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FfH2 Bug Thread

I've been having trouble hooking up resources in the last few versions of the mod. I'll have the resource in my borders, the proper improvement built, a road to the capital, etc. In the game I was just playing I had incense in a tile right next to my capital with a plantation and a road, and I wasn't getting the resource. This happens in about half of the games I start, with different types of resources and different civs.

Is this a bug, or am I doing something wrong?
 
In the game I was just playing I had incense in a tile right next to my capital with a plantation and a road, and I wasn't getting the resource.

Do you have philosophy?
 
Do you have philosophy?
No? Does that have anything to do with incense? It seems like all I should need is Calendar for plantations. I notice the problem a lot with Copper. Mine, road, etc. Some games I'll get it and sometimes I won't.
 
No? Does that have anything to do with incense? It seems like all I should need is Calendar for plantations. I notice the problem a lot with Copper. Mine, road, etc. Some games I'll get it and sometimes I won't.

You need it to get incense.

In addition to the tech that grants the improvement, the following are needed for the resources:
Incense - reqs philosophy
Reagents - reqs knowledge of the ether
Copper- reqs bronze working
Iron - reqs iron working
Mithril - reqs mithril working
 
Incense requires one tech to build improvement and one for the resource to enter the trade network. Calendar is obviously for the improvement and philosophy is for the trade network.

I'm not sure if copper require bronze working to count as a resource, but it does for the weapon promotion.
 
I'm not sure if copper require bronze working to count as a resource, but it does for the weapon promotion.

I think it does.
 
It requires it to hook it up but if you trade for it before bronze working you still get the weapon promos.
 
Just started a game as Svartalfar.

My Alazkan the Assassin promoted with subdue animal kills all animals without capturing.
 
Just started a game as Svartalfar.

My Alazkan the Assassin promoted with subdue animal kills all animals without capturing.

Hidden Nationality units cannot capture anything. For example, if you were to get a Druid with Hidden Nationality (possible, but weird), then took Command promotions, you still would never get any captured units.

Hidden Nationality scouts/hunters/etc will also not capture any units that they defeat.
 
Just started a game as Svartalfar.

My Alazkan the Assassin promoted with subdue animal kills all animals without capturing.

Units cannot be captured by HN units. If Alazkan declares nationality it should be able to capture the animals without a problem.
 
In a game where you start teamed, each player on the team can build their first library, break the orb, and get a free tech for the team. Potentially very cheesy. :) In our game (weird game, 4 3-man teams, on a bizarre map script) the tech pace was crazy fast with all the team members sharing research, and one free tech we got was Machinery, and the next one was Guilds, using the Machinery Engineer to rush the Eyes and Ears Network.
 
Radiant Guard scenario is lost, when you conquer all Infernal cities before you kill Hyborem. It said 'Basium wins conquest victory' even that last city conquered was by me (Falamar). I reached 100 Infernal kills before and even killed Hyborem first time before the reaching this 100 count.
 
I have been following this project for years now, with breaks in between when I got bored with the game or real life interfered with the time needed to enjoy playing. Recently I came back and I am awestruck by the improvements that were made since I last played.

I admire the devotion of the design team and enjoy every minute playing this mod. Imo it is the best game released today simply because of it's depht and quality, features PC games released in the last years lack, maybe due to console influence or the downfall of gaming in general, compared to the "golden age" at the end of the last century.

Having said that, I really enjoy reading through the civipedia, checking out all the units and reading all the snipplets of lore background. Especially after you got your ass handed by the AI again (yes I suck at playing ^_^) it is a nice thing to read what exactly killed you this time.

I noticed that there are still a few entries left that have some errors in them, some are double entries, some are code errors (the end of the xml code has a typo and thus the end tag is shown), some are empty and some are outdated (as far as I can tell) and last but not least some units have problems with being shown correctly (fireballs and such).

I guess that updating the civipedia is on a low priority compared to in game issues but I still want to point to it. It is like a scratch on your favorite vinyl, an unneccesary flaw to an otherwise perfect picture.

Does the team have an overview of the civipedia errors already (I guess so)? If not, would you like me to make such a list and send it to you? I got some time on my hand at the moment and would be happy to help out.

Sorry if this was already discussed, I haven't been active in the forum for a long time.
 
It has been mentioned before but in OCC, there is a maximum of 5 natinal wonders per city which is a carryover from BTS, Greeneyedzombie mentioned a fix in this thread http://forums.civfanatics.com/showthread.php?t=310557&page=4

Adding this line to global defines in the xml, should fix the max nr of national wonders in occ.
<Define>
<DefineName>MAX_NATIONAL_WONDERS_PER_CITY_FOR_OC C</DefineName>
<iDefineIntVal>-1</iDefineIntVal>
</Define>

Perhaps it could be implemented in the next patch
And thanks a lot for the work you are puting in this mod, it's truly awesome
 
I noticed that cotton doesn't require calendar to be enabled, while all the other plantation resources do (except for Incense and Reagents, but those get another enabling tech).

It means that you can settle on cotton and get the happiness bonus, while with dye, sugar and silk it doesn't work. Is that inconsistency intended?
 
Latest patch, elven workers can "chop" forests before mining is researched. Granted, an elven leader will not want to do that, but still :p
 
The Deepening can turn desert with floodplains into plains.

The guarantee for diplomatic votes in the overcouncil is not working for the Deis Dei
 
I know it's been mentioned already, but it's still there so I'll post it again:

Major balance issue when it happens:
Missionaries of religions that haven't been founded yet appear as a result of dungeons.
This allows a player to found a religion without spending any time on the tech and pick the holy city.
It is made ten times worse in MP, where someone might have been beelining this religion since the start of the game.

Edit: also, is there a way to lower the rate of appearance of techs in huts? This can also unbalance things a lot right from the start.
 
I know it's been mentioned already, but it's still there so I'll post it again:

Major balance issue when it happens:
Missionaries of religions that haven't been founded yet appear as a result of dungeons.
This allows a player to found a religion without spending any time on the tech and pick the holy city.
It is made ten times worse in MP, where someone might have been beelining this religion since the start of the game.

This is working as intended though, and not a bug.

And even if someone was 'beelining it' the value of 'founding' the religion in FFH isn't that big (Unless you were trying to get a religious victory of course). It's not any more off balance than finding a Great Scientist on turn 2.
 
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