FfH2 Bug Thread

Patch 0.40z

I noticed something unusual that I don't believe is intended. I was playing the Barbarian Assault scenario as the Hippus, and sent 4 horsemen over to scout out Sheelba's territory. On their way there I received an event that allowed me to buy a teasure map. I bought it, and the chest's location was only a short detour from where my horsemen were headed, so I sent them over to open it. When I clicked open chest instead of receiving only one item I received four, one for each unit in the stack. I would think a chest should only give one item, no matter how many units choose to open it. Or perhaps it randomly gives a number of items and it was a coincidence that the number of items matched the number of units in that stack? It gave a Rod of Winds, Timor's Mask, and 2x whatever the poison resistance one is (can't remember name).
 
Kael said:
19. Added the ability to examine cities before you decide to keep or raze them (code by Smeagolheart!).
Nice :)
I had turned on pop-ups for the end of the turn in order to simulate such an option but it worked not-so-good when my last action was to take a city...
 
Kael said:
19. Added the ability to examine cities before you decide to keep or raze them (code by Smeagolheart!).

Good stuff. Is it possible that at some point the Calabim will be able to consume an entire population as an alternative to normal razing? So all vampires on the tile get experience?
 
@Kael -- I saw that Blue Marble is to be removed in the new version. Why is that??

He already answered that.

(Basically people who like it can just dump it in the folder. People who don't aren't forced to dl it.)
 
I'd say you're my hero if you weren't already. :lol:

Nice :)
I had turned on pop-ups for the end of the turn in order to simulate such an option but it worked not-so-good when my last action was to take a city...

Good stuff. Is it possible that at some point the Calabim will be able to consume an entire population as an alternative to normal razing? So all vampires on the tile get experience?

Fantastic change!

Dont thank me, thank Smeagolheart. Which you can do in this thread: http://forums.civfanatics.com/showthread.php?t=316806

@Kael -- I saw that Blue Marble is to be removed in the new version. Why is that??

Yeah, if you want blue marble you can install it over FfH. I used to think it would cause sync issues but not anymore.

Patch 0.40z

I noticed something unusual that I don't believe is intended. I was playing the Barbarian Assault scenario as the Hippus, and sent 4 horsemen over to scout out Sheelba's territory. On their way there I received an event that allowed me to buy a teasure map. I bought it, and the chest's location was only a short detour from where my horsemen were headed, so I sent them over to open it. When I clicked open chest instead of receiving only one item I received four, one for each unit in the stack. I would think a chest should only give one item, no matter how many units choose to open it. Or perhaps it randomly gives a number of items and it was a coincidence that the number of items matched the number of units in that stack? It gave a Rod of Winds, Timor's Mask, and 2x whatever the poison resistance one is (can't remember name).

I'll check it out, thanks.
 
Actually I noticed this bug as well. I think it has to do with the entire stack simultaneously casting the explore ruin spell. I once had a stack of three scouts explore a ruin in-stack, and they all had triggered a variation of unleashed powerful foes. Not a pretty day for the Kurios.
 
Added the ability to examine cities before you decide to keep or raze them (code by Smeagolheart!).
Wohoooo. it has taken a long time until this finally comes in. How i wished it had been added in Vanilla at release!
 
Just a random question out of the blue; How detailed is the changelog? I'm asking, because unless a mod changes some a specific files, I could just backup those specific .xml's instead of manually reapplying my modmod changes every time.

For the latest patch, for example, I don't see any changes to the CIV4LeaderHeadInfos.xml, CIV4CivilizationInfos.xml, Traitinfos.xml or CIV4GameText_FFH2.xml.

So is it safe to assume that there were none? :)
 
So is it safe to assume that there were none?

As someone who had modded the LeaderHeadInfos too, althrough the patches don't change it, they, however overwrite all user changes to all XML files. I can understand that - it's less annoying to instruct the patch installer to dump all the XML in one place, then to instruct it that BuildingInfos goes there, UnitInfos goes there, etc.

EDIT: Althrough it seems that you know it, based on your backupping question. Yes, I'm fairly sure that it's safe.
 
Just a random question out of the blue; How detailed is the changelog? I'm asking, because unless a mod changes some a specific files, I could just backup those specific .xml's instead of manually reapplying my modmod changes every time.

For the latest patch, for example, I don't see any changes to the CIV4LeaderHeadInfos.xml, CIV4CivilizationInfos.xml, Traitinfos.xml or CIV4GameText_FFH2.xml.

So is it safe to assume that there were none? :)

Search the files by date and look for any that have been updated recently.

The changelog is my notes so that if an issue crops up in a version I have an easier reminder of the sorts of things that changed. I keep it public because people like to check it out and its nice to know what issues have already been fixed.

It is not intended to be an exhaustive list of all changes. I change hundreds of things in most versions. Most are very minor and undocumented.
 
Search the files by date and look for any that have been updated recently.

The changelog is my notes so that if an issue crops up in a version I have an easier reminder of the sorts of things that changed. I keep it public because people like to check it out and its nice to know what issues have already been fixed.

It is not intended to be an exhaustive list of all changes. I change hundreds of things in most versions. Most are very minor and undocumented.
That was what I was afraid of. Thanks for the quick replies, all. :)
 
Pirates sail into my seas and pillage my fish.
I set my ships with Sea Patrol orders, and they will not protect.
Yes, I can "Reveal" them, but I don't want to reveal, I just want to lie in wait and kill.

On an unrelated note, wouldn't it be neat if Revealed units could later hide again? Is that hard? I sort of doubt it. Seems theme appropriate. Just an idea.
 
The units that are actually of the CoE faith can reveal and re-hide.... just not other units hidden by Nox Noctis.....

Keep in mind... until recently there was no reveal for Nox Noctis..... :eek:
 
The units that are actually of the CoE faith can reveal and re-hide.... just not other units hidden by Nox Noctis.....

Keep in mind... until recently there was no reveal for Nox Noctis..... :eek:

Ah, ok. That's interesting.

I have another interesting Nox Noctius piece of weirdness...

With Nox Noctius, if you ship is in the same square as enemy ships, if you try to board your ship, you will actually attack other ships even though you normally could not, but since the boarding action lets you move to that square ... you can. It seems wrong. You should most probably still board your ship.
 
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