
<PromotionInfo>
<Type>PROMOTION_SUBDUE_BEASTS</Type>
<Description>TXT_KEY_PROMOTION_SUBDUE_BEASTS</Description>
<Sound>AS2D_IF_LEVELUP</Sound>
<PromotionPrereq>PROMOTION_SUBDUE_ANIMAL</PromotionPrereq>
<TechPrereq>TECH_ANIMAL_MASTERY</TechPrereq>
<UnitCombatMods>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_BEAST</UnitCombatType>
<iUnitCombatMod>25</iUnitCombatMod>
</UnitCombatMod>
</UnitCombatMods>
<UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
<bUnitCombat>1</bUnitCombat> </UnitCombat>
</UnitCombats>
<Button>Art/Interface/Buttons/Promotions/SubdueBeasts.dds</Button>
<iAIWeight>300</iAIWeight>
<CaptureUnitCombat>UNITCOMBAT_BEAST</CaptureUnitCombat>
<PromotionPrereqAnd>PROMOTION_COMBAT3</PromotionPrereqAnd>
</PromotionInfo>


So, yeah, it sure seems like I have everything you need. And yet...

Spoiler :
NoBeast.jpg


... it ain't there.

I posted a savegame, too, if anyone wants to try to figure it out.
 

Attachments

Aaah. Figured it out. Stupid mistake on my part... confused Animal Handling for Animal Mastery.

Anyway, in my adventures through the code, I noticed that it seems like non-living units (elementals, golems, angels, demons, undead, siege, naval), including temporary summoned figures, can be added to Flesh Golems, as long as they aren't immortal or divine. This seems off to me (with the exception of combining Flesh Golems, which does make sense), and it conflicts with what's in the manual (which, I am coming to realize, is not really very up-to-date).
 
When Armageddon Counter reaches 90 because of my actions, the game become freeze. At the same time my unit appearing. What should I do?
 
Hello, looking for help about a bug that I'm pretty sure is known, but I can't find it again.

I'm playing the Balseraph, and my entire empire produce zero food, commerce and production. It's a bit like being in anarchy (except I'm not in revolution and this bug has lasted several turns). Nothing gets produced, nothing gets researched, population in city doesn't increase nor decrease. It's like every resource is frozen.

Does someone know how to fix it ? (reloading the game didn't, even after rebooting the whole computer)
 
Hello, looking for help about a bug that I'm pretty sure is known, but I can't find it again.

I'm playing the Balseraph, and my entire empire produce zero food, commerce and production. It's a bit like being in anarchy (except I'm not in revolution and this bug has lasted several turns). Nothing gets produced, nothing gets researched, population in city doesn't increase nor decrease. It's like every resource is frozen.

Does someone know how to fix it ? (reloading the game didn't, even after rebooting the whole computer)
Any chance that another civ cast Stasis? If so, somewhere on the side there will be a counter indicating how many of the 20 turns of stasis remain.
 
Holy crap, I can't believe I forgot about this one -_-

Yeah, good call, "research is disabled for 18 turns", that's exactly what happened !
 
Does Arcane Lacuna(sp?) prevent the casting of other World Spells? Is this intended? I'm new to all this for sure, but doesn't that give a team including the Amurites an unbalanced advantage over the Elohim and possibly others (Ljosalfar... any more?) who have defensive World Spells (or want to have the option of using their World Spells defensively lol)?
 
Does Arcane Lacuna(sp?) prevent the casting of other World Spells? Is this intended? I'm new to all this for sure, but doesn't that give a team including the Amurites an unbalanced advantage over the Elohim and possibly others (Ljosalfar... any more?) who have defensive World Spells (or want to have the option of using their World Spells defensively lol)?

well isn't that is the whole point of their world spell?
When you conquer someone bigger than you with amurites, the last thing you want it to see is an army of trents rushing towards your wizards ^^
 
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