FfH2 Bug Thread

I posted this in the Cosmetic Issues Thread:



I think this is associated with a bug. When I build Stables, I can't build Boar Riders. However, I can build them in captured Svartalfar cities where they built Stables. I uploaded a save in case it is of any value. Look at Khazak and then go south to Gereth Minar.

.41d

Update

I can build Dwarven Hornguards in the cities I can't build Boar Riders if that helps.

New Issue

Two of my Dwarven Shadows could gain xp beyond 100 for several turns when killing barbs. In the save you will see them stacked. One is waiting for a promotion to be selected after killing Orthus.
 

Attachments

Update

I can build Dwarven Hornguards in the cities I can't build Boar Riders if that helps.

New Issue

Two of my Dwarven Shadows could gain xp beyond 100 for several turns when killing barbs. In the save you will see them stacked. One is waiting for a promotion to be selected after killing Orthus.

Killing super-barbs is different from killing generi-barbs. :)

The named Heroes (and possibly unnamed Heroes, I never checked) give more XP than their nominal combat strength would indicate and they can give XP beyond 100. On the other hand, regular barbarian combat gives less XP than other-civ combat now. This happened shortly before or after .41 came on the scene.

I loaded the save to see if they had Valor or Great General or something similar, but nothing was obvious. Is it possible that one of the barbarians you killed was a civ-owned hidden nationality unit? Orthus giving XP beyond 100 is working as designed currently.
 
I found I couldn't spread esus last game, sometimes I had to wait until the next turn. I think it might be you cant spread a religion in a city twice in one turn. IIRC, the city I was trying to spread Esus in just got a natural spread of OO.

Spread Esus is a spell, so you can't cast Spread Esus twice in one turn. Spread whatever for other religious disciples is a little different and requires a movement point remaining as well.
 
I have two bugs to report (latest version):

In my Amurite game, Hyborem never entered play despite Keelyn researching the required tech (she built the Infernal Grimoire).

In my Grigori game, whatever trait I choose when the time of changes has come, then I get Industrious.

I'm playing a game as the Grigori right now and have not had any problem changing traits when the time comes.

Are you sure you're playing with the latest patch? Or did you modify some files perhaps inadvertently?

EDIT: Sorry, I just saw that you said you're playing with the latest version. Don't know what your problem could be, then. As I said, Adaptive is working fine for me.
 
Killing super-barbs is different from killing generi-barbs. :)

The named Heroes (and possibly unnamed Heroes, I never checked) give more XP than their nominal combat strength would indicate and they can give XP beyond 100. On the other hand, regular barbarian combat gives less XP than other-civ combat now. This happened shortly before or after .41 came on the scene.

I loaded the save to see if they had Valor or Great General or something similar, but nothing was obvious. Is it possible that one of the barbarians you killed was a civ-owned hidden nationality unit? Orthus giving XP beyond 100 is working as designed currently.

Thank you. I didn't know that about Orthus.
 
I have two bugs to report (latest version):

In my Amurite game, Hyborem never entered play despite Keelyn researching the required tech (she built the Infernal Grimoire).

In my Grigori game, whatever trait I choose when the time of changes has come, then I get Industrious.

Just to be clear, you are sure you weren't playing with 'Compact Enforced'? For the second bug, it sounds like you don't have the latest version.

Best wishes,

Breunor
 
if there's a lair ( dungeon, barrow, etc. ) on a desert riverside tile, that tile will not have a floodplain, not even after you destroy the lair. pretty annoying considering that floodplains are a feature and lairs an improvement, so they should be able to coexist easily.
 
In a current game I noticed that after Auric created the blizzard creating ritual (the deepening?) that a blizzard formed near my boarder and has essentially just sat there all game. I'm not sure if that's WAD or not, but it seemed counterintuitive enough that I thought I'd post it.
 
I'm having issues with units not "dieing" despite taking damage. Combat is normal in BtS, and I've already tried reinstalling both BtS and FFH.

I have nod idea what the problem is. Can files from other mods effect FFH and not get uninstalled?
 

Attachments

  • Civ4ScreenShot0000.JPG
    Civ4ScreenShot0000.JPG
    151.6 KB · Views: 111
FfH2 lacks FfH:AoI's mechanic that made Blizzards drift eastwards on their own. Blizzards in FfH2 only move if a Priest of Winter casts a spell to move them.
 
re my bugs:
I was playing in 0.41c, I don't see anything regarding Adaptive trait fixed in .041d anyway.
I did not check compact enforced, unless by error that is.

Are you sure you have .41c? It was fixed in c, I think - it is clearly fixed in d. This was the biggest bug fixed, there are probably 40 people reporting it.

Best wishes,

Breunor
 
during a multiplayer game, two orthus axes were created. It happend when a large Svartalphar stack invaded into an Ashen Veil Elohim city. i didnt see what happend during the battle, but the Svartalphar army was routed, and the remnants of the Elohim included a lv 5+ monk holding the axe, and an additional elohim owned axe floating in the jungle 1 tile NE of the city.
 
I'm getting lots of TXT_[insert here] style messages which clearly weren't meant to be there, for example:

21ndulj.jpg


r8dybl.jpg


Anyone else got this?
 
Back
Top Bottom