FfH2 Bug Thread

Since the patch AI do not seem to ever start a religion. The result is no matter what religion I go for it winds up spreading to everyone. I wouldn't even mind civs teching a religion inappropriate for their alignment as long as they would tech one at all.
 
Alkazan's mirror image does not have the elven promotion, so his mirror does not get double movement in forest.
 
.41a, I don't know if this is a bug or a cosmetic issue but when you go into the 'pedia and look at the Recon line, Beastmasters, Scouts and Goblins are listed twice.
 
Has anyone else had problems with Team Multiplayer games in FFH? My friend and I had civilizations joined by roads, but we were unable to share our resources. It should just be automatic with a functional trade route, right? No other steps necessary?

no, you still need to trade resources even in teams or permanent alliances.
 
I disagree. I certainly don't think that my army I send to pick off the Clan of Embers consists only of 15 champions, 6 rangers, 3 satyrs, 4 archers and some catapults. That's what, less then 30 people (in broader sense of the world)? Is that a war we fighting or a large gang fight between Elves and Orcs on the lawless streets of Vice City?

this is really, really a weak argument. First, by turning on an off the single unit graphic option, units change in numbers very easily. Second, some units have plural and other singular names. Third, being this a fantasy setting, you cannot speak in general since in such settings an archmage is tactically on the same level of many regular soldiers or a few champions, and "strangely" enough, the archmage unit is considered a single person in FFH while champions aren't. There isn't a rule set anywhere nor there can be, so you can't tell to people that they should assume that their archmages units are actually a set number of persons. The game correctly represents people with "units", which is a word that can tactically refer to 1 person as well as to billions of persons.
 
a bug/feature with deactivated religions. While I was playing the "Splintered Court" scenario I got two acolytes from huts/dungeons as it was pretty early in the game, I had not taken a closer look on the tech screen and brought them to the Esus holy city and spread the religon, well after some turns I discovered that I didn´t get the religion and looked into the tech screen discovering that these religions techs were disabled. To my surprise I was able to build the holy shrines for these religions as I moved a great prophet into the city.
So disabling certain religions should not only disable the techs to be researched but also disable the holy shrines and perhaps getting the acolytes from exploring huts/dungeons/graveyards/...
 
First, by turning on an off the single unit graphic option, units change in numbers very easily.

We are not talking about the graphical representation.

Third, being this a fantasy setting, you cannot speak in general since in such settings an archmage is tactically on the same level of many regular soldiers or a few champions, and "strangely" enough, the archmage unit is considered a single person in FFH while champions aren't.

I explained in the thread in lore forum that I do consider Arcane units single people.
 
It's not a bug, it's the immunity to spells. You need Pool of Tears to remove it. In vanilla setting, if dragons become ill, it's really hard to heal. I believe that in FF they are immune to these effects.
 
Cure Disease works through xml only, and the DLL makes sure that magic immune units are not effected by such spells. Heal and Sirona's Touch, on the other hand, use python.
 
I built the Grand Menagerie in a scenario (not the GM scenario) and didn't get the trophy.

I agree that the GM scenario shouldn't give you the trophy, but other scenarios should.
 
As per the title I get a CtD when I end the turn. I have tried:
1. Enabling HidePythonExceptions = 0. Got no results.
2. Enabling logging and inspected logs, nothing suspicious found.
3. Disabling high level graphics effects, sounds, anti-aliasing, etc, no success.
4. Reloading and replaying a few turns earlier, no change, still got the crash at the end of turn 541.
5. Replaying the turn in a few different ways. Still got CtD.

Thanks in advance for any help with that. I really would like to finish that game if possible :).
 

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Hey all, I'm new to FFH2 (tried FFH, but it didn't stick with me, liking FFH2 very much!)

I'm just learning the game, and decided to try the "Flexible Difficulty" option so that i could set the game a little lower, but not be underchallanged if I do well. I normally play on Noble or Prince, so i set it at Warlord for my first game. I was doing fairly well, conquering and having fun, when I noticed I was having a TERRIBLE time with finances. I am at turn 230, and my difficulty level says Deity. The way I understand Flexible difficulty, it is only supposed to move you up one level if you are in the top 3 (I am #2). The Challenge "Increasing Difficulty" is not set.

What is happening here? :confused: Can it be fixed, or do I have to restart without this option set? Thanks for you help. I tried to find another thread about this, and didn't succeed, if it's being discussed already, feel free to just drop a link in.

I have attached my save file if anyone cares to see it.
 

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Flexible difficulty increases you 1 difficulty level at a time, but it its limited to a maximum or minimum difficulty level. It can, over time, bring you all the way yup to deity or all the way down to settler.
 
3. AI will pursue favorite techs (usually religious techs) correctly now, weighting improved and it looks deeper in the tech tree when considering techs).

Great. But I'll still use my beelines.

And that bug with the patch, where it refuses to install itself, claiming that main version of FfH is not installed, should be fixed. Unless Kael somehow receives profits from people downloading 7-zip.
 
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