FfH2 Bug Thread

I am astonished that noone mentioned this so I do it now myself.

There must be something wrong with multiplayer combat calculation. We switched on combat log in our last multiplayer game.

A swordsman attacks a bowman in a city with strenth 5.5 to 8. The chances are indicated as 32%, which is astonishly high. But the swordsman wins nearly everytime anyway.

If you do the same thing in the same game in single player (all players replaced by computer players) the combat chance is indicated as 0.8% and of course the swordsman has no chance.

By the way most of our multiplayer games end with someone defeated by barbarians. A lot of computer players die before that so we increased the number of AI to compensate this. Often invincible units occur. We play level prince.

In single player games there are no such problems. Compared to multiplayer, single player games are just a joke.

We observed that in earlier versions, but the reported combat chances were with version 2.040y.

This is a problem that is present in vanilla civ 4 and bts mp. It crops up from time to time, someone seemingly getting inordinately lucky in combat, though from my experience it is fairly rare. The thing is, mp has never been the civ engines strong point. Civ 4 and BTS improved on previous versions significantly, but it is still horribly borked. There are plenty of loopholes in the way civ mp works, and anyone that has played civ 4 mp extensively should have noticed them.

Another issue regarding invisible units. Golems with Fire 2 and Invis in enemy territory. Cast fireball, the Golem and the fireball is instantly moved back into my borders, thereby making the entire invisible golem thing pretty useless. I suppose it could be a feature making you attack with the golems without using fireball, but I didn't bother and just marched the now-visible stack back into enemy lands. Latest patch and all that (y).

Step 1: Move invisible units into enemy territory.
Step 2: Declare War.
Step 3: Win, as hidden units do not get kicked out of enemies land upon declaration, you can optimally mobilize your troops.

Basically, when your units become unhidden in territory that is held by a non-hostile opponent, they get kicked out because the game doesn't think your at war (unless you have open borders).
 
I noticed lately (patch y) that if I have a game with a medieval start, no matter who I play as, I get two Barons as well as the warriors and scouts (and, if playing Doviello, two Lucians as well).
I haven't seen anyone else report this, but I could have missed it.

Medieval start isn't supposed to do that, right?
 
Patch y, Viconia attacked me with her HN Alazkan while neither at war or open borders with me.

When I kill him while defending, I get two messages in a row:
- Viconia created the Black Mirror
- The Black Mirror got killed (with a pointer on my defender)
When I kill him while attacking, I get the message saying that it has been created and it appears at the feet of my attacking unit.
It is shown that it belongs to Viconia. I can't pick it up.
The next turn, I get the message saying that the Black Mirror died and it disappears.

The save has random seed on reload, sorry if that makes things more complicated
(at least you should be able to see both situations...)
 

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I don't know if this is a bug or a feature, but I am playing a game against the Ilians (I'm the Calabim), and I'm trying to get the Ilians to create Auric Ascended (I want to get the Godslayer trophy). I'm trying to speed things up, so I gave Auric all of the techs to lead up to that event. For some reason I'm not able to give him Omniscience. I've given him Commune with Nature and Strength of Will, but not Omniscience. Any idea why? Thanks.
 
that just means the initial settler should be placed better. a capital city should always be a good or excellent city.
though i have seen similar crap from normally settled city, though possibly not quite that bad. my impression so far was that the settle AI only considers the first city borders, instead of planning the city for the BFC, though that is just a guess.


They used to plan their cities as if they were all able to work the third ring like the kuriorates but I thought it was fixed.
 
Step 1: Move invisible units into enemy territory.
Step 2: Declare War.
Step 3: Win, as hidden units do not get kicked out of enemies land upon declaration, you can optimally mobilize your troops.

Basically, when your units become unhidden in territory that is held by a non-hostile opponent, they get kicked out because the game doesn't think your at war (unless you have open borders).

Was already at war, and have said that in an earlier post.

I don't know if this is a bug or a feature, but I am playing a game against the Ilians (I'm the Calabim), and I'm trying to get the Ilians to create Auric Ascended (I want to get the Godslayer trophy). I'm trying to speed things up, so I gave Auric all of the techs to lead up to that event. For some reason I'm not able to give him Omniscience. I've given him Commune with Nature and Strength of Will, but not Omniscience. Any idea why? Thanks.

IIRC Omniscience requires Religious Law or Theology.
 
The Council of Esus religion wonder, called Nox Noctis, makes all of your units invisible while they are within your cultural borders but not in a city. ..
In patch T the ability to reveal a unit was added. This will cause the unit to forgo Nox Noctis protection and be visible, which will enable it to protect resources. Reveal cannot be reversed, so choose carefully which units you reveal. ...
Finally this was done. But I would propose that a hidden defender will effectively be much stronger, so Nox noctis would then be much more desirable and valuable http://forums.civfanatics.com/images/icons/icon4.gif.
 
This is a problem that is present in vanilla civ 4 and bts mp. It crops up from time to time, someone seemingly getting inordinately lucky in combat, though from my experience it is fairly rare. The thing is, mp has never been the civ engines strong point. Civ 4 and BTS improved on previous versions significantly, but it is still horribly borked. There are plenty of loopholes in the way civ mp works, and anyone that has played civ 4 mp extensively should have noticed them.

Yes you are right it is rare. If it happened every time we would stop playing multiplayer. Anyway its very annoying.
 
It's probably a bug: If you build Barnaxus with the Blasting Workshop, he will lose his fire II ability when he dies, even if you rebuild it.
 
I have Gargoyles with the hidden promotion getting thrown out of cities when shadows attack. I also have gargoyles without this promotion staying behind. Having hidden gargoyles getting booted makes the promotion a hidrence, not a benefit.

Also Perfect sight still wont reveal shadows.

Love the work, keep it up.
 
I only patched to Y earlier tonight, and I now notice that casting fireball to remove hidden doesn't help. The fireball is kicking out the gargoyle, but the fireball is summoned on the tile it kicks him to, leaving my city empty.
 
It's probably a bug: If you build Barnaxus with the Blasting Workshop, he will lose his fire II ability when he dies, even if you rebuild it.

From patch 'W':
4. Barnaxus will get the abilities from the city he is built in (if they have the pallens engine, etc).

It should also say he will get the abilities of the city he is "RE-built" in, so make sure to RE-build him in city with the right buildings if he dies.
 
crash -- load this patch y save, press Enter, crash.
 

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Something strange happened with Acheron. I got the announcment that the barbarians had built him, then only a turn or two latter, he was destroyed. I jump into the world builder, because it is way too early in the game for him to be killed, and I find the dragons hoard in an elvish city. I just don't understand it. Here is an auto save at the end of the turn he died on.
 

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Workers can be enraged when the Avatar of Wrath enters the world.
Spoiler screenshot: :
enragedworker.jpg
Non-combat units should probably be immune to enrage effects.
 
Something strange happened with Acheron. I got the announcment that the barbarians had built him, then only a turn or two latter, he was destroyed. I jump into the world builder, because it is way too early in the game for him to be killed, and I find the dragons hoard in an elvish city. I just don't understand it. Here is an auto save at the end of the turn he died on.

I looked at the save and here's my theory: The Ljosalfar lost Hyll to the barbarians, after it had achieved the first culture expansion. Acheron was created there. Then, before any appreciable amount of barbarian culture could accrue, the Ljosalfar got a Great Bard and used it for a culture bomb in Evermore. This caused the culture area to overlap Hyll, which then culture-flipped because it had previous Ljosalfar culture and very little or no barbarian culture. Lucky elves...
 
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