FfH2 Bug Thread

I noticed my bug report of the map event on a settlement was in the "Unconfirmed" section of the bug list. I should have posted the screenshot I took in the original thread, but forgot to. Here it is.

What I need to confirm is precisely WHY you cannot select the option. I've not yet checked, but I doubt that the code every reaches a location which depends on a city being non-settlement (few locations in the code do), so the issue might be something more fundamentl and wide-reaching.
 
What I need to confirm is precisely WHY you cannot select the option. I've not yet checked, but I doubt that the code every reaches a location which depends on a city being non-settlement (few locations in the code do), so the issue might be something more fundamentl and wide-reaching.

Doesn't that event place the dungeon improvement (not building)? It is unable to place an improvement on a city tile (even a settlement), so the option is grayed out. The event probably just doesn't have a check to find a non-city, non-improved tile.
 
Doesn't that event place the dungeon improvement (not building)? It is unable to place an improvement on a city tile (even a settlement), so the option is grayed out. The event probably just doesn't have a check to find a non-city, non-improved tile.

He only has 42 gold available, so the reason he can't select the option could be that he just doesn't have enough gold to pay for the chest. However, I believe that the point (and the actual bug) is that the event should never triggered in that square, as TheCowSaysMoooo points out.
 
problem with that event is indeed that it can trigger on a city tile, and if it does trigger on a city tile you cannot choose the "get dungeon" option even if you got enough cash. I had it happen to me once.
 
I did have enough gold (I thought maybe I didn't at first, as well). TheCow is correct, the event circle should appear where the dungeon will spawn, not on a city that triggers the event.
 
I got the "Ancient Patrian City" event, and the choice to abandon part of your city (lose 3 pop) was unusable, all I could do was leave it alone. It didn't show any requirements or benefits. I had 5 pop in my city, and some gold.
 
I got the "Ancient Patrian City" event, and the choice to abandon part of your city (lose 3 pop) was unusable, all I could do was leave it alone. It didn't show any requirements or benefits. I had 5 pop in my city, and some gold.

I have had this event several times, and I don't think I have ever had the abandon part of your city option available.
 
Why do summons have a unit cost?

Think about it, they do not have any maintenance overhead in an army, they don't use resources other than the adept/mage/priest 's power to cast.

I can understand a cost to permanent summons like skeletons, as they would have some type of armour or weapon repair requirements or something, but for non-permanent like elementals or fireballs, seems crazy. The costs spike when non-permanent summons are on the map and then dip back to normal at the start of the next turn, after you have been deducted on cost.

If the summon is around longer than 1 turn it should have a cost, as some sort of supply or command is required and this would produce an overhead.
 
I got the "Ancient Patrian City" event, and the choice to abandon part of your city (lose 3 pop) was unusable, all I could do was leave it alone. It didn't show any requirements or benefits. I had 5 pop in my city, and some gold.

As with slavery, and the option to hurry projects sacrificing population, my guess is that you cannot sacrifice population if the amount you sacrifice exceeds half the population of your city. In this case, you have 5 pop. 2 1/2 is the half population. Sacrificing 3 is not an option.
 
Playing on patch "r" as the Doviello.
For the first time ever i played far enough into the game to get The War Machine. I move him out of my capitol towards the front. On that first movement it auto-razed a forest, but left the camp alone, and then 3 more forests and the lumbermills that i had built on them.
I thought it was only supposed to auto-raze improvements and only in enemy territory. losing my forests and improvements in my own borders can not be what was intended.
 
Hi all, i am not sure this is exact thread for posting my python exception or not so do forgive me if i post in wrong thread.

My python exception is

Traceback (most recent call last):
File"CvScreensInterface"line 749, in force ScreenRedraw
File"CvMainInterface",line 3772, in Redraw
Runtime Error: unidentifiable C++ exception.

Any hint to help me clear up would greatly appreciated.
 
As with slavery, and the option to hurry projects sacrificing population, my guess is that you cannot sacrifice population if the amount you sacrifice exceeds half the population of your city. In this case, you have 5 pop. 2 1/2 is the half population. Sacrificing 3 is not an option.

I had city size 17 (Kuriotates), and the option still was grey.
 
As with slavery, and the option to hurry projects sacrificing population, my guess is that you cannot sacrifice population if the amount you sacrifice exceeds half the population of your city. In this case, you have 5 pop. 2 1/2 is the half population. Sacrificing 3 is not an option.

I had city size 17 (Kuriotates), and the option still was grey.

Worked for me for the first time last night, playing as Calabim in the Wages of Sin scenario with a size 12 city.

Perhaps its partly related to civic options too? - I was part of the Undercouncil, and had Aristocracy running.
 
Playing on patch "r" as the Doviello.
For the first time ever i played far enough into the game to get The War Machine. I move him out of my capitol towards the front. On that first movement it auto-razed a forest, but left the camp alone, and then 3 more forests and the lumbermills that i had built on them.
I thought it was only supposed to auto-raze improvements and only in enemy territory. losing my forests and improvements in my own borders can not be what was intended.

I'm on patch "s" (well, game started as patch "q" or maybe "o", can't remember). Am 17 turns away from getting Machinery, so I can test if the same thing happens for me as well probably tonight. If the war machine autorazes cities, it actually make sense that it will tear down forests as well.
 
0.40s
After ending this turn, there is always a WoC error. I tried this several times with XP 32 and Vista 64, always the same error. :(
 
I had a quick look through this thread and didn't find anything related to the below. Apologies if this should have been posted elsewhere.

Playing on patch P (I think), I've noticed something with regard to treasure chests. If I group more than one unit together (by double clicking on them) and then open the chest then I get more than one result. Last night I popped the Timor Mask AND a Healing Salve simultaneously from a single chest by opening it with two units. I assume that this is not what is intended.
 
Playing on patch "r" as the Doviello.
For the first time ever i played far enough into the game to get The War Machine. I move him out of my capitol towards the front. On that first movement it auto-razed a forest, but left the camp alone, and then 3 more forests and the lumbermills that i had built on them.
I thought it was only supposed to auto-raze improvements and only in enemy territory. losing my forests and improvements in my own borders can not be what was intended.

AFAIK this is exactly how the war machine is supposed to work. Be careful where you move your tank ;)
 
Currently playing patch 's', my champions have bronze and mithril weapons giving them 11 strength.
 
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