FfH2 Bug Thread

"The mercurian gate can be opened even before demons arrives on EREBUS !!

buy this newspaper, you will know all about it...!!"

3 recent games I know had someone opening the mercurian gate without seeing a trace of Hyborem.
-my brothers game (0.40z): ashen veil isn't even founded, the lanun are mated with basium since 100turns.
-1 game of mine : (0.41a) : ashen veil was founded, but not the infernal pact, as the shaim were razed by basium and his friends the kurios.
-1 friend (0.41c) : mercurians appeared before the infernal pact : not even a trace of hyborem existence on the end-game powergraph.

I hope it's just our games, but it is rather frustating having someone getting an ally this early in the game
 
not really a bug, but kinda serious: when you cast March of the trees, the resulting spike in the power graph will cause all AIs to be very very willing to become your vassals.
 
thanks MC.
I didn't knew that...
I even refrained from inviting the mercurian due to that.

Do you know why it has been changed that way ?
 
I got this error a few days ago.

error1.jpg
 
Link to attached save might be useless, since its an old version.
Just seconding the problem showing it still persists.

http://forums.civfanatics.com/showpost.php?p=7683518&postcount=1222

Yeap this was exactly the issue and I am patched to .41D, not the biggest deal in the world but if the option is there and someone chooses it it should work. I will post a saved game if it comes up again unfortunately I do not have a save from before...also curious if the other monument inscriptions work as designed is it a problem with that whole event or just the +1 health option....Thanks for the back-up YH
 
thanks MC.
I didn't knew that...
I even refrained from inviting the mercurian due to that.

Do you know why it has been changed that way ?

I think it was mostly because the AI was so bad at actually summoning Hyborem that those who wanted to switch to Basium were practically forced to go AV, summon Hyborem themselves, switch back to something else, and then build the gate.
 
oh.. nasty.

But it makes for very difficult games when you are out-teched by a good civ.. he become allied with a potentially uber civ.
 
not necessarily a bug, but civs that get nothing from a tech should have that tech blocked for them to make sure that the AI doesn't waste a hundred turns on them ( because they will :lol: ) . Elves with Rage is a good example of this.
 
I researched Gunpowder while playing the Hippus. No Arquebus or Cannon units for me. I guess I am dumb as the AI. If the pedia states that important piece of knowledge I missed it.
 
The Technology Advisor (or tech tree, opened by pressing F6) displays civ-specific information about what each technology offers, as you can see from this example:
Spoiler Tasunke's Blasting Powder entry :
tasunkeblastingpowder.jpg
Consulting the tech tree to make research decisions is a good idea for many reasons, including the fact that it will allow you to see what each technology offers for your specific civ.
 
and you forgot about +1 :hammers: for the mines :D
 
umh, giant spider's chance to create a baby spider is still set at 3% , outrageously low. didn't it use to be a lot higher before it got messed up some versions ago? this way you'll never get a baby spider, and it's not like baby spiders are very useful as well.

and baby spiders upgrading to giants spiders on combat is 2% even worse since they have a very hard time winning a combat already. pretty sure they should be 30 and 20 instead of 3 and 2. wolves and lions upgrading on combat set at 10% seems kinda low too, but at least reasonable. spiders just seem bugged.
 
In the psychopath killer event, if you choose to get the axeman, he doesn't get the 10xp he's supposed to start with. Seems like this bug has been around for a while, but a quick search didn't show it as having been reported already.
 
[to_xp]Gekko;8357013 said:
umh, giant spider's chance to create a baby spider is still set at 3% , outrageously low. didn't it use to be a lot higher before it got messed up some versions ago? this way you'll never get a baby spider, and it's not like baby spiders are very useful as well.

and baby spiders upgrading to giants spiders on combat is 2% even worse since they have a very hard time winning a combat already. pretty sure they should be 30 and 20 instead of 3 and 2. wolves and lions upgrading on combat set at 10% seems kinda low too, but at least reasonable. spiders just seem bugged.

just checked in FF, and there baby spiders have 50% chance to upgrade on successful combat, which seems right considering how weak they are. giant spiders have 10% chance to create baby spider from combat, which also seems reasonable. so I guess something is not right here. I remember wolves and lions upgrading chances were wrong a while ago, so I guess spiders have the same issue but it hasn't been solved for them yet.
 
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