FfH2 Bug Thread

Kael claims to have fixed that in patch i, but I believe I've seen it still happening recently too.

Yes, last game with Patch t and they were definitely appearing in what seemed to be random cities.
 
I don't know if anyone's mentioned this yet, (or if indeed it's even a bug).

Pyre of the seraphic lets one sacrifice summoned angels. So Law 2 wizards can use it to make a new permanent fire elemental a turn for no real cost.

Edit: Though obviously I was rather pleased to discover this in-game, it still seemed a tad overpowered when I walked over all my enemies with an unending wave of elementals.
 
I dont know what was causing this. I found this in one of my test games too. But i was never able to break the cycle. It is extremely rare, but I havent figured out the cause yet.

Well, I suppose the problem ONLY occurs if the worker cannot start improving the tile immediately after moving (the work boats did the same thing): They move to a plot, even display the command to improve the tile (e.g. Road (3)), and then move again in the next turn. One way to fix this would be to change workers so they can improve even with 0 movement (in much the same way spells work), I think, but I'm not sure this would be wise from a balancing point of view (on the other hand, if it helps the AI, I'm all for it...).
 
Well, I suppose the problem ONLY occurs if the worker cannot start improving the tile immediately after moving (the work boats did the same thing): They move to a plot, even display the command to improve the tile (e.g. Road (3)), and then move again in the next turn. One way to fix this would be to change workers so they can improve even with 0 movement (in much the same way spells work), I think, but I'm not sure this would be wise from a balancing point of view (on the other hand, if it helps the AI, I'm all for it...).

As long as everyone's workers are the same I don't see a problem. In Vanila, this would cause a balance problem because it would effectively take away part of the benefit of the Indian Fast Worker. Since there are no Fast Workers in FfH, having workers start their build after expending their movement would be a good fix for both the eratic AI behavior and the stagnation of development, especially in the early game. If the developers are concerned that this may make some improvements (like Cottages) faster to spam, they could just add one turn to the build time for those improvements to retain the current improvement flow.
 
playing patch t i've had barb cities spawn on top of mana resources (removing the mana) at least twice. actually, prior to patch t i can't recall this ever happening (although i was't aware of the problem so maybe i just never noticed).
 
Loki summons a Puppet. Loki has Spell Extension I, so the Puppet should have Mobility 1 in addition to all of Loki's promotions. The Puppet has exactly all of Loki's promotions, but it does not have Mobility I.
 
Rust is a werid spell in that it does multiple things which are resisted seperatly. So a unit is hit with seperate effects to apply the rusted promotions and destroy his weapons. He may resist one and fail the other. Leading to at least 1 resist typcially, but then when you view the object you might see that he still has his weapons but is rusted. Or he has lost his weapon but doesnt have the rust promotion.

It is a bit confusing.

Thanks Kael, I will check to see exactly what is happening on each incidence of casting, specifically to see if the weapons are rusted.


Best wishes,

Breunor
 
11. Barb units offer less xp than the units of your enemies.
12. Barbarian world units (Orthus, Acheron, etc) will grant xp, even past the 100xp limit.
I like both of these changes, although the Sidar just got a little harder to Wane. I wonder if bosses from lairs could be added to the list of Barbarian units that grant xp past 100, though?
 
I recently began playing ffh2 with my friend and we hotseat multiplayer play. His faction was the Kuriotes who should be able to choose between building a "City" or "Settlement". Only thing is it did NOT give him that option. He replayed in Single player and it was fine. Not sure why in Hotseat mode the option did not appear.

P.S. we were playing with 0.40r patch and BTS was patched up to 3.17.

Thank you

The same thing happened to our group game.

There's no option for me to choose between city and settlement in hotseat mode. Were they meant to be played in multiplayer mode?

Patched to "t" and still the same thing. Any input would be appreciated.
I didn't come across any documentation about this.

Thanks!
 
The same thing happened to our group game.

There's no option for me to choose between city and settlement in hotseat mode. Were they meant to be played in multiplayer mode?

Patched to "t" and still the same thing. Any input would be appreciated.
I didn't come across any documentation about this.

Thanks!

Also had the same issue in "direct ip" multiplayer.
 
I don't know if anyone's mentioned this yet, (or if indeed it's even a bug).

Pyre of the seraphic lets one sacrifice summoned angels. So Law 2 wizards can use it to make a new permanent fire elemental a turn for no real cost.

Edit: Though obviously I was rather pleased to discover this in-game, it still seemed a tad overpowered when I walked over all my enemies with an unending wave of elementals.


I just want to emphasize how ridiculous this is. I'm playing a multiplayer game against a friend who is the balseraphs. All his puppets have law II. He's getting 12 permanent fire elementals every turn by sacrificing Hosts of the Enjelhar (or however its spelled) to the Pyre. If he wanted to be, he could be getting even more. If there's a way to make summoned units unsacrificable, or make the resulting fire elementals count as summons, this would be very very good.
 
I just want to emphasize how ridiculous this is. I'm playing a multiplayer game against a friend who is the balseraphs. All his puppets have law II. He's getting 12 permanent fire elementals every turn by sacrificing Hosts of the Enjelhar (or however its spelled) to the Pyre. If he wanted to be, he could be getting even more. If there's a way to make summoned units unsacrificable, or make the resulting fire elementals count as summons, this would be very very good.

Another recommendation might be to limit the permanent elementals that can exist. Other permanent summons (skeletons, kraken, etc.) have a cap on the number than can be summoned at one time. Instuting a similar mechanic for the elementals created by the Pyre based on map size, number of cities, number of fire mana, or some other quantifiable value would fix this exploit without nerfing the elementals that are summoned.
 
I like both of these changes, although the Sidar just got a little harder to Wane. I wonder if bosses from lairs could be added to the list of Barbarian units that grant xp past 100, though?


Crazy thought: What if the Defender trait gives units +1 XP from barbarian kills?

In general, though, I think this change will adverse the Sidar the most, who are already having a hard time working their 'signature' trait.
 
Crazy thought: What if the Defender trait gives units +1 XP from barbarian kills?

In general, though, I think this change will adverse the Sidar the most, who are already having a hard time working their 'signature' trait.

sounds good, because 26 xp is a long go, and also defensive trait is as useless as pie... but with that upgrade... yummi :D
 
I noticed in the new WIP patch that Barbarian world units grant XP beyond the 100 limit. What about other world units? It might be a good feature to apply across the board.
 
Crazy thought: What if the Defender trait gives units +1 XP from barbarian kills?

In general, though, I think this change will adverse the Sidar the most, who are already having a hard time working their 'signature' trait.
They should have a hard time waning.
 
I noticed in the new WIP patch that Barbarian world units grant XP beyond the 100 limit. What about other world units? It might be a good feature to apply across the board.

Other units (non-barbarian) already give you XP when the 100 limit is reached :)
 
I noticed in the new WIP patch that Barbarian world units grant XP beyond the 100 limit. What about other world units? It might be a good feature to apply across the board.

I think you misunderstand what the new feature is. Barbarian heroes are not getting extra xp that normal heroes don't. Orthus will still cap out at 100 xp free from the hero promotion just like any other hero. What was changed was the xp awarded for killing Orthus and other powerful barbarian units (Archeron, the Horsemen, etc.). Before this (upcoming) patch, killing Orthus with a unit that had over 100 xp gained noghing. It seems unfair to get nothing for killing a legenday unit in combat, so now, regular barbarian kills will not award xp over 100, but world units will.
 
I haven't been here since christmas and I'm surprised at the amount of work thats been done between now and then. I'm currently using 'patch t' and I've noticed that the 'patch k' bugfixes says,

"14. Fixed an issue that would cause a player to stick around after being defeated if he had equipment."

I've had that not work before. Once the Elohim had a scorched staff sitting around in the wilderness (was being carried by a scout) after I captured their last city. I'm not sure if the pieces of Barnaxus are classed as an equipment piece but whoever captures them stays around even when defeated, until the pieces are captured off them. Are an opponents treasure chests meant to disappear after an opponents defeat? Because they don't seem to for me and its kept an opponent around after I've defeated them.
 
I haven't been here since christmas and I'm surprised at the amount of work thats been done between now and then. I'm currently using 'patch t' and I've noticed that the 'patch k' bugfixes says,

"14. Fixed an issue that would cause a player to stick around after being defeated if he had equipment."

I've had that not work before. Once the Elohim had a scorched staff sitting around in the wilderness (was being carried by a scout) after I captured their last city. I'm not sure if the pieces of Barnaxus are classed as an equipment piece but whoever captures them stays around even when defeated, until the pieces are captured off them. Are an opponents treasure chests meant to disappear after an opponents defeat? Because they don't seem to for me and its kept an opponent around after I've defeated them.
That could explain something I experienced in my last game (patch s). I gave the Illians an annihilating lesson as they declared war at me. Their empire was inland (no coastal access) and they had to go through me to get to the sea. They had earlier been wandering through my territory and had a few units (priests of winter) that I killed when the war started. I looked everywhere possible, but couldn't find any units from them and they were still in the game (I had the option that requires all units destroyed before Civ is removed from game).

Kael, I still think I have a savegame of that (patch s) if req'd.
 
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