View Full Version : FfH2 0.30 Bug Thread


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Kael
Dec 15, 2007, 10:29 PM
You guys know the drill. Post any errors you find with FfH 0.30.

Downloads:
Mod: Fall from Heaven II 0.30 (http://forums.civfanatics.com/downloads.php?do=file&id=1)
Patch: Patch "k" (http://kael.civfanatics.net/files/FfH2030k.exe)
Media Pack: Media Pack for 0.30 (http://www.gameflood.com/Mashup/Index.cfm?intModID=11923)


Patch "a":
1. Fixed the python error in the "Into the Mist" world spell.
2. Fixed the error in the Add to Freak show spell.
3. Fixed an error in the Cult of the Dragon unrest event.
4. Elven workers no longer require bronze working to place improvements on forest plots.
5. Fixed a python error in the Adventure event.
6. Tailors give +1 happy from cotton instead of sheep.
7. To become Shades, Sidar units have to be alive, and can't be animals or beasts.
8. Increased the duration of Blinding Light to 2 (to keep it from wearing off).
9. Fixed broken graphics on the Dragons Horde wonder.
10. Fixed a CtD that could happen from Raging Seas on slower computers (those unable to process the visual effect).
11. Fixed an error in the slave revolt function.
12. Scholarship no longer blocks a state religion.
13. Good AI leaders ignore "evil" techs and vise versa.

Patch "b":
1. Revelation will now effect neutral units.
2. Warcry no longer grants water walking.
3. Cult of the Dragon won't found until the Sheaim/Kuriotates have Philosophy.
4. Fixed the text string on the Enchanter event.
5. Temple of the Empyrean correctly gives +1 happy with the religion civic.
6. The Carnival Star event can no longer found the Fellowship early (thanks Snarko!).
7. Limited Crossbowmen to 3 per player.
8. The Brotherhood of Wardens is now removed from captured cities.
9. Corrected the options on the Jackpot event.
10. Fixed a python error when Raging Seas puts out fires.
11. Fixed an issue with Privateers still being able to be attacked as HN after declaring nationality.
12. Fixed a python error in the steal spell (isEquipment call on buildings).
13. Fixed the Slave Trade vote (thanks Mindlar!).
14. Fix for the OOS issues caused by Settlements in multiplayer games (needs to be verified).
15. Council elections only allow you to meet other players who are on that council.
16. Halved the duration of the Impersonate leader ability (now 5-15 turns instead of 10-30).
17. Readded the move requirement to missions (units aren't able to pillage multiple times each turn).
18. Added an ability for golden hammers to be sacked to add a free engineer (since adding the move requirement to missions broke the old way of doing it).
19. Fixed a python exception in the SlaveEscape event.
20. The Ratcatchers Guild will wait 20 turns before founding.
21. Immune to Disease will keep units from being diseased through combat.
22. Fixed the specialist commerce modifiers.
23. New terrain textures from seZereth.
24. Boosted XP for killing the Leviathan.
25. The Moroi can now be upgraded to Vampires.
26. Grigori can't build the Temple of the Empyrean anymore.

Patch "c":
1. Added an option to use Blue Marble terrain.
2. Fixed an error in the Adventurer event.
3. The AI won't use the Wild Hunt spell unless they are at war.
4. Ogre replaces Horse Archer, Stoneskin Ogre replaces War Elephant, Ogre Warchief replaces Knight.
5. Orc Champion line opened up (also makes the Orc immortal available).
6. Added the Strong (+1 strength) and Weak (-1 strength) promotions.
7. The Tower of the Elements grants the Strong promotion to all the players elementals.
8. The Tower of Necromancy grants the Strong promotion to all the players undead.
9. Elven Workers can remove jungles now.
10. No more fancy AI, Acheron has been duct taped to the ground. He won't be movable if captured by other players.

Patch "d":
1. Fixed the Strong and Weak promotions icons and text strings.
2. Fixed a CtD caused by the Malakim World Spell (Religious Fervor).
3. Fixed a WoC error caused by an animal being trapped inside a players borders.
4. Fixed a CtD caused by exessive inflation.
5. Reduced inflation rates to BtS Levels.
6. Fixed a text string problem in the Sallos event.
7. Fixed specialist bonuses granted through civics.
8. You can't duplicate great commanders with the Mirror spell anymore.

Patch "e":
1. Fixed a python error with the Commander Split function.
2. Fixed broken graphics on the Infernal Grimoire.
3. Fixed an error on the Birthright Regained ritual.
4. Lots of Pedia updates.
5. Removed the summoner trait from the barb leader (mostly to limit Barbados's range).
6. Reduced the chance of Brotherhood of Wardens spawning a free unit from 100 to 50%.
7. Raging Seas now requires Optics.
8. Fixed a CtD caused by AI equipment trying to perform actions while in delayed death.

Patch "f": (will break save games)
1. Fixed an issue that can cause civics to be enforced even if the players isn't a member of the Overcouncil.
2. Fixed the Slave Escape and Slave Revolt events.
3. Domination can no longer capture multiple copies of the same unit.
4. Fixed an error in the Adventure event.
5. Fixed a CtD caused by capturing Hidden Nationality units through setXY (usually caused when capturing a city with a privateer/pirate in it).
6. You can no longer duplicate equipment by picking it up with a group.
7. Fixed the affinity bug (thanks to Snarko!).

Patch "g": (will break save games)
1. Resolved an issue where some civ specific buildings can be captured on culture flips (like dwarven vaults).
2. Dissent event doesn't remove city production anymore.
3. The AI will build Acheron now (most troublesome monster ever).
4. Spells that reduce population can no longer drive cities into negative population.
5. Fixed an error with the Adventure event that could break units and cause CtD's.
6. Fixed an issue that could cause entire stacks to flee from fear/withdrawal/immortal instead of just the effected unit.
7. Fixed the Shrine of the Champion for the Malakim, Svartalfar, Infernal and the Illians.
8. Fixed the issue where Free Promotions can sometimes be lost if promotions are granted through other means.
9. Fixed an issue that caused the AI to sometimes destroy equipment instead of capturing it.
10. Added the Centaur Archer (Kuriotate only, Horse Archer replacement, art by AA).
11. Added the Cenatur Charger (Kuriotate only, Knight replacement, art by AA).
12. Added 12 special Falamar events.
13. Added the Balseraph Performers event.
14. Added the City of a Thousand Slums wonder (increases the plot radius of the city to 3, idea by Kol.7).
15. Added a Lanun Harbor (Lanun only, as a Harbor but grants -10% maintenance and +25% naval unit production) (woodelf).
16. Added the Amurite Trial event.
17. Added the Malakim Pilgrimage event.
18. Added the Calabim Sanctuary event.
19. Added the Khazad Forge event.
20. Added the Demonic Citizens building (given for free in all infernal cities, prevents all unhappiness and unhealthiness) (loki).
21. Added the Pestilence event (random, requires at least 40 AC, reduces the population of all non-infernal cities, damages all living units) (loki).
22. Added the Warrens building (Clan of Embers only, doubles all living units built in the city, doesnt effect heroes, national, siege or naval units) (Nikis-Knight).
23. Added the Hunter event (Deal).
24. Added the Market Theft event (Crime).
25. The Svartalfar can no longer build Siege Workshops.
26. The Mother Lode world spell now gives 25 gold per mine and has a 10% chance to transform each flatland the player owns into a hill.
27. Citadels don't act as cities anymore (stops boat on land confusion).
28. Lanun Palace loses its +25% Naval unit production (ability move to the new Lanun Harbor).
29. Removed the Fire requirement from the Citadel of Light.
30. Gurid is 15% less likely to climb skyscrapers and swat at biplanes.
31. Reevaluated all the Event chances (adjusted the rariety of each to be more appropriate).
32. Raze Cost Per Population Over increased from 3 to 5 (so razing doesn't increase the AC as much) (loki).
33. March of the Trees now requires Way of the Forests tech (to stop early trent rushes).
34. Earthquake unfortifies all non-flying units within range (Nikis-Knight).
35. Seraph min level reduced from 12 to 6.
36. Reduced Settler cost from 160 to 120.
37. Added 20 new pedia Concept entries explaining various new features in FfH.
38. Added feedback to many of the events (ballon popups to tell you how events ended).
39. Added txt strings for Kontrollator (german translation).
40. New Ghost model by C.Roland.
41. Updated Sidar Warrior and Sidar Scout skin by C.Roland.
42. Added the FfH Manual by Grey Fox (thanks Grey Fox!).
43. New Nightwatch and Shadowrider art by C.Roland.
44. Chugginator's awesome Nazgul model (the old Shadowrider) moved to the Death Knight model.
45. New Sphener model by seZereth.
46. Building requirements are now listed correctly on the unit pedia pages.

Patch "h":
1. Fixed a CtD caused by the Centaur Archer and Centaur Charger buttons.
2. Summoners and the Eater of Dreams can now correctly build Shadow and Sun mana nodes.
3. Fixed an issue that was causing the research bonus from mind mana to be calculated incorectly (thanks to Mu-Dog!).
4. Fixed an issue that was causing the discovery bonus from earth mana to be calculated incorrectly (thanks to Mu-Dog!).
5. Fixed an issue that was causing the enemy negative healing bonus from entropy mana and razor weed to be calculated incorrectly (thanks to Mu-Dog!).
6. Fixed an issue that was causing the healing bonus from body mana to be calculated incorrectly (thanks to Mu-Dog!).
7. Ressurection spell now works correctly for all civilizations.
8. Events that require civilization contact can trigger off your own civ (so Calabim players wont get the Calabim sanctuary event, etc).
9. Events that require civilizations will no longer trigger if that civilization isnt in the game.
10. The Lanun can now build Boarding Parties.
11. The Adventure "Jade Torc" result won't break units anymore (thanks to MagisterCultuum!).
12. Gulagarm now gives +1 happiness instead of -1 enemy healing rate.
13. Dwarven Boar Riders reduced from 6 attacking strength to 5.
14. Abashi packs her angry eyes.
15. Added French translation by black_imperator.
16. Divine Retribution damage reduced from median 75% to median 60%.
17. Demonic resistance to Holy damage increased from -50% to -25%.
18. Added German translation by Kontrollator.
19. Removed the holy damage resistance penalty from Gela.
20. A units combat promotions will no longer make it more vulnerable to Pestilence.
21. The casters combat promotions will no longer make Raging Seas more powerful.
22. Barbs will never betray Barbarian trait players in the first 20 turns.
23. Pestilence event fixed so it won't trigger multiple times.
24. Negative enemy healing will be applied from the plots owner instead of units owner (thanks to Mu-Dog!).
25. Fixed the Malakim Pilgrimage event (both otpions don't have the same result anymore).
26. You no longer get 2 Gaelan from the completion of the Circle of Gaelan event (thanks to xienwolf).
27. Fixed an error in the Hall of Mirrors illusion creating function.
28. seZ removed the saddles from the centaurs.
29. New models for the Sidar Worker, Sidar Settler and Sidar Adept by C.Roland.


Patch "i": (will break save games)
1. Added a fix so that events randomly select cities and units correctly (fix by c.fe).
2. Added the Machine Parts event.
3. Added the Affluent Duke event (Rex rgis of Ter).
4. Added the Spider Mine event (Bringa).
5. Added the Ransom event (crime).
6. Added the Smugglers event (crime).
7. Added the Witch event (judgement).
8. Added the Murdered Wife event (judgement).
9. Added the Strange Advisor event (mrtomsmith).
10. Added the Dreams of Death event (prophecy, mrtomsmith).
11. Added the Saundra event (Nikis-Knight).
12. Added the Sage Keep event.
13. Added the Orphanage Fire event (Feydras).
14. Added the Dedicate Obelisk event (Nikis-Knight).
15. Added the Rabbit event (for my friend Wilboman).
16. Added the Merchant Keep event.
17. Added the 5 exotic mercenary events (Nikis-Knight).
18. The Enraged promotion is now removed by combat and has a 3% chance per turn of turning the unit barbarian.
19. New Clockwork Golem model by seZereth.
20. New Maros model by Chugginator.
21. New Khazad Warrior model by Chugginator.
22. New Khazad Immortal model by Chugginator.
23. New Khazad Phalanx model by Chugginator.
24. New Dwarven Adept model by seZereth.


Patch "j":
1. Fixed a CtD that can occur if barbarian cities spawn in the late game.
2. Fixed the Affluent Duke event.
3. Removed the obsolete techs from the Eyes and Ears Network code.
4. Fixed the Murdered Wife event.
5. Fixed a problem with the Smugglers event.
6. Fixed the Elder Conflict event (so it doesn't remove 1 population, man those elders really were mad).
7. Fixed the Dedicate Obelist event (so it doesn't remove 1 population).
8. Fixed the Exotic Mercenary's events (both the text tags and the spawning of the units).
9. Fixed the Paramander model art (was appearing as a red blob).
10. Added a german language update from Kontroller.
11. Fixed prereqleader events so they trigger off the primary player, not the secondary.
12. Fixed the prereqtrait events so they trigger off of the primary player, not the secondary.
13. Smugglers port is now buildable (with the esus resolution), its stats were adjusted to +25% gold, and +1 trade route just in its city.
14. Made the No Events game option visable (for OOS debugging).
15. Specialist Commerce is now recalced when it updates (may have caused some OOS problems).
16. Fixed a bug in the Champion event.


Patch "k": (will break save games)
1. Added Gender and Plural fields to the text strings for German translation.
2. Fixed the smugglers event popup.
3. Fixed the Murdered Wife event.
4. Fixed a problem that kept the Balseraphs from selecting the Balseraph only option in the Strange Advisor event (thanks Sto!).
5. Fixed Falamar's Pron events.
6. Fixed the Civ specific events (so they won't trigger if that civ isn't in the game).
7. Fixed an OOS caused by the Pron events.
8. Blight won't trigger multiple times anymore.
9. Water Elemental strength reduced from 8 to 6 and given Water Affinity +1.
10. Hellfire won't trigger multiple times anymore.
11. Air Elementals spawn Lightning Elementals in combat.
12. Added the Demonic Tome event.
13. Added the Holy Child event.
14. Added the Sheaim Elegy event.
15. Added the Elohim Hallowing event.
16. Added the Mistforms event (idea by Xienwolf).
17. Added the Flare Entropy Node event.
18. Added the Flare Fire Node event.
19. Added the Flare Life Node event.
20. Added the Flare Nature Node event.
21. Added the Flare Water Node event.
22. Added the Inn to Housing event (idea by Xienwolf).
23. Added the Flare Dimensional Node event.
24. Units that aren't alive won't be effected by fear (like catapults).


Known Issues:
1. "GFC error: failed to initialaize the primary control theme" error loading the mod. You will recieve this error if FfH isn't installed in the correct location (under Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods). If you don't have Civ4 installed to that location just make sure the FfH is installed in the same directory as Final Frontier, Age of Ice and the other mods that came with BtS.
2. The mod loads okay, but when you go to start a game it crashes. You experience this error if you aren't running BtS patch 3.13.
3. If your units look okay when moving but turn back to normal civ4 units when standing still its because you have "Freeze Animations" turned on in your game options.
4. You get an ERA_ORDE error when you try to start the mod. This means you haven't installed the full mod, only the patch. You need to download and install the full mod.
5. You can't group Hidden Nationality units (would cause CtD's if we allowed it).
6. Racial models (orcs, elves, etc) aren't displayed in the bottom left unit window. Unfortunatly that is coming from the graphics engine and we don't have the ability to intercept and fix it.
7. Defensive pacts from council votes are being applied to non-council members.


Reporting Issues:

I have four requests before you report issues:

1. I dont expect anyone to read the whole thread. But please read this post and see if your issue is addressed in apatches you don't have applied, or in a patch that hasn't been released yet.

2. Please don't report cosmetic issues here, use the cosmetic issues thread for that.

3. Please don't "chat" in this thread. I hate it when real bug reports get lost in other posts, so please try to keep this thread as on task as possible (just for bug reports) and I will try to make sure everything mentioned here gets resolved.

4. If you are noticing an issue please make sure you have python popups enabled so we can see what the real error is. To enable python popups in your CivilizationIV.ini change:

; Set to 1 for no python exception popups
HidePythonExceptions = 1

To:

; Set to 1 for no python exception popups
HidePythonExceptions = 0

Scott Alexander
Dec 15, 2007, 10:35 PM
Allow me to be the first to say:

YAAAAAAAAAAAAAAAAAAAAAAAAAAAAY SHADOW IS HERE!

westamastaflash
Dec 15, 2007, 10:36 PM
Yay! Here It Comes!

Man... 20 minutes to download :-(

Bringa
Dec 16, 2007, 12:53 AM
How can we just download this without installing the gameflood client? I can't find a download link :/

Kael
Dec 16, 2007, 12:56 AM
How can we just download this without installing the gameflood client? I can't find a download link :/

Click on "Play" and you will have a few download options (I always do download via browser).

xilr
Dec 16, 2007, 12:57 AM
Those watchtower terrain things that your scouts find and they let you see for great distances seem to morph into castles on their own. Not sure if this is a bug or feature.

Bringa
Dec 16, 2007, 12:58 AM
Clicking on play gives me two options: Play Now and Install Files. Both of these are gay gameflood:// links which of course end up in an error page since I don't have their client installed. I can't even find where I'd download their client.

edit: it was a browser issue. Just doesn't work with Opera. Works fine with Firefox.

westamastaflash
Dec 16, 2007, 12:59 AM
Clicking on play gives me two options: Play Now and Install Files. Both of these are gay gameflood:// links which of course end up in an error page since I don't have their client installed. I can't even find where I'd download their client.

I think you have to go to http://www.gameflood.com/manager/ and pick "Download content without installing the Download Manager"

Psychic_Llamas
Dec 16, 2007, 01:02 AM
Huzzah!!!!

mervvyn
Dec 16, 2007, 01:09 AM
Those watchtower terrain things that your scouts find and they let you see for great distances seem to morph into castles on their own. Not sure if this is a bug or feature.
feature :
56. Ancient Towers will upgrade to castles if they are worked.

hossam
Dec 16, 2007, 01:23 AM
how do i fix the first bug because i am getting it?
i copied the folder to the mods file for the correct location and it still isnt working and i have bts patch 3.13

DeaExMachina
Dec 16, 2007, 01:26 AM
My first bug report.

So I'm in the Sidar and I was 4 turns from completing the Bone Palace. I get the event "Someone is opening speaking out about your incompetence" or some such and I choose the option "openly debate him 50% chance of +1 Happiness or civil unrest for 4 turns" and the wonder restarts back at 0 hammers.

Assassin
Dec 16, 2007, 01:38 AM
Shadow is here!

aargh, too slow download! Emergency! Children and women first!

vivictius
Dec 16, 2007, 01:45 AM
Cant get a game to go past first turn yet.

Script "Big and Small"
Wild Lands, Blessing of Amathaon, Living World

Are the python errors writen to a file somewhere?

westamastaflash
Dec 16, 2007, 01:46 AM
Those watchtower terrain things that your scouts find and they let you see for great distances seem to morph into castles on their own. Not sure if this is a bug or feature.

feature :

They are changing even when they aren't being worked - I've seen them upgrade in unowned lands.

Sureshot
Dec 16, 2007, 01:49 AM
Svartalfar Elven Workers can't build plantations on Silk thats on a forest, same for cottages and everything else. Claims I need bronzeworking.

vivictius
Dec 16, 2007, 01:51 AM
tried again, got the python errors;

File "CvEventInterface" line 27, in onEvent
File "CvEventManager", line 194, in handleEvent
File "CustomEventManager", line 240, in placeBarbs
RuntimeError: unidentifiable C++ exception

GFGuy
Dec 16, 2007, 01:51 AM
I think you have to go to http://www.gameflood.com/manager/ and pick "Download content without installing the Download Manager"

That's the way.

For those who don't know, I work for GameFlood. If you have any problems downloading, PM me here or send me a message via the GameFlood site and I'll help you out. See the link in my Sig as well.

vivictius
Dec 16, 2007, 01:55 AM
sorry, missed one, also had

File "CustomeEventManager", line 40, in onGameStart

those errors pop up at the beginning of the game, I can then play the first turn and it crashes right before my second (or right after the barbarians move/attack)

Kiri
Dec 16, 2007, 02:01 AM
Already reported but to clarify, evil elf workers can't build elven improvements, only the normal ones.

Also, forests blocks the increased sight range that sentry towers provide when you stand on them, not sure if this is a new change or a bug.

Cheese & mouse
Dec 16, 2007, 02:51 AM
I'm also getting the man speaking out against his government lets reset the hammers problem

I didn't get far enough into the game to do much else.

Bitwise
Dec 16, 2007, 02:53 AM
Also can report that Svartalfar elven workers can't build on forests.

Also got a CTD when I founded the Council of Esus.

Edit: Reloaded and disabled movies and the CTD went away.

strategyonly
Dec 16, 2007, 02:57 AM
Got a crash when playing as ljosalfar as Gilden see pic, it crashed when the event was picked but its not there this time, could not reproduce the crash sorry. I believe there was a fourth option, but its not there this time?

Glad i helped, thx.

Sureshot
Dec 16, 2007, 03:19 AM
for the Guild of the Nine events, i got a choice between 2 archers with city garrison and adept with water1, i chose the adept, but it didnt have water1.

also the free promotion that the adept got disappeared on the second turn even tho i didnt promote it.

edit added:
another event, this time i got an assassin, it claimed it would have hidden nationality but it didnt.

Farmer Bobathan
Dec 16, 2007, 03:20 AM
I'm having trouble downloading the mod, when i download it off of GF it only downloads part of it(only a few megabytes). I had this same problem with v.25.:(

Bitwise
Dec 16, 2007, 03:23 AM
Archeron is moving about again in my game.

Frozen-Vomit
Dec 16, 2007, 03:59 AM
-Lock up with an event. (Hero exploring ancient site)

-Archeron is moving about

- Tailor gives +1 happy with sheep and +5% :commerce: with cotton. Seems inconsistent.

ZhugeTien
Dec 16, 2007, 04:05 AM
Ratcatcher's Guild was founded twice early in a recent game of mine. First it was founded in Innsmouth of the Lanun, which I had explored and could see. Perhaps 20 turns later, it was founded again in some other city I could not see, but I noticed that the Guild icon was no longer on the Innsmouth city bar. Playing under Living World setting, perhaps that is part of the issue.


I have started multiple games and played up to 100 turns or so trying to catch early game bugs, and with the Barbarian World option enabled, I have yet to see a single Barbarian city.

Looking very promising so far. Thanks, Kael and team.

wr4th
Dec 16, 2007, 04:17 AM
animals caught by the sidar are able to become shades at lvl 6. Is this intended?

Bitwise
Dec 16, 2007, 04:26 AM
Playing as Svartalfar my elven workers can build mines in jungles without clearing them first (I have sanitation).

EDIT: Patures too so far. Looks like I can build in jungles. This seems wonky.

Belizan
Dec 16, 2007, 04:50 AM
Just some preliminary "futzing" around before I went to sleep. Castle/Citadel's been mentioned... (Both games I tried out were as Balseraphs)

(*) The Cult of The Dragon event is getting set off in my capital every 3-6 turns (I keep suppressing it). Is this working as intended?

(*) Not exactly deterministic, but, In 8 Warrior in forest/grass vs. spider fights this game I won 6 of them. Is the +1 Poison working properly?

(*) I'm using a slightly modified FFH Smartmap which worked fine with previous version, but this version the resulting maps have no special locations on them.

(*) Barbarians with Raging Barbarians are not showing up until turn 200 (on Epic speed). They used to show up around turn 100. This a new feature?

(*) In the "find an apothecary" event, the option to build an alchemists lab was greyed out even though I had the required cash.

ZhugeTien
Dec 16, 2007, 05:10 AM
I can verify the Find an Alchemist problem concerning unavailability of the option to hire him for 50 :gold:. The event triggered on an elven scout of mine who was quite far from my borders. Perhaps that option is only available when the event targets a unit inside cultural borders?

Ljosalfar elven workers are also unable to build in forests as intended, so the problem is not exclusive to the Svartalfar.

I can also verify that Ancient Towers are upgrading toward castles without being worked or even being near anyone's cities or borders. Barbarians with castles. Just what everyone needs! :dubious:

Looks like you guys have a big day of patching ahead, but I must say the mod is working wonderfully aside from these few minor issues. Excellent work on the thawing mechanics for the End of Winter option! I'm loving that! Going to now test whether hawks can rebase to hunters in the field...

Cheese & mouse
Dec 16, 2007, 05:13 AM
Also...

4. Removed the Cult of the Dragon religion.

Is that an error in the changelog or the game?

ydejin
Dec 16, 2007, 05:13 AM
I have a city with an Order Temple where the Order Religion was founded. Hunter units in the city are given the option to upgrade to Confessor. I assume this is unintended, and if it's not it's not documented in the Civilopedia. Not sure if the effect is coming from the Temple or Order Founding City. Will post if I can determine cause.

Civkid1991
Dec 16, 2007, 05:16 AM
1. "GFC error: failed to initialaize the primary control theme" error loading the mod. You will recieve this error if FfH isn't installed in the correct location (under Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods).

but that location is incorrect for me (for some reason bts/cIV was installed in a diffrent location) Is there a way to fix this with out having to reinstall cIV and bts?

BeefontheBone
Dec 16, 2007, 05:16 AM
Also...Is that an error in the changelog or the game?
Neither. Like 3 lines down is the re-addition of the Cult with different mechanics.

Zailash
Dec 16, 2007, 05:18 AM
gfc error: failed to initialize the primary control theme

Hi again. My experience from 0,25 led me to believe it sufficient to update all my drivers.

But the problem persists

Zailash

ZhugeTien
Dec 16, 2007, 05:32 AM
Hawks still cannot rebase to hunters who are outside of cities.

BeefontheBone
Dec 16, 2007, 05:34 AM
but that location is incorrect for me (for some reason bts/cIV was installed in a diffrent location) Is there a way to fix this with out having to reinstall cIV and bts?
Wherever your Beyond the Sword\Mods folder is, that's where FfH's installer should be pointed. The installer doesn't check the registry, it just defaults to the default location; I have to remove a Firaxis Games\ or something from mine each time.

rusty217
Dec 16, 2007, 05:42 AM
Dont know wheather this is a problem with ffh or more likely bts but in hotseat games only the last player gets too see their defensive battles :(

Scott Alexander
Dec 16, 2007, 05:53 AM
"Into the Mist" worldspell doesn't work for me. According to the Python popup:

Traceback (most recent call last):

File: "CvSpellInterface" line 16, in cast
File "string", line 0 in ?
File "CvSpellInterface", line 999, in spellIntoTheMist

NameError: global name 'iInvisible' is not defined

Gromzor
Dec 16, 2007, 05:59 AM
Sidar
Normal speed
raging barbs, barb cities at start
aggresive AI

Most everything is going smooth! :)

Binding light does not sem to work for 1 full turn. It wears off and the end of my turn, rendering it useless.

Raging barbs on normal speed - I didnt see too many barbs seemed like it was on normal.

Barbarian settlements seemed to work correctly in my game.

Happy birthday FFH!

Gromzor
Dec 16, 2007, 06:02 AM
Ah yes, into the mist did not give the "invisible" promotion for me either.

Cheese & mouse
Dec 16, 2007, 06:14 AM
Neither. Like 3 lines down is the re-addition of the Cult with different mechanics.

I see. So it's still a religion, just not on paper...

Sureshot
Dec 16, 2007, 06:29 AM
Orthus died attacking my city, then in his tile was a goblin and the axe. I attacked with Rathus and it destroyed the axe.

KingKeeper
Dec 16, 2007, 06:50 AM
Played with a Friend in 1 Team, Game run smooth without problems, but then we founded The Council of Esus and got a OOS. Reconnecting didnt help, OSS was still their.

serenity_
Dec 16, 2007, 07:12 AM
Came across a "Waiting for other civilisations" hang while playing as the Sidar. I reloaded a few times to an earlier save but it kept happening on the same turn, so I've got no idea what the problem could be. Savegame attached, it's the turn before it hangs.

RakuOA
Dec 16, 2007, 07:13 AM
I can't even get the game to run unless I have it set on random leader. Every time I choose any leader or civ the game crashes when the map finishes loading.

marioflag
Dec 16, 2007, 07:22 AM
I get a crash to desktop after i press end turn.

This is the save.

Psychic_Llamas
Dec 16, 2007, 07:26 AM
my game froze upon attemting my first game as Cardith Lorda of the Sidar. didnt get past 'Finished' on the Loading screen.

mupett
Dec 16, 2007, 07:30 AM
Hello! Both Ljosalfar and Svartalfar workers can build on BOTH forests and jungles AFTER you have bronze working. I guess it's not the way it should work, right?

This mod is the best! :)

snarko
Dec 16, 2007, 07:34 AM
I get a crash to desktop after i press end turn.

This is the save.
I loaded your save but it didn't crash for me. Only thing out of the ordinary that happend ibt was Hannah casting raging seas.

marioflag
Dec 16, 2007, 07:43 AM
I loaded your save but it didn't crash for me. Only thing out of the ordinary that happend ibt was Hannah casting raging seas.

Try again, probably it was just luck, because everytime i load the save and press end turn it crashes.


My Specs:

AMD 3500+
X800XT
2GB RAM

Windows XP SP2


Resolution at 1280x1024 at max graphic settings

bcr1776
Dec 16, 2007, 08:00 AM
I think you have to go to http://www.gameflood.com/manager/ and pick "Download content without installing the Download Manager"

:yup: That's the answer!

snarko
Dec 16, 2007, 08:06 AM
Came across a "Waiting for other civilisations" hang while playing as the Sidar. I reloaded a few times to an earlier save but it kept happening on the same turn, so I've got no idea what the problem could be. Savegame attached, it's the turn before it hangs.
If you remove the hippus horseman in 14,44 it won't hang. (It moves to 10,45, then the hang occur.)

Love
Dec 16, 2007, 08:13 AM
I could summon Mr. Basium when the AV was founded in the illians which can't adopt a religon.

http://img91.imageshack.us/img91/4396/sp3220071216144746vl8.gif (http://imageshack.us)

Teg_Navanis
Dec 16, 2007, 08:16 AM
Haven't played CivIV in a long time, but FfH pulled me back in :)


Traceback (most recent call last):

File "CvSpellInterface", line 21, in canCast

File "<string>", line 0, in ?

File "CvSpellInterface", line 171, in reqAddToFreakShow

AttributeError: 'CyCity' object has no attribute 'getNumRealBuildings'
ERR: Python function canCast failed, module CvSpellInterface

Svantotvit
Dec 16, 2007, 08:16 AM
The unit texturing in my game is a bit strange. E.g. Skeletons look like swordmen, then switch back to skeleton. Affects almost any unit I have seen so far.

Blakmane
Dec 16, 2007, 08:19 AM
just confirming that barbarian lands (the lubrascum option) doesn't work. No barb towns are spawned at the start at all.

Also, was there going to be an option to allow for the winter start to never thaw?

*edit*

Ghandirules, if you look at the changelog you'll see that basium can now be summoned regardless

Qendivardo
Dec 16, 2007, 08:23 AM
Another typo:

Traceback (most recent call last):
File "CvRandomEventInterface", line 336, in doCultOfTheDragonProduction2
AttributeError: 'CyCity' object has no attribute 'setHasCorportation'

Also occurs in line 308.

snarko
Dec 16, 2007, 08:29 AM
The unit texturing in my game is a bit strange. E.g. Skeletons look like swordmen, then switch back to skeleton. Affects almost any unit I have seen so far.
Turn off frozen animations.

Falc
Dec 16, 2007, 08:51 AM
Odd that no-one's mentioned it since I've seen it in a few screenshots in this thread: the new graphics for hills and mountains have white lines going across them in a grid pattern. You can see it in Gandhi_rules's screenshot on the previous page.

Also, would it be possible to have an option that governs the mana bar width/height. All things considered I think I'd prefer a single vertical bar instead of the block, but I can imagine others having other preferences. So some modularity would be nice.

Arwon
Dec 16, 2007, 08:54 AM
You can attack and destroy Golden Hammers in cities.

Gromzor
Dec 16, 2007, 09:00 AM
Pillar of chains is not adding hammers for my unhappy population.

Also, when one of my cities goes into revolt it loses all production, I dont remember this...

Basil II
Dec 16, 2007, 09:07 AM
just confirming that barbarian lands (the lubrascum option) doesn't work. No barb towns are spawned at the start at all.

Also, was there going to be an option to allow for the winter start to never thaw?

*edit*

Ghandirules, if you look at the changelog you'll see that basium can now be summoned regardless

Barbarian lands was working fine for me...

woodelf
Dec 16, 2007, 09:10 AM
The barb lands seems hit or miss or at least was in testing. I've been surrounded or had none at all. I like the variability.

Svantotvit
Dec 16, 2007, 09:12 AM
Yeah, realized my mistake. Thanks snarko :)

Kael
Dec 16, 2007, 09:16 AM
Barbarian world is working fine for me as well.

Im going through this thread and fixing issues as I come across them. There will be a patch out later today.

For the elven worker issue it is working correctly except it still require Bronze working (once you have bronze working it adds the improvement without tearing down the forest). I will get the bronze working requirement removed.

Dinkeldog
Dec 16, 2007, 09:27 AM
Starting my usual fight with Game Flood getting things to load.

elitesix
Dec 16, 2007, 09:28 AM
As Calabim, my culture goes to negative numbers and does not increase (despite +culture) when I change civics. I've tested this across two different games.

Here is a savefile:

http://forums.civfanatics.com/uploads/132796/Reduction_in_Culture.CivBeyondSwordSave

UPDATE: Ok, it may be that the negative numbers are simply not updating properly, because eventhough I was stuck at -80 the borders did expand and the number changed suddenly to positive.

FIXED: Heh, Don't try to copy over your 025 folder to keep the graphics, it keeps a bunch of stuff that messes with 030 (duh, I know). I fixed the problem by fresh installing lol.

Hoerks
Dec 16, 2007, 09:34 AM
I could summon Mr. Basium when the AV was founded in the illians which can't adopt a religon.

Its not a bug, its a feature ;)

see changelog.

moverred
Dec 16, 2007, 09:46 AM
In a game with Sidar the homeland promotion is working outside cultural borders. Everything else is working great, though the Clan did spit out their "For the Horde" spell very early in game and since I had Barbarian World checked they now have Units scattered through out the world, on Islands and such. This is good for scouting I guess so it may just be that the AI is genius....
Thanks for the Mod!

Dinkeldog
Dec 16, 2007, 10:00 AM
Still fighting with GameFlood. It's now giving me:

Script exec error: t72.lua:68: bad argument #1 to 'ipairs' (table expected, got nil): -1

elitesix
Dec 16, 2007, 10:00 AM
Something is not working right with culture...numbers aren't increasing, my capital is not increasing its borders despite generating culture.

http://forums.civfanatics.com/uploads/132796/AutoSave_AD-0093.CivBeyondSwordSave

FIXED: See above

Psychic_Llamas
Dec 16, 2007, 10:03 AM
just had a game as Cardith Lorda of Sidar. very fun... but...

How does the steal mechanic work? i couldnt nick the Dragons horde from Archaeron or Orthoses axe from Perpantach :confused: is this working?

Does the miscast mechanic work? i havent had any spells miscast yet, and i cast a LOT of spells.

whats the Big Black Dude UF do?

Nikis-Knight
Dec 16, 2007, 10:06 AM
For the elven worker issue it is working correctly except it still require Bronze working (once you have bronze working it adds the improvement without tearing down the forest). I will get the bronze working requirement removed.Are you sure that wasn't put there for balance issues? Since other civs can't build cottages everywhere without bronzeworking, either. Building in jungles is wrong, afaik.
How does the steal mechanic work? i couldnt nick the Dragons horde from Archaeron or Orthoses axe from Perpantach is this working?

Does the miscast mechanic work? i havent had any spells miscast yet, and i cast a LOT of spells.Steal--make sure it is a recon unit with the CoE religion. If so and you don't have the option, then it is bugged.
No spells are set to miscast right now.

ShaggyCan
Dec 16, 2007, 10:13 AM
For those of you having problems with Downloading, surely there is someone who could set up a torrent?
I'm actually kind of surprised that isn't the main method for distributing it.

I downloaded it, but it was corrupted probably due to how long it took. So back at it.

Just a suggestion

ZhugeTien
Dec 16, 2007, 10:16 AM
Okay, so the events seem to be a little glitchy... I had the Wandering Enchanter offer to enchant my warrior's weapons while playing as the Amurites. I decided to hire the fellow, and got the adept with Enchantment I in my capital. The strange part was that the warrior targeted by the event also received Enchantment I. No arcane, no channelling, just the Enchantment I promotion and his new Enchanted Blade. None of my other units received this spell sphere.

Later on, the Council of Esus had been founded by the Sheaim, though it was no one's state religion. I researched Deception hoping to get the ability to spread the religion throughout my cities only to find that the Nightwatch unit I received was unable to do so. Under the Spread Council of Esus spell in the pedia I saw that one of the requirements is that your state religion be Council of Esus before the spell to spread it can be cast. That's fine if one founds the religion, but shouldn't this religion work like the others in that once the proper tech is researched the ability to spread the religion becomes available?

Not sure if this one is a bug or not, but...: I received the event to spread Guild of Hammers in my capital after someone else had founded it. I paid to spread the Guild there, but no corporation/religion style icon showed over my city bar. Not sure if the effects were in place or not. I haven't gotten a chance to test the upgrade cost reduction.

Figured out my mistake regarding the Ratcatcher's Guild being repeatedly founded. Just had to read the pedia entry. Duhr. :hammer2:

Nikis-Knight
Dec 16, 2007, 10:23 AM
Not sure if this one is a bug or not, but...: I received the event to spread Guild of Hammers in my capital after someone else had founded it. I paid to spread the Guild there, but no corporation/religion style icon showed over my city bar. Not sure if the effects were in place or not. I haven't gotten a chance to test the upgrade cost reduction.The icon only shows on the city bar if that city is the guild HQ. Check the upper right corner of the city screen to confirm if it has an active branch or not.
The Esus part is intentional, but you can express your opinion in the balance thread.

felwar
Dec 16, 2007, 10:32 AM
Kael, I am begging you... please, add the minimum resources thing for maps soon. Manually adding reagents to every map I play is really getting tiresome.

Broken Hawk
Dec 16, 2007, 10:40 AM
Can the changelog be added to the first post? It would make it easier to check on a suspected problem without having to hunt down the changelog elsewhere.

Basil II
Dec 16, 2007, 10:41 AM
I rarely have problems with reagents, what kinda maps are people using? And there is the double resources option available if its really that huge a problem.

GeeJo
Dec 16, 2007, 10:51 AM
Some oddities:
1: When Perpentach lost his Raiders trait through the Insanity event, several units got an additional level of experience.
2: The Arena doesn't seem to add any experience to a victorious unit
3: Loki is killed when attacked by a HN unit while in a city. Intended, perhaps? (apropos of nothing, Loki is quite handy for lugging equipment around the map, though I suppose hawks would work even better)
4: Council of Esus edict on the Gambling Ring doesn't seem to actually reduce the price of Gambling Houses.
5: Smuggling Ports aren't enabled through the Council's edict, unless there's a hidden other requirement I'm not seeing. And yes, the city is on a coast with a harbour already.
6: My Nightwatch lost its Council of Esus religion on upgrading to a Courtesan.
7: Hidden nationality Courtesans are unable to use roads, even your own. I've never really used them much, so this may've been like this for a while and intended. Just seems odd. EDIT: Just tested this, it only happened the once. How odd :/
8: You can sabotage Unique Features. Not sure if this is intended or not, just thought I'd throw it out there. May or may be unrelated, but after ending the turn in which I sabotaged the big black statue thingie, the game froze up.
9: Do you need to have Slavery enabled to buy slaves once the Slave Trade has been set up by the Council? Couldn't buy any.

snarko
Dec 16, 2007, 11:00 AM
I got offered to buy healing salve for one of my scouts. Only one problem: the scout was dead. A wolf just killed him.

Dinkeldog
Dec 16, 2007, 11:05 AM
For those of you having problems with Downloading, surely there is someone who could set up a torrent?
I'm actually kind of surprised that isn't the main method for distributing it.

I downloaded it, but it was corrupted probably due to how long it took. So back at it.

Just a suggestion

Yeah, 5 attempts now through two different browsers and attempting through the GameFlood manager and through the browser directly. All corrupted or otherwise not loadable. :confused:

Kiri
Dec 16, 2007, 11:08 AM
Ratcatcher's Guild was founded twice early in a recent game of mine. First it was founded in Innsmouth of the Lanun, which I had explored and could see. Perhaps 20 turns later, it was founded again in some other city I could not see, but I noticed that the Guild icon was no longer on the Innsmouth city bar. Playing under Living World setting, perhaps that is part of the issue.


I have started multiple games and played up to 100 turns or so trying to catch early game bugs, and with the Barbarian World option enabled, I have yet to see a single Barbarian city.

Looking very promising so far. Thanks, Kael and team.


I didn't see if this got talked about, but that's exactly how it's supposed to work. The guild's headquarters are supposed to move to the biggest most crime filled city if one surpasses yours. It seems that under certain conditions it can be founded very quickly as well.

marioflag
Dec 16, 2007, 11:09 AM
In the Civilopedia the image of the Dragon's Horde is showing a red half-circle.I haven't yet seen in game how does it appear.

marioflag
Dec 16, 2007, 11:17 AM
Playing as Balseraphs, with OO as religion.While in the game i was listening (OO music?) someone else founds the Empyrean, and so the Empyrean music start to play, but at the same volume of the OO music, so in the game for a few seconds both music are playing at the same time which is a bit disturbing.

Nixes
Dec 16, 2007, 11:32 AM
Game crashes whenever I load the mod. Serious error. This readout.

AppName: civ4beyondsword.exe AppVer: 3.0.3.1 ModName: cvgamecoredll.dll

I had played BTS with 3.13 installed. Normal game works fine. Doesn't work with the mod loaded.



EDIT:

Repatched to 3.13 and it worked. go figure

xienwolf
Dec 16, 2007, 11:44 AM
Got the event to turn a warrior into a hero very early in the game. Till I manually selected another unit, the game wouldn't de-select him automatically (kept him selected after I gave an order, even if out of movement) Also wouldn't update GUI when I selected his promotions (finally selected another unit and when I returned to the hero he DID have the promotion though).

Later, got the "Explore some ruins event" and I gave him 25 gold to do so, 100 turns later heard nothing back (reported I guess? The python hang).

Also, don't seem to be getting any mouseover tips on events.

felwar
Dec 16, 2007, 11:45 AM
I rarely have problems with reagents, what kinda maps are people using? And there is the double resources option available if its really that huge a problem.

I generally play global highlands, pangea, or big and small... none of them ever have reagents. And I already use blessing of amatheon... hmmm, which if I remember correctly how the script works, might actually make the reagents problem worse.

Also, watch towers are definitely growing into castles on their own without being worked. It is turn 83 and all the watchtowers outside my borders have become castles and say 37 more turns to become a citadel.

Basil II
Dec 16, 2007, 11:48 AM
Wierd, I rarely have problems with Reagents, you really don't *need* them until the endgame anyways?

Airwreck
Dec 16, 2007, 11:55 AM
Not sure how this was possible or if it's a bug, but I saw Loki on turn 6 during an Emperor game.

beorn
Dec 16, 2007, 11:57 AM
Not sure whether this means two Ratcatchers' Guilds were created on the same turn:
http://www.bemont.net/rat.jpg

dot
Dec 16, 2007, 11:58 AM
There will be a patch out later today.

Kael, when you're saying later today do you mean in the US evening time? If so I guess I'll have to start a new game with another civ before continuing the Ljos-Game.

;)

dodnet
Dec 16, 2007, 12:05 PM
Also, forests blocks the increased sight range that sentry towers provide when you stand on them, not sure if this is a new change or a bug.

Same thing for flying units (hawks). If a hawk is send to scout over a forest, adjacent forests or mountains block its line of sight as if it is in the forest, not above it.

Also Sidar Worldspell doesn't do anything. I casted it at start and my warriors still where normal warriors.

Serthorn
Dec 16, 2007, 12:06 PM
Broken Doviello's War Elephant graphic:
http://img232.imageshack.us/img232/2599/civ4screenshot0003nb9.jpg

Elrath
Dec 16, 2007, 12:14 PM
Playing a game as the Malakim and went for Empyrean and Overcouncil.

1) Major bug- I voted for the defensive pacts for all members and it gave defensive pacts with Os-Gabella for all members as well. Everyone else I had met so far was in the council, but Os-Gabella was AV, Evil, and certainly not. So everyone has a defensive pact (*edited out*) with her. She's currently furious with me, so its kind of odd.
Not sure yet how this might affect people I haven't met yet (like Hyborem, since he appeared but I haven't met him), especially if other people have met them who ARE on the council.

2) Mahala was all "That would go against everything we stand for!" when I wanted them to join the council, but then the next turn they (and the elves who also refused me) joined on their own. Just seemed kinda odd.

Bitwise
Dec 16, 2007, 12:24 PM
Here's a screenshot of my jungle with mines, cottages and a pasture. The orc slave made the cottage, the elven workers built the others. I have sanitation.

ShaggyCan
Dec 16, 2007, 12:26 PM
Yeah, still getting a corrupted file when I download, if anyone posts a far more reliable torrent, please post the link here.

xienwolf
Dec 16, 2007, 12:29 PM
Towers upgrading was set to happen if worked or not. They are just faster to convert if worked.

zeph2k
Dec 16, 2007, 12:32 PM
i built the wonder that gives you the three hill giants, and i cant select more than one to move at a time, selecting "select all units and select units of the same type" just picks one of them same withe the shift/ctrl key

Nikis-Knight
Dec 16, 2007, 12:53 PM
Here's a save 3 turns before Acheron is suspiciously "killed"
165884

Also of note, Barbarians founded Octopus Overlords.

Squirm
Dec 16, 2007, 01:02 PM
i built the wonder that gives you the three hill giants, and i cant select more than one to move at a time, selecting "select all units and select units of the same type" just picks one of them same withe the shift/ctrl key
I had the same trouble with some captured bears. I suspect it's hidden nationality units that can't be selected as a stack / in multiples.

mindlar
Dec 16, 2007, 01:05 PM
Had an event where a slave takes up arms against me. Instead got a python exception:

File "CvRandomEventInterface", line 837, in doSlaveRevlot

IndexError: tuple index out of range

Zifnab
Dec 16, 2007, 01:09 PM
Some of my mana nodes have become randomly unimproved, and workers don't seem to be the problem, as they are set to leave old improvements.

Bitwise
Dec 16, 2007, 01:12 PM
Some of my mana nodes have become randomly unimproved, and workers don't seem to be the problem, as they are set to leave old improvements.

This is probably caused by the world spell for the Amurites.

Zifnab
Dec 16, 2007, 01:17 PM
didn't notice any notification that they had cast the spell, and it only inimproved 2 of 4 nodes

also, had the adventure event with the sidar hero, and in addition to the python errors, when he disappeared to go on his adventure, he left behind his equipment. wouldn't have been too bad if he had been in my territory, but he was stalking orthus, and the barbarians ended up with the blade

Grillick
Dec 16, 2007, 01:44 PM
Kuriotates Sprawling trait permits them to work the third ring, but they no longer have expanded cultural borders. If the expanded borders are no longer possible, please at least fix the tooltip for the trait.

ShaggyCan
Dec 16, 2007, 02:01 PM
Third download still corrupt. I'll just wait till its gets mirrored or torrented. Sounds like it needs a few patched anyway.

Just nothing to do today, snowed in!

it-ogo
Dec 16, 2007, 02:12 PM
[Edited]

- Look like Luchuirp killed Orthus but did not take his axe. It was just put on the top of the hill one tile from Luchuirp city and marked as barbarian unit. When I have taken it there was a message "Your hunter has destroyed a Orthus's Axe".

- (has been reported) Watch towers are growing into citadels even in wilderness.

Mahatmajon
Dec 16, 2007, 02:13 PM
Khazad captured my city. When I took it back it had the dwarven vault (low) building (or empty another time!) that stayed for the rest of the game.

Event bug – My ‘victorious unit’ gained 3xp, but it was dead at that point having won a couple of battles in the previous turn before getting killed.

Do the guild things actually spread? I haven't seen it in two mostly complete games.

KillerClowns
Dec 16, 2007, 02:21 PM
Changing your civic to Scholarship removes Council of Esus. Maybe this is intentional, but I couldn't find any mention of scholarship removing religion. Haven't tested it with other religions. Apologies if you clearly stated scholarship's religion removal somewhere...

Polycrates
Dec 16, 2007, 02:23 PM
So excited about Shadow being out! Awesome work, guys!

Anyway, just one thing: With the Barbarian World option, the barb cities only spawn on one continent in multi-continent games.

Civkid1991
Dec 16, 2007, 02:26 PM
every time i play a custom game when it gets to that movie at the end of the load the movie causes my game to crash... who would i turn this off?

Nikis-Knight
Dec 16, 2007, 02:26 PM
How to hire a mercenary? I have a Guild of the Nine headquarters and what? Which button to pess? Or it is not implemented yet?If you have enough money, any unit will have the ability.
every time i play a custom game when it gets to that movie at the end of the load the movie causes my game to crash... who would i turn this off?Try options, graphics, no movies.

Badalesh
Dec 16, 2007, 02:29 PM
- Tomb of Succelus doens't provide bonus Life Mana (at least not if you already have Life Mana)

- Grouping of units doesn't not work (at least not with units that have hidden nationality)

- Game Options aren't saved for custom games (you have to recheck the boxes each game)

jenks
Dec 16, 2007, 02:31 PM
two already posted errors asking for clarification if they are such or are 'features'

- ancient towers upgrade to castles (continue with countdown whether worked or not) - are there actually any benefits in working them or is this progression not working properly?
- i too had the ratcatchers guild founded in my city same turn as it founded in someone elses - is this supposed to happen (did it spawn and then move to where there was more crime - and if so why did it start in my city?) or is it a bug and should not have spawned more than once on the same turn?

aside, lookin amazing overall after about an hours play :)

Blakmane
Dec 16, 2007, 02:32 PM
So excited about Shadow being out! Awesome work, guys!

Anyway, just one thing: With the Barbarian World option, the barb cities only spawn on one continent in multi-continent games.

are you getting a barb city per civ as expected? So far both my games have been barbarian world/lands whatever the option is called, and have had no barb cities at the beginning at all.

Sircam
Dec 16, 2007, 02:51 PM
I get the event "Someone is opening speaking out about your incompetence"

I had this event repeated for 4 turns, It seems to me that no option worked, the event restart in the turns after...

Sircam
Dec 16, 2007, 02:56 PM
I am unable to find in the City's Screen the counter indicating the current crime rate in the city

Dragonlord
Dec 16, 2007, 03:04 PM
Great update, love it already!

Unfortunately I'm getting a recurring CTD. I'm attaching the savegame. Whenever I move my HN Giant Spider north onto the hill, the game crashes. I would surmise the newly discovered territory holds an improvement for which the game can't find the graphics...

DREWid
Dec 16, 2007, 03:06 PM
playing the malikim ethine is in the overcouncil with me and we have open borders, were at war with charidon and jonas ... ive just taken the city of suderholm off the dolivero and given it to ethine ... now even though it still says we have open borders my troops cant move through her lands and if i try to move them in i just get a red move circle ... saves attached

mal is the last save (were the problem is) the auto safe is from 4 turns before (the last 1 i have)

Sircam
Dec 16, 2007, 03:30 PM
In the same turn Khazad and Lanum had a "failded wedding" and a "good wedding" events adding all the modifiers to their diplomacy

ChaoticWanderer
Dec 16, 2007, 03:32 PM
i made a road to the mirror of sun and it didnt give me a sun mana does it need another addition that it doesnt say or is this an error?

Also it seemed the ratcatchers guild was formed in turn 20 in my city isnt that a bit early

Sureshot
Dec 16, 2007, 03:32 PM
i noticed some terrain was blacked out even when my units moved on it.

i noticed similar things before when i made forts have increased visibility range. it seems like having improvements that are added/built after the setup phase of the game might cause messed up anti-visibilities.

hossam
Dec 16, 2007, 03:33 PM
the game wont start up i have the right patch the problem is that for some reason the game wasnt installed in the right location.

DREWid
Dec 16, 2007, 03:33 PM
i made a road to the mirror of sun and it didnt give me a sun mana does it need another addition that it doesnt say or is this an error?

yeah it needs divination (or poss knowledge of the either)

Locust-71
Dec 16, 2007, 03:34 PM
Playing as Ljosalfar. Elven workers have the option to Remove Jungle, but the jungle is not removed.

Lloyien
Dec 16, 2007, 03:36 PM
I haven't seen it mentioned in this thread yet, but in my Sidar game, I was notified when the Svartalfar founded the Council of Esus, and subsequently notified when Tasunke switched to that religion. Likewise, though it doesn't show beside his name, it -does- show on the first diplomacy screen. I'm assuming this isn't working as designed.

rusty217
Dec 16, 2007, 03:38 PM
I am unable to find in the City's Screen the counter indicating the current crime rate in the city

If you hover the mouse over the cities name the crime rate should be near the bottom of the black pop up box in the bottom right hand corner.

rusty217
Dec 16, 2007, 03:43 PM
Changing your civic to Scholarship removes Council of Esus. Maybe this is intentional, but I couldn't find any mention of scholarship removing religion. Haven't tested it with other religions. Apologies if you clearly stated scholarship's religion removal somewhere...

I beleive this is intentional,
In the civics screen one of scholarships effects is shown as no state religion

Nanocyborgasm
Dec 16, 2007, 03:45 PM
Just downloaded the mod and love it!

I noticed a problem with the opening slide show. It plays no music and just goes from one slide to another without smooth transition.

dodnet
Dec 16, 2007, 03:53 PM
every time i play a custom game when it gets to that movie at the end of the load the movie causes my game to crash... who would i turn this off?

I had the same problem with 0.23 and 0.25. Just click multiple times beside the loading-window shortly before its finished. So it skips the movie an no crash :)

Nikis-Knight
Dec 16, 2007, 03:54 PM
I noticed a problem with the opening slide show. It plays no music and just goes from one slide to another without smooth transition.That will be changed in a seperate download; the media files were split off to increase speed of downloads.

Demus
Dec 16, 2007, 04:08 PM
it seems like the AI is very reluctant to adopt the over/under council civics, even when they have the religion as state religion. In the 2 games i've played sofar (1 sidar esus, 1 kurio empyrean), i was the only member for most of the game, even though at least 2 other civs were running the same religion.

Nikis-Knight
Dec 16, 2007, 04:12 PM
Well, they might adopt the religion without having the tech that founds it and allows the under/over council civics. See if they change when you gift them honor/deception.

Basil II
Dec 16, 2007, 04:14 PM
i made a road to the mirror of sun and it didnt give me a sun mana does it need another addition that it doesnt say or is this an error?

Also it seemed the ratcatchers guild was formed in turn 20 in my city isnt that a bit early

Did you have Knowledge of the Ether researched?

Arwon
Dec 16, 2007, 04:20 PM
Yeah, you need to gift the AI all the techs up to Honor or Deception to get them to join the council.

Psychic_Llamas
Dec 16, 2007, 04:25 PM
Steal--make sure it is a recon unit with the CoE religion. If so and you don't have the option, then it is bugged.

Ah, well then its bugged. i was playing CoE as Sidar, lead by Cardith. i had Gibbon and the hero with the nether blade (forget the name) he has the steal option, but it never worked.

BeefontheBone
Dec 16, 2007, 04:30 PM
- Tomb of Succelus doens't provide bonus Life Mana (at least not if you already have Life Mana)
You need the relevant tech to get it from the terrain bonuses - the same one which would let you build the nodes.
- Grouping of units doesn't not work (at least not with units that have hidden nationality)
I assume this was a deliberate fix for spinlocks caused by the AI grouping HN units.
- Game Options aren't saved for custom games (you have to recheck the boxes each game)
Vanilla "problem". If you use the same regularly, you can edit the flags in the .ini file.

ichbinsehselber
Dec 16, 2007, 04:30 PM
1.) My Ljosafar Elven Workers cannot build a farm or a cottage in a forest. This seems to be true for both a forest in plains and forest in grassland. Both tiles are next to river. The text says requires bronze working to clear the forest.

2.) Alechemist event triggered on a unit, which just before the event died in combat. I bought the healing salve (not knowing, which unit does the transaction) and then found out the event was triggered by my scout, which had been slain in the same AI turn just before the event.

kenoxite
Dec 16, 2007, 04:34 PM
So far you can't switch to Undercouncil if you select it alone and start a revolution. It works only if you choose Undercouncil plus any other change before starting it, though. I haven't checked if it happens with Overcouncil also.

And as I've never have said this on this forum (not that I post that much anyway :)): excellent mod, it's the main reason why I keep Civ4 on my hard drive. You guys have one of the best games (yes, I know it's "only" a mod) that I've ever played. So, congratulations and thanks a lot for all the good times you're giving to me.

Jie
Dec 16, 2007, 04:35 PM
1. Steal didn't work for me either.
2. I got an event to let a rebellious apprentice continue with his experiment, from the civpedia, it sounds like this event was suppose to establish Circle of Gaelan? But it didn't.
3. Playing with Sidar and Esus, in the undercouncil resolution menu, it says as head of the UN you can vote the follow resolutions....
4. As noted smugglers port resolution doesn't seem to do anything.

BeefontheBone
Dec 16, 2007, 04:37 PM
1. Steal didn't work for me either.
2. I got an event to let a rebellious apprentice continue with his experiment, from the civpedia, it sounds like this event was suppose to establish Circle of Gaelan? But it didn't.
There are more events which follow one of the choices on that event - if you follow the chain the Circle is founded.

The elves and forests thing is fixed in the next patch - see the first post.

Demus
Dec 16, 2007, 04:41 PM
about the steal spell (and others): it seems like you can only have 1 item at a time. Since the sidar hero already has an item (the blade), he can't steal/pick up a 2nd one. Just a guess, but as far as i've heard this should be it.

edit: just tried it out. created 2 rathus hero's in the world builder, and gave away the sword of 1 of them. Both could still pick up an othus axe, so i suppose it is possible to carry more than 1 item (1 hero had both the axe and the nether blade).

Basil II
Dec 16, 2007, 04:45 PM
Ah, well then its bugged. i was playing CoE as Sidar, lead by Cardith. i had Gibbon and the hero with the nether blade (forget the name) he has the steal option, but it never worked.

I would suspect you can't steal anything if you are already carrying something. (Or can you carry multiple pieces of equip?)

Kael
Dec 16, 2007, 04:45 PM
Great update, love it already!

Unfortunately I'm getting a recurring CTD. I'm attaching the savegame. Whenever I move my HN Giant Spider north onto the hill, the game crashes. I would surmise the newly discovered territory holds an improvement for which the game can't find the graphics...

No crash for me.

Jie
Dec 16, 2007, 04:46 PM
My Ghost tried stealing and he couldn't. It just said Steal, and nothing happened, I tried it several times.

About the circle ahh ok, just seemed like after 50-100 turns there was no other chain of events, thought it mighta been buggy.

Psychic_Llamas
Dec 16, 2007, 04:47 PM
By ME: my game froze upon attemting my first game as Cardith Lorda of the Sidar. didnt get past 'Finished' on the Loading screen.

I was wrong. its the End of Winter game option that causes the freezing.

Nikis-Knight
Dec 16, 2007, 04:56 PM
Stealing is working for me...
But shadows upgraded from ghosts seem to lost their invisiblility after attacking.
Also, slavery is availible to neutral civs.

Sarisin
Dec 16, 2007, 05:01 PM
I have been trying to download the mod from GameFlood for 15 hours without success.

I downloaded their installer.

The first attempt at 65% ended with the word "ERROR."

The second attempt after 70% also ended with the word "ERROR."

I let the third attempt go all night and woke up this morning to the following cryptic (to me) message:

"bad argument #1 to 'ipairs' (table expected, got nul) -1

Is there an alternate way to get the mod?

I never had problems like this before getting the mod and updates. GameFlood doesn't seem to be working for me. :(

White Elk
Dec 16, 2007, 05:07 PM
i made a road to the mirror of sun and it didnt give me a sun mana does it need another addition that it doesnt say or is this an error?

yeah it needs divination (or poss knowledge of the either)Must be Knowledge of the Ether. I've got a Mirror and its given me the mana.
I don't yet have Divination or any other magic techs besides KoE.

Kael
Dec 16, 2007, 05:10 PM
Ah, well then its bugged. i was playing CoE as Sidar, lead by Cardith. i had Gibbon and the hero with the nether blade (forget the name) he has the steal option, but it never worked.

I just tried it and it is working fine for me. Gibbon can never steal because on recon units can. Rathus (the guy with the Nether blade) can steal if he (not your civ) is following the Council of Esus. It would be unusual to see Rathus worshipping Esus though so make sure to mouceover his unit icon and make sure he is an Esus follower.

If he is then you have to move him into a plot with another unit with an equipment for him to steal, or a city with an equipment in building form. That unit/city you are stealing from cant be a member of your team (you cant steal from team members).

vivictius
Dec 16, 2007, 05:11 PM
Here is the error screen I get when starting a game. After clicking on 'ok' I can do my first turn, it then runs the AI turns (or at least the barbs) before having a hard CTD.

I have the 3.13 patch and I tried reinstalling 0.30 twice from two different downloads.

Kiri
Dec 16, 2007, 05:18 PM
I guess it should technically be in the cosmetic thread but it's a bit of both. In the options page you changed the wording for cultural conversions so that the base setting is that you can capture with culture and you have to click the option to turn it off. Well the way it's currently playing you still have to click the option to turn on cultural conversion, I've had two cities sitting at 1% them/ 98% me with not so much as even a revolt in 50 turns.

Kael
Dec 16, 2007, 05:24 PM
Here is the error screen I get when starting a game. After clicking on 'ok' I can do my first turn, it then runs the AI turns (or at least the barbs) before having a hard CTD.

I have the 3.13 patch and I tried reinstalling 0.30 twice from two different downloads.

That file you are getting errors from (CvCustomEventManager.py) isn't a FfH file or a Civ4 file.

I know a file with that name exists in Warhammer. Is there any chance that you installed FfH over a warhammer install (like in the exact same directory) or that you installed warhammer files in your custom assets or over your base Civ4 files?

Locust-71
Dec 16, 2007, 05:27 PM
My elven jungle farms stay as jungle farms even after I built Genesis. All other jungles turned to forest.

White Elk
Dec 16, 2007, 05:30 PM
I founded The Empyrean and was granted the Holy City as normal. It founded during a Golden Age and I immediately adopted Overcouncil along with a couple other civics. But I did not adopt the religion yet (should I have adopted the religion first?). There was no council election and no measures to vote on many turns after I adopted it. Some time later my Prophet was born and I moved him to the Holy City only to discover that the Holy City was absent!?! It disappeared though the city still had the religion. I didn't have any saves other than the one-turn autos and the turn 1 save. So I couldn't determine when I lost the Holy City. Or if I lost it due to not having adopted the religion before adopting the OverCouncil.

Desiring to play on, I WB'd the Holy City back in the original city. The next turn I meet all the civs from another continent. None of us had ocean going vessels. Then when Hyborem entered the world (on that distant continent) I meet him as well. Is it intended that the Council Leader meet all undiscovered civs?

Also I was still able to vote on resolutions despite being the only member. I passed Single Currency and the 'all foreign trade routes' measures. But my trade routes were unaffected. I've noticed other possible trade route problems so I don't if this is a Council problem or related to the other problems. Once I build The Great Lighthouse I will report on the trade route issues.

Kael
Dec 16, 2007, 05:42 PM
Here's a save 3 turns before Acheron is suspiciously "killed"
165884

Also of note, Barbarians founded Octopus Overlords.

He didnt die in my play through (though he was wandering).

Its possible that the barbs can found a religion, its just very rare. Since the barbs dont tech (they just get points towards techs for every other civ that has the tech) its rare that they get a tech first. The only occasion that they can is if they get a wonder first that gives them a free tech (barbs can build wonders in ffh, unlike vanilla). In those rare cases im cool with them founding a religion.

Nikis-Knight
Dec 16, 2007, 05:43 PM
I just tried it and it is working fine for me. Gibbon can never steal because on recon units can. Rathus (the guy with the Nether blade) can steal if he (not your civ) is following the Council of Esus. It would be unusual to see Rathus worshipping Esus though so make sure to mouceover his unit icon and make sure he is an Esus follower.Council of Esus must also be your state religion.

Ozcor
Dec 16, 2007, 05:54 PM
Getting a recurring CTD, not sure why. This is the save - it crashes when I end turn.

Also, I'd like to add my voice to the chorus of "Shadow is awesome and FFH has totally replaced Civ for me"! Thanks for the great mod, guys! :)

psychoak
Dec 16, 2007, 05:58 PM
Upgrading a Night watch to a ghost drops the CoE status. Might be intentional, unlimited numbers of hidden nationality casting invisible units is rather entertaining. Which brings to mind a potential flaw in balance.

Rathus Denmora is one badass assassin if he spawns with the CoE trait. You can't cast hide after you attack, but you can declare nationality. Not spawning with it means he's a real gimp by comparison, but he ain't exactly weak. I'll miss being able to kill entire teams without declaring war using a single unit, but that trait probably needs blocked for him.

Kael
Dec 16, 2007, 06:01 PM
Getting a recurring CTD, not sure why. This is the save - it crashes when I end turn.

Also, I'd like to add my voice to the chorus of "Shadow is awesome and FFH has totally replaced Civ for me"! Thanks for the great mod, guys! :)

No crash with me with patch "a". I'll get it uploaded and you can install and see if you still have a problem (it wont break saves).

dot
Dec 16, 2007, 06:20 PM
I have been trying to download the mod from GameFlood for 15 hours without success.[...]

Sarisin, check this (http://forums.civfanatics.com/showpost.php?p=6258824&postcount=32) out. GF seems to have an internal problem with what the dl-software thinks this mod is. I couldn't get it either. But following the linked post worked for me.

Hope that helps.

Esbilon
Dec 16, 2007, 06:24 PM
My adepts didn't get a free promotion when I built them in a city with Prophecy of Ragnarok with the Apprenticeship civic

dot
Dec 16, 2007, 06:24 PM
I'll get it uploaded and you can install and see if you still have a problem (it wont break saves).

Monday, 12/17/07 - 1:25 AM.
Gotta be off to work in eight hours.
But the first patch is coming.
Ohwee! I'm slightly torn now ... :sad:

:joke:

I'll have to try it. ;)

Kael
Dec 16, 2007, 06:25 PM
Patch "a" is linked in the first post. It won't break save games and it resolves the following issues:

1. Fixed the python error in the "Into the Mist" world spell.
2. Fixed the error in the Add to Freak show spell.
3. Fixed an error in the Cult of the Dragon unrest event.
4. Elven workers no longer require bronze working to place improvements on forest plots.
5. Fixed a python error in the Adventure event.
6. Tailors give +1 happy from cotton instead of sheep.
7. To become Shades, Sidar units have to be alive, and can't be animals or beasts.
8. Increased the duration of Blinding Light to 2 (to keep it from wearing off).
9. Fixed broken graphics on the Dragons Horde wonder.
10. Fixed a CtD that could happen from Raging Seas on slower computers (those unable to process the visual effect).
11. Fixed an error in the slave revolt function.
12. Scholarship no longer blocks a state religion.
13. Good AI leaders ignore "evil" techs and vise versa.

Wintermist
Dec 16, 2007, 06:26 PM
Even though my graphics card died the very same morning Shadow arrived I managed to play on my on-board graphics adapter to find the following:

* Goblins initially look like goblins, but then looks like some soldiers in yellow metal.
* A giant Ogre I think it was attacked my scout and after he killed them he turned into a huge human-like soldier.
* There was a plaza offering Fire mana when connected with a road. It did either not give me the mana or the mana bar did not update.

*EDIT:
Okay I now realise the change of appearance is due to the animation setting.

Kael
Dec 16, 2007, 06:32 PM
Even though my graphics card died the very same morning Shadow arrived I managed to play on my on-board graphics adapter to find the following:

* Goblins initially look like goblins, but then looks like some soldiers in yellow metal.
* A giant Ogre I think it was attacked my scout and after he killed them he turned into a huge human-like soldier.
* There was a plaza offering Fire mana when connected with a road. It did either not give me the mana or the mana bar did not update.

If your units look okay when moving but turn back to normal civ4 units when standing still its because you have "Freeze Animations" turned on in your game options.

Sarisin
Dec 16, 2007, 06:33 PM
Sarisin, check this (http://forums.civfanatics.com/showpost.php?p=6258824&postcount=32) out. GF seems to have an internal problem with what the dl-software thinks this mod is. I couldn't get it either. But following the linked post worked for me.

Hope that helps.

Thanks, I'll try anything at this point. I got the same message after my 4th attempt downloaded for several hours. Thanks.

westamastaflash
Dec 16, 2007, 06:56 PM
Cult of Dragon seems to spread very early, and I was getting the event 1 turn, then immedately after that got the event again. So 6 turns of rebellion in my capital, and i hadn't even founded city#2 yet.

Maniac
Dec 16, 2007, 07:02 PM
Hmm, might have to check out how the Councils work.

Are there plans to ever create frozen animations for FfH as you did for Age of Ice?

kenken244
Dec 16, 2007, 07:36 PM
Is it intended that the warcry world spell gives you units waterwalking?

it-ogo
Dec 16, 2007, 07:39 PM
Capria asked me to adopt Religion. (Or it is a cosmetic issue?) And I am not sure she really needs those 3 Chaos mana - she is good and RoK. (Or it is a balance issue?)

Sheelba with CoE is neutral. Because before CoE she accepted Order. I do not know if it is intentional.

I am founder of CoE and there are 3 more CoE worshippers. At least 2 of them know Deception. But I am only member of Undercouncil.

Nikis-Knight
Dec 16, 2007, 07:41 PM
Capria asked me to adopt ReligionShe means the cultural value civic religion, not any particular religion.

Broken Hawk
Dec 16, 2007, 07:51 PM
Charadon adopted Empyrean. It is not my state religion. I did not think I shoulld know this.

Nikis-Knight
Dec 16, 2007, 07:56 PM
There is nothing hidden about the Empyrean, it's the Council of Esus or Undercouncil civics you should not be informed about.

VisionV
Dec 16, 2007, 08:10 PM
Hidden nationality units cannot seem to spawn new units. I ran across this when I was playing with the XML settings to increase the chance that baby spiders would spawn. I set the chance to 100% and no baby spiders. Werewolves were working so noticing that werewolves were not HN, I declared nationality on the Giant Spider, then I started getting baby spiders.

Arwon
Dec 16, 2007, 08:24 PM
It may have been fixed in patch A, but I seem completely unable to, as the Svartalfar, remove jungles even though I have Sanition. I can build improvements in jungles but then I can't clear the jungle from the tile. They do the chopping motion for a few turns then when they're finished the jungle is still there.

Zifnab
Dec 16, 2007, 08:28 PM
Loki is not running away before being attacked. He just got attacked by a hill giant and then got attacked and injured by a wolf.

felwar
Dec 16, 2007, 08:36 PM
Okay, Barbatos twincasting is bad enough, but his wraiths are lasting 3 turns and roaming VERY far.

Also, I believe i'll be turning the cult of the dragon off. It's coming way too early to deal with all of the rioting it incites, and after seeing what it does, I would be choosing to never allow it any of my cities anyway.

The ratcatchers are being founded multiple times.... might just mean their founding city is moving, but it's odd.

I'm also starting to feel that starting with pacifism is just an unneeded penalty for civs without a spiritual leader. It's like starting a turn behind due to the troop cost.

rief_s
Dec 16, 2007, 08:43 PM
When creating a custom game, game option is not loaded. I have to check the choice again :(.

; Game Options
GameOptions = 100100100011000001000100100000001000000000

ichbinsehselber
Dec 16, 2007, 08:43 PM
Goblin workers seem to be able to remove Jungle from the start.
I have captured one from the barbarians and it can remove jungle in neutral lands (this is early in the game and neither bronze working nor sanitation is researched)

Ozcor
Dec 16, 2007, 09:13 PM
Originally Posted by Ozcor
Getting a recurring CTD, not sure why. This is the save - it crashes when I end turn.

No crash with me with patch "a". I'll get it uploaded and you can install and see if you still have a problem (it wont break saves).

Yup, that did the trick, apparently. Thanks, Kael!

Sarisin
Dec 16, 2007, 09:19 PM
Sarisin, check this (http://forums.civfanatics.com/showpost.php?p=6258824&postcount=32) out. GF seems to have an internal problem with what the dl-software thinks this mod is. I couldn't get it either. But following the linked post worked for me.

Hope that helps.

Thank you for your kind assistance. It worked. :)

It shouldn't take 20 hours to get the mod, though, and I hope the next major release can have alternate means of obtaining such as a torrent file as mentioned.

Time to play:lol:

Elrath
Dec 16, 2007, 09:28 PM
My Chalid Astrakein's fire bonus got glitched up somehow. I have 6-7 sun mana but hes got +30ish fire combat. I think he was normal before, but when I lost power and loaded an auto-save he was super powerful although additional sun mana increased it by just 2.

Shortly after I loaded it, I crashed as well.

Psychic_Llamas
Dec 16, 2007, 09:37 PM
I just tried it and it is working fine for me. Gibbon can never steal because on recon units can. Rathus (the guy with the Nether blade) can steal if he (not your civ) is following the Council of Esus. It would be unusual to see Rathus worshipping Esus though so make sure to mouceover his unit icon and make sure he is an Esus follower.

If he is then you have to move him into a plot with another unit with an equipment for him to steal, or a city with an equipment in building form. That unit/city you are stealing from cant be a member of your team (you cant steal from team members).

Ah, ok. i understand. i just assumed that if my state religion is Esus he can steal :p

Arqane
Dec 16, 2007, 09:40 PM
My Chalid Astrakein's fire bonus got glitched up somehow. I have 6-7 sun mana but hes got +30ish fire combat. I think he was normal before, but when I lost power and loaded an auto-save he was super powerful although additional sun mana increased it by just 2.

Shortly after I loaded it, I crashed as well.

This was an issue before as well with saved games and affinity. It was saving the strength + affinity instead of just the base strength. So each time you saved/reloaded, you'd get the +affinity added on top again.

Psychic_Llamas
Dec 16, 2007, 09:42 PM
I founded The Empyrean and was granted the Holy City as normal. It founded during a Golden Age and I immediately adopted Overcouncil along with a couple other civics. But I did not adopt the religion yet (should I have adopted the religion first?). There was no council election and no measures to vote on many turns after I adopted it. Some time later my Prophet was born and I moved him to the Holy City only to discover that the Holy City was absent!?! It disappeared though the city still had the religion. I didn't have any saves other than the one-turn autos and the turn 1 save. So I couldn't determine when I lost the Holy City. Or if I lost it due to not having adopted the religion before adopting the OverCouncil.

Desiring to play on, I WB'd the Holy City back in the original city. The next turn I meet all the civs from another continent. None of us had ocean going vessels. Then when Hyborem entered the world (on that distant continent) I meet him as well. Is it intended that the Council Leader meet all undiscovered civs?

Also I was still able to vote on resolutions despite being the only member. I passed Single Currency and the 'all foreign trade routes' measures. But my trade routes were unaffected. I've noticed other possible trade route problems so I don't if this is a Council problem or related to the other problems. Once I build The Great Lighthouse I will report on the trade route issues.

i had the exact same thing happen to me. (except i adopted the Emp religion ASAP) when i built the Holy City wonder thing that grants the Overcouncil i met all civs o nthe other continent even though we didnt have ships. Hyborem spawned right next to my 4th city.

it-ogo
Dec 16, 2007, 09:51 PM
How long does it take to impersonate? I got into impersonation and unable to come back. OK, I start impersonate Varn (Order), start the war with everybody, Invented AV, converted into it, pugred the unfaithful... About 20-30 turns passed. Time to come back. How?

Impersonation appeared too addictive. :(

She means the cultural value civic religion, not any particular religion.
Yes, sorry. I thought she means Religious Discipline which is no more.

it-ogo
Dec 16, 2007, 10:06 PM
edit: just tried it out. created 2 rathus hero's in the world builder, and gave away the sword of 1 of them. Both could still pick up an othus axe, so i suppose it is possible to carry more than 1 item (1 hero had both the axe and the nether blade).
My shadow was able to wear at the same time Nether Blade, Orthus's Axe and Golden Hammer (stolen). Either it was 3-handed shadow or the third tool was carried by the great commander (who was also riding that shadow).

Ozcor
Dec 16, 2007, 10:27 PM
Here's an interesting one. I was scoping out the map to see what I could conquer for some reagents, and couldn't find any at all in the world.

Do reagents have to be revealed now?

Am I just blind? :)

Here's the file - The map is Hemispheres, 4 continents - varied, with islands

CrimsonChaos
Dec 16, 2007, 10:44 PM
Played Svartalfar, 0.30 with no patch.
I had 3 cities and one of them got captured by a goblin.
The city went from 3 pop to 1.
The weird thing though, the other two cites took a population hit when the city got taken, bringing them each down by two.

Kael
Dec 16, 2007, 11:02 PM
Played Svartalfar, 0.30 with no patch.
I had 3 cities and one of them got captured by a goblin.
The city went from 3 pop to 1.
The weird thing though, the other two cites took a population hit when the city got taken, bringing them each down by two.

That means that leader is using the conquest civic.

Kiri
Dec 16, 2007, 11:40 PM
OOS errors... I hosted a game online with myself, my wife sharing my same network and my brother in a different state. Went fine for about 110-150 turns and we got our first OOS error, no python exceptions, i reconnected as I was the off number and play continued. Started getting more and more common OOS until we finally just gave up because they were happening every turn, always with myself as the off number.

Save game is attached, not sure if you will be able to do anything with it.

Vercalos
Dec 16, 2007, 11:41 PM
Sorry, but I've only started downloading the new patches just now. Do I have to download the whole thing over again, or is there a patch for 0.25 -> 0.30?

Kiri
Dec 16, 2007, 11:43 PM
I'm the Sidar I discovered Deception first, switched to the religion, got the holy city building, adopted the undercouncil civic, got 3 people to adopt the civic with me and 50ish turns later, still no council election and I can't find anywhere how to start it, anyone got anything on this?

vivictius
Dec 16, 2007, 11:44 PM
well, I just reinstalled the whole game and now it seems to work.

I also got the "Someone is opening speaking out about your incompetence" event. 6 times in about 20 turns. 4 of the times I chose to have the fool whiped and now the unhappiness from that has not gone away in over 100 turns.

dwhee
Dec 17, 2007, 12:31 AM
This has got to be a bug... I'm at war with the Malakim and I move one Sheaim unit into their territory. The unit is out of movement points, but is still able to pillage. In fact, it's able to pillage multiple times. It reduces the town in the tile to nothing and destroys the road for good measure.

I'm going to note that I haven't tested this with patch 'a' yet, but there's nothing in the notes about it...

edit: updated to 'a' on the current save game and it still does it. The same issue applies to bombarding.

vivictius
Dec 17, 2007, 01:14 AM
Just noticed, my mercs (Im amurites) can grab the luchurips golden hammer and barnaxus piece. I'll send a non-merc and see if he can grab them as well.

I have open borders with them.

Also, aren't mercs suppose to be hidden-nationality?

vivictius
Dec 17, 2007, 01:19 AM
yep, my warrior was able to pick up the pices of barnaxus. They where on the ground though, not carried by a luchurip unit. I am not sure, not that I think if it, if the golden hammer was equiped or just on the ground. There where several luchurip units in the square when I got the hammer. They did not pick up the hammer or barnaxus.

Cadaveres
Dec 17, 2007, 01:31 AM
Hi hi,

I have been playing with the basic FFH2 0.30 (no patch, no media pack) and so far I just have detected that some 3D models (Arthedain as far as I have seen) are missing. I'll download the rest this evening and keep trying.

I am enjoying a lot so far, maybe I should take holidays so I can keep playing?? ;-)

vivictius
Dec 17, 2007, 01:32 AM
For the random merc event, is it suppose to, or does it have a chance to, have promotions? I just got the event, it was 187g to get the merc and it was just a normal merc I could buy.

I guess the other possibility might be...is that event independent of having the merc guild? I have it already but and event like that would let people who didnt get currency first, still get mercs.

jrandrew
Dec 17, 2007, 02:17 AM
yep, my warrior was able to pick up the pices of barnaxus. They where on the ground though, not carried by a luchurip unit. I am not sure, not that I think if it, if the golden hammer was equiped or just on the ground. There where several luchurip units in the square when I got the hammer. They did not pick up the hammer or barnaxus.

I noticed the same thing with Orthus'Axe. It sat on the ground for a good 10-15 turns before the Kuriotates bothered to pick it up. I am playing Balseraphs. Didn't quite make it in time though :(. I noticed that Loki can't pick it up (is this intended). I know he can't attack, but it would have been nice to grab it. Neither can a Gypsy Wagon.

Speaking of Loki and Gypsy Wagons, I can't seem to figure out how the money and culture returns to my cities from them. A few extra coins seem to get added on at the beginning of every turn and I can't tell where they are coming from, but nothing under the finance screen. No clue if/when any culture is coming back.

Loki rocks in general, though. Just march into every new city Cardith founds and bam! Either disbanded or mine...

Also, I created an Acrobat and he showed up with a bunch of random traits. Heavy, Withered, random other stuff. Is this because of the freak show? Or special traits acrobats have that regular rangers don't??

Moon Hunter
Dec 17, 2007, 03:38 AM
Having played a game as amurites:

Got stuck at not being able to change civic
see attached save. No crash, no warning, no change, no anything... it just ignores me

Nimbus
Dec 17, 2007, 04:04 AM
Tried a game with no tech brokering, double bonuses, barbarian cities at beginning and start with ice age option, along with Prince, normal, pangea, 19 civs. Took almost 5 minutes to start game after selecting options and then By the year 50 the game was taking over 4 minutes in between turns. my system is a P IV 2.8 3ghz Ram X1800 w/512mb ram video card and it has handled gigantic size maps faster than this. Had played three games earlier with huge maps, tons of civs and no slow downs so think the fault must be with the brbarian cities options and esp. with the ice age option.

Bringa
Dec 17, 2007, 04:33 AM
1) Quest text bugged: A traveling enchanter has offered to enchant the weapons of our . (the tooltip of the second option revealed that he had offered to enchant my adventurer/axeman)

2) Grigori get an obelisk instead of a monument and thus no more +gp growth. Intentional?

[NWO]_Valis
Dec 17, 2007, 04:47 AM
2) Grigori get an obelisk instead of a monument and thus no more +gp growth. Intentional?

Read the changelog, their palace give now +15% GGP instead.

mervvyn
Dec 17, 2007, 06:21 AM
Expansion on a bug mentioned earlier by someone else:

My Svartalfar elven workers are unable to remove jungles, even though I have Sanitation. However, I captured a goblin worker from the barbarians and it was also unable to remove forests - they both spend the appropriate number of turns occupied chopping, but the jungle remains at the end, with whatever improvement I built under it.

xanaqui42
Dec 17, 2007, 06:35 AM
Sorry, but I've only started downloading the new patches just now. Do I have to download the whole thing over again, or is there a patch for 0.25 -> 0.30?
There is no 0.25->0.30 patch released. In general, when the version number changes, you have to load the whole thing. When the version letter changes, you typically load the base version and the most recent patch.

xanaqui42
Dec 17, 2007, 06:36 AM
Already reported. Move along.

nikosison
Dec 17, 2007, 06:47 AM
Order and Veil can coexist in the same city. I captured a Veil city and I founded a temple in it while it is in revolt. The Ashen veil did not go away. Is this intentional?

Bringa
Dec 17, 2007, 06:55 AM
I got a message saying "While defending, your crown of Akharien was defeated by a Curly!" Weird as that is already, add the fact that there's no hillgiant anywhere and that the crown still has 15 rounds to be build. No idea what's going on here.

vorshlumpf
Dec 17, 2007, 06:58 AM
A couple of quick things from my game:

1) Grigori founded the Empyrean.

2) R