FfH2 Bug Thread

I got a problem with the UI after my capital generated a great prophet. The city screen of this town does not load, and there is no buttons for controling the units.
The problem seems to appear when everytime i build the hunters lodge with the luchiurp
 
Shouldn't it be possible to cast Bloom on tiles with improvements that can be built (or appear) on Forest tiles (like Camp, Mushrooms, Ancient Tower, and all the other improvements for the Elves)?
 
Could you make it so that other event popups (like Over/Undercouncil Resolutions) don't block you from getting a chance to pick a free tech from the Iron Orb event? Now that I think of it, when I tried to make Infernal Pact give a free tech a while back it also wasn't given because of the popup asking if I wanted to switch to the Infernals.


Could you make it to that equipment units that can be used to build buldings (Crown of Akharien, Infenral Grimorie, etc.) have a movement point (alhough still be unable to move because of their DOMAIN) so they can actually use the ability? I know you could just pick them up and use a spell to drop them, but it seems like letting them build things directly too would be more convenient, and is a very minor xml change.
 
Could you make it so that other event popups (like Over/Undercouncil Resolutions) don't block you from getting a chance to pick a free tech from the Iron Orb event? Now that I think of it, when I tried to make Infernal Pact give a free tech a while back it also wasn't given because of the popup asking if I wanted to switch to the Infernals.


Could you make it to that equipment units that can be used to build buldings (Crown of Akharien, Infenral Grimorie, etc.) have a movement point (alhough still be unable to move because of their DOMAIN) so they can actually use the ability? I know you could just pick them up and use a spell to drop them, but it seems like letting them build things directly too would be more convenient, and is a very minor xml change.

Except it would also allow them to walk around the map on their own.
 
Except it would also allow them to walk around the map on their own.

No it wouldn't. So long as they stay DOMAIN_IMMOBILE they can have as many movement points as you want. The only way a DOMAIN_IMMOBILE unit can move around on its own, regardless of how many movement points it has, is if it counts a Nuke.

I thought I remembered DOMAIN_IMMOBILE units being able to perform other actions like joining cities as specialists or creating buildings, but I just found it and found that not to be the case.

I'm pretty sure I could preform these actions back before immobile units lost the ability to cast spells. Speaking of which, could you make it so that certain spells/abilities could be cast while immobile? I don't like how the non-moving Acheron can no longer breathe fire, and I'd really like the ability to let immobile units regain their mobility at will for certain things (like spells that must be maintained and would keep having an effect so long as the unit is still there casting).
 
Just installed patch "x" to replace patch "t."

At some point the DLL must have been changed to make the game engine HATE Tresure chests that have has the "invisible" promotion removed. This was a cornerstone of the scenario I am working on! Arghhh!

The whole point was to have Barbarian chests that you could discover and then open. But you have to see them right? And on a dungeon map, you don't want them to be your own units right away, or they will reveal the map, right?

Was this WAD and done for some reason? Or just a code blip that got introduced into one of the later patches?

Edit: implemented a work-around for my scenario, so all is well.
 
Ever since installing patch x the game has slowed down to almost unplayable (to be more specific game animation.. didn't touch the graphic settings though).. Anyone has the same problem..?
 
Ever since installing patch x the game has slowed down to almost unplayable (to be more specific game animation.. didn't touch the graphic settings though).. Anyone has the same problem..?

Link a save game and I'll check it out.
 
I can not get past this point. Second game this ctd happened (first patch w, this one patch x). Nothing special going on, here it was just moving to the next unit, a hunter. i don't have the save anymore..
Spoiler :
Civ4ScreenShot0520.jpg
 
I can not get past this point. Second game this ctd happened (first patch w, this one patch x). Nothing special going on, here it was just moving to the next unit, a hunter. i don't have the save anymore..
Spoiler :
Civ4ScreenShot0520.jpg

Huh. I bet your crash is linked to the Khazad/Luchirp hunter animation glitch.
 
6. Cities provide a quarter of their city defense as a resistance bonus to units in them (so pyre zomebies, tsunamis, ring of flames, pillar or flames, etc isnt as effective against units in well fortified cities).

Is this on top of the 10% bonus cities already give, or a replacement?
 
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