FfH2 Bug Thread

.40v
The blood splatter affect has a bug against the Lurchuirp Chariot (ram). The affect is a screen wide splatter, which is quite dramatic.
Thanks
 
Beneath the Heel scenario has "Blue Marble Terrain" checked by default, which is kind of annoying if you're not that into Blue Marble. As it is purely a cosmetic choice, I'm guessing it was selected by accident?

Foul
 
Im not sure if it is a bug or a feature, but if you chose the Tolerant Elohim it is posible to build the respective Palace of the Civ city you just take over.

It will switch your capital, but you can use there mana and special palace abilitys. It is very powerful in some combinations in example to conquer an Illians city for the icemana or the Infernals.


Just my 2 cents.
 
No, the worst part is that you can then rebuild your own palace and keep both. Then you get double the mana and double the special bonuses.
I won't make any other comment on Tolerant for Elohims here, as we've got a full thread on that already... (but this is requiring huge efforts on my part)
 
Patch l, a reproducable CTD. Hit enter key, the screen turns black and you hear the sound of trees growing on a plot.

The orange blob I mentioned in my last post had disappeared by the time of the CTD.
 

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Patch l, a reproducable CTD. Hit enter key, the screen turns black and you hear the sound of trees growing on a plot.

The orange blob I mentioned in my last post had disappeared by the time of the CTD.

You are 10 patches behind. There are lots of issues fixed since then.
 
Patch "w" is linked in the first post. It won't break save games and makes the following changes:

1. Fixed an error with commerce reads in building loads.
2. Magic Immune give 50% resistance to the magic damage types, instead of 100%.
3. Vitalize wont show as castable on marsh's (since it doesnt do anything to them anyway).
4. Barnaxus will get the abilities from the city he is built in (if they have the pallens engine, etc).
5. Fixed an issue with invisibility from promotions (units that could see invisible couldn't see them).
6. Fixed an issue where defensive withdrawal caused the attacking unit to lose double the normal amount of movement points.
7. The new player popup wont happen in multiplayer games anymore.
8. Fixed an error with the Shrine of Camulos event.
9. OCC no longer has a limited amount of national wonders.
10. Added the Against the Grey scenario.
11. Fixed an error that could cause python errors and CtD's when casting For the Horde.
12. Fixed an error revealing invisible units (now they will be kicked out of stacks invis allowed them to be in) that could cause CtD's.
 
Against the Grey is now playable, but shockingly, does not have any descriptive text on the Scenario screen. Still reads "Not available, look for it in an upcoming patch".

Foul
 
Im not sure if it is a bug or a feature, but if you chose the Tolerant Elohim it is posible to build the respective Palace of the Civ city you just take over.

That's not a bug.


No, the worst part is that you can then rebuild your own palace and keep both. Then you get double the mana and double the special bonuses.

That is a bug.


I won't make any other comment on Tolerant for Elohims here, as we've got a full thread on that already... (but this is requiring huge efforts on my part)

Jules.lt's Elohim poll/discussion thread can be found here.
 
This thread moves fast! Going back to the incense resource thing, at first I thought I was just being dense, but now I've noticed that the tooltip text showing the tech requirement for a resource is only shown before the associated improvement is built, not after. If you build a plantation on incense but don't have Philosophy yet, the tooltip makes it look like you do have access to the resource.
 
My frequent opponent loves Nox Noctius, and I think Lurchip are neat, so I wanted to try out the invisible fixes right away in patch W.

I made a test game, went into Worldbuilder, added Nox Noctius in enemy capital and a bunch of units by my borders to look at.
I also put 2 units in unclaimed territory next to my border, one with invisible promotion, one with hidden promotion.

Then, I put a golem with Perfect Sight by the border, and also flew hawks overhead.

Results:
- Nox Noctius ... units could not be seen by regular units.
- After adding golem with Perfect Sight and it didn't see them either.
- Both regular units and Golem also did not see the units with the invisible or hidden promotions outside of enemy territory ... right next to the Golem. (Correct for regular units, wrong for the Golem).
- Interestingly, the Hawk flying over afterwards was able to see *BOTH* the hidden and invisible unit (in the same square).

After I rolled back the back to version V, the only difference was that the Hawks could not see the invisible or hidden units.

Conclusion:
- Perfect Sight is still useless
- Hawks now see hidden and invisible units when I believe that they should not be able to.

Well, thanks for trying to fix invisible, but it seems like its broken worse now.
 
Against the Grey Malakim only available from folder.
Playing this scenario I got a python exception looking in the pedia for Teutorix
Spoiler :
Civ4ScreenShot0508.jpg


This ctd happened while just moving troops from enemy to friendly lands.
patch w.
Spoiler :
Civ4ScreenShot0509.jpg
 
Playing with "u", at war with Ljosalfar. They've built the Syliven's Lyre, so I've moved in a shadow to pick it up. Casted steal, the Lyre vanished from the city but the shadow didn't get it. Where did it go?

The same just happened with Dragon's Horde, tried to steal it from grigori with whom I'm also at war.
 
I've encountered a bizarre bug that appears to be related to Donal Lugh. When I started building Donal in a city, I could select the city but I couldn't change its build order or see, e.g., how much food it needed to grow. When Donal Lugh finished, I could select the city again, but selecting Donal causes the display to look strange: sometimes units go "missing" (they're there, but not displayed) and selection of a stack with Donal doesn't work right either. I also don't see his recruit ability.

I encountered this bug in the Fall of Cuantine scenario. This isn't a problem with the scenario per se, AFAICT, but there may be some interaction with special-casing in the scenario?
 
Maybe a balance problem:
High Priest of Winter doesn't start with +1 free promotion, while ALL other High Priests do.
 
Patch W: Attacking with an invisible HN unit in multiplayer causes it to teleport, and then the game will OOS (in single player, your unit will still teleport miles away, but the game will play on.)
 
I try to build Teutorix and got

I was playing 'Against the grey' with patch 'w'.
 

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After building Teutorix (patch w) the only actions available were those of a worker (windmill, road).
 
Donal, Paramander and Teutorix are missing animations.
There is no "blood" version for Greek_Hypaspist.kfm and Ethiopian_Oromowarrior.kfm.
 
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