FfH2 Bug Thread

I'll refer more to the modder's guide from now on ...

But the code I was looking for was in CustomFunctions.py
 
In the Pedia, the entry for Bane Divine explains that it "turns back disciple units into L1 Prophets with no promotions". Since the Prophet unit is no longer in the game, i supposed Bane Divine changed somehow (but I wouldn't know how, since I never built it). What is the new effect? The Pedia should also probably be updated...
 
Last I checked the Pedia, it could probably use an update or two.
 
In the Pedia, the entry for Bane Divine explains that it "turns back disciple units into L1 Prophets with no promotions". Since the Prophet unit is no longer in the game, i supposed Bane Divine changed somehow (but I wouldn't know how, since I never built it). What is the new effect? The Pedia should also probably be updated...

Bane Divine kills all units with UNITCOMBAT_DISCIPLE.
 
A weird thing happened. I had my stack on my incence resource, next to a Lanun city I am besieging (border town, I was on my side on border). The next thing I know a Lanun Swordman walks into the same tile with my stack and pillages the incence. I managed to kill the bugger by moving my stack to the next tile and then back. I also noticed that when I cast dancing blade and haste to my units, while in the same tile with the enemy Swordman, he also obtained them.

I have previously noted (that was n patch, this is o) that barbarian ships some times pillaged my sea resources even though I had a ship or two sitting on them. I assume this is a bug, or have I missed something from the rules? The swordman in question had a commando promotion, but I have not been able to do anything like that with my commando units.
 
Some weird bugs i've noticed with Demon's Altar:

Soul Forge doesn't seem to gain any increased production when you sacrifice units to a Demon's Altar in the same city. (Tooltip specifically says sacrificed unit is killed, so it should trigger).

Similarly, sacrificed units do not trigger Mokka's Cauldron and are not resurrected as demons.

--Does anyone know if those two wonders work at all? Because honestly i've never found a way to routinely have units die in one place, so i've never really tested.

Demon's altar appears to increase commerce, not research like it says. (I'm running 100% taxation, and i've seen income going up when i sacrifice units). Edit: Correction, must have been unrelated. I'm not seeing *anything* happening when i sacrifice to Demon Altar.

And finally, something not having to do with Demon Altar - The Black Mirror should really not drop when its hero is killed. I picked it up as Rosier, and the man is a city-eating machine all by himself. (Admittedly he also has 400xp at this point, but he's seriously obscene with the mirror. No risk city sieging!)
 
Soul Forge and Mokka's Cauldron activates only when a unit is killed in combat. I never found a use for Soul Forge apart from the bonus Death Mana, but if you put Mokka's Cauldron in a city prone to many attacks, you'll get excellent results. This wonder is particularly awesome in the Black Tower scenario.
 
Sacrificing a unit on a Demon Altar does not necessarily add research toward the current tech you are researching. This is also true of the Discover Technology ability of Savants. In each of these cases, you gain research points toward the next available technology according to a specific research priority (similar to how Discover Technology used by a Great Person works, although the pattern does not seem to match any of the lists published in Xienwolf's manual for Great People). I assume that Demon Altar sacrifice and Savant Discover Technology follow the same pattern, but I have not done any testing. If you have been sacrificing units but have not noticed an increase in your research progress, then you should be able to look through your other available techs and see that you are accumulating progress toward one of those.

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I assume that Demon Altar sacrifices don't trigger Mokka's Cauldron or Soul Forge by intent, because that would be extremely overpowered.
 
Sacrificing a unit on a Demon Altar does not necessarily add research toward the current tech you are researching. This is also true of the Discover Technology ability of Savants. In each of these cases, you gain research points toward the next available technology according to a specific research priority (similar to how Discover Technology used by a Great Person works, although the pattern does not seem to match any of the lists published in Xienwolf's manual for Great People). I assume that Demon Altar sacrifice and Savant Discover Technology follow the same pattern, but I have not done any testing. If you have been sacrificing units but have not noticed an increase in your research progress, then you should be able to look through your other available techs and see that you are accumulating progress toward one of those.

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I assume that Demon Altar sacrifices don't trigger Mokka's Cauldron or Soul Forge by intent, because that would be extremely overpowered.

You mean the intent is for Mokka's Cauldron and Soul Forge to be useless? Good to know. Being able to actually use their abilities is not overpowered. (certainly not on the Cauldron, as demons aren't notably better than lategame military anyway).

Even soulforge being able to be farmed is less powerful than the Pillar, which gives +hammers for every unhappy person in the world. *that* is far more powerful.

Or, you know, black mirror on a hero other than the one it spawns on. Totally overpowered. And you're worried about soulforge, which is currently nothing but a source of death mana?

Also, not going towards the active tech is pretty useless.

And Scourge isn't a very useful promotion. So no more building demon altars for me.
 
You mean the intent is for Mokka's Cauldron and Soul Forge to be useless? Good to know. Being able to actually use their abilities is not overpowered. (certainly not on the Cauldron, as demons aren't notably better than lategame military anyway).

Even soulforge being able to be farmed is less powerful than the Pillar, which gives +hammers for every unhappy person in the world. *that* is far more powerful.

Or, you know, black mirror on a hero other than the one it spawns on. Totally overpowered. And you're worried about soulforge, which is currently nothing but a source of death mana?

Also, not going towards the active tech is pretty useless.

And Scourge isn't a very useful promotion. So no more building demon altars for me.
No, that's not what I mean at all. The fact that you find them useless does not make them useless. They are very useful when put in a city at a chokepoint between your empire and a powerful enemy. If you don't happen to have such a city then you probably won't get much out of them. These are not the only two situational things in FfH2; one must learn to identify what makes something useful or not useful and then employ it in the proper circumstances.

The fact that sacrificed units don't provide research toward your currently researched tech does limit the usefulness of such sacrifices - unless you happen to be following the appropriate research path, in which case they do add to your currently researched tech. If you wanted to make demonic sacrifice an important part of your strategy, I would suggest that you investigate to determine that path and then develop a tech strategy that pursues it.

That, however, is not the primary purpose of sacrifice on a Demonic Altar. Without turning this into a spoiler, I will say that at times it might be better not to have a unit than to have it. The Demonic Altar allows you to get something out of those units rather than just deleting them. Most people would agree that something is better than nothing.

The reason that it would be overpowered to have the sacrifice trigger Mokka's Cauldron and the Soul Forge is that you would not only get the research, but also production and furthermore would not actually lose the unit because you'd get a demonic replacement. Mokka's Cauldron and the Soul Forge have powerful abilities that are difficult to use, which makes them situational and limits their abuse. Allowing those abilities to be triggered by the owning player at will, such as via sacrifice on a Demonic Altar, would make them easy to use and thus easy to abuse.

The Pillar of Chains does not give +1 :hammers: per unhappy person in the world. It gives +1 :hammers: per unhappiness (note that this is different than unhappy people) in the city in which it is built.

The Black Mirror is powerful on any hero including the one it spawns on. Alazkan can defeat empires single-handedly at times. At the same time, he or any other hero with the mirror can still potentially die fighting a wounded goblin.

Scourge isn't useful, until you're fighting Amelanchier and he decides to attack you with a stack of 200 Priests of Leaves.

Whether you build Demon Altars is your decision, of course. I have no stake in the matter one way or the other. I wasn't trying to convince you that building the Demon Altar was a good idea (I rarely build more than one unless I'm playing the Infernals, for whom the added unhappiness is irrelevant). My only goal was to clarify that what you were experiencing was not a bug, but behavior as intended. I don't see why that would prompt you to bite my hand, so to speak. If you don't agree that having sacrifices on a Demonic Altar also trigger Mokka's Cauldron and the Soul Forge would be overpowered, then you are of course free to mod in that change yourself.
 
still no fix for the pyre zombies not exploding issue? it's been a looooooong while! ffh2 shouldn't be left alone so long with such a blatant bug like that!
 
[to_xp]Gekko;9889976 said:
still no fix for the pyre zombies not exploding issue? it's been a looooooong while! ffh2 shouldn't be left alone so long with such a blatant bug like that!

Fortunately, Tholal posted an effective (albeit unofficial) fix in post 3966.

Best wishes,

Breunor
 
[to_xp]Gekko;9889976 said:
still no fix for the pyre zombies not exploding issue? it's been a looooooong while! ffh2 shouldn't be left alone so long with such a blatant bug like that!

As long as that's the only bugfix for patch "n" we're not going to see another official patch, probably ever. Kael's trying to fix Elemental: War of Magic for his paid job, after all! Speaking of which, time to check on the patch status of that game. See if it's worth buying yet.
 
Bill, that map looks alot like our Orc vs Grigori game :lol:
 
As a side note, you can remove a sign you no longer need by pressing <Alt>+<S> and then left-clicking on the tile with the sign. (Right-click to exit sign mode.)
 
Hello everyone...I was thoroughly enjoying FfH2, but something odd has occurred:

After applying the most recent patch, I am unable to play. The title screen is devoid of text; I cannot start a new game, access the option menu, or any other item.

I've checked my options in Vanilla Civ IV... English is my specified language. I've tried to debug, but no .py errors are logged.

I've experienced this problem on other modpacks:

LoR
NWAPreH
ROM: AND
Quot Capita

All behave the same way on my PC.

Other mods (like RFC and History of the 3 Kingdoms) work fine.

Any thoughts?
 
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