FfH2 0.30 Bug Thread

I just noticed about 10 empty biers (the equipment donal lugh comes with) in 3 spots next to eachother. When I moved units onto them, I defeated one.

Donal Lugh died in one of these spots in an attack by pyre zombies. Not sure exactly what happened.
 
Shrine of the champion doesnt give free promotion - I was able to build lvl 3 units and they only had 2 promos and no free promotion icon.

Nox Noctis doesnt grant an extra shadow mana.

@felwar: Which patch? That problem should be solved by patch f.
 
Is work still being done on multiplayer OOS bugs? My brother and I play almost exclusively multiplayer and when one pops up late game its very frustrating. The most recent one was where my brother captured a malakim city and the game went OOS at the end of the turn.
 
0.30f - Infinite loop.

My game enters what appears to be an infinite loop during AI movement. It happens within a couple of turns in the attached save game.

I tried it twice and it seemed to happen on two different turns.
 

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Some new information on the "Event offers me unit with promo and gives me unit but no promo" bug...

I had just built my first Adept a couple turns before I got an offer from the Guild of Nine to sell me an adept with Water I, I accepted and got the Adept - which didn't have the Water promo. However, I looked at the Adept I had built and he was given it. I had no Water mana at the time so it couldn't have come from that.
 
Playing as hippus... built the "March of the nine kings" wonder. New mounted units do NOT get the +10 experience points as advertised. Patch "F".
 
Pagan temples don't provide happiness from incense in multi-player. Have not checked this in single-player.

Also, AI controlled Loki will cast helpful spells like Dance of Blades on units of another civ that they are annoyed with. Again this was only tested in multi-player.

In addition, with raging barbs and no settlers both checked, barbs never appear except from lairs. This wouldn't be so bad except animals stop appearing after a while and no random barbs appear as a replacement.
 
as shieam i summoned a chaos marauder who started as a barbarian. i was unable to use him for even a single turn. he simply appeared next to the caster black flag and all. turning barbarian makes them interesting to use, but this i think makes them a little too risky.
 
They are supposed to be risky. This behavior in intended, and I like it.

If you are playing as the Sheaim, I would recommend not summoning Chaos Marauders; they are also among the units you get for free from your planar gates (chances and number available based on the AC), but without the chance to turn/start barbarian. I'm not sure, but the summoned Chaos Marauders may count against the limit of free units you get.

I typically only use this summon if I'm a barb trait leader or if the summoner is much closer to rival cities than to mine.
 
They are supposed to be risky. This behavior in intended, and I like it.

If you are playing as the Sheaim, I would recommend not summoning Chaos Marauders; they are also among the units you get for free from your planar gates (chances and number available based on the AC), but without the chance to turn/start barbarian. I'm not sure, but the summoned Chaos Marauders may count against the limit of free units you get.

I typically only use this summon if I'm a barb trait leader or if the summoner is much closer to rival cities than to mine.

well to illustrate

2 conjurers, 1 summons a chaos maruader, instantly barbarian, 1 summons another who turns out to be loyal and kills the first. end turn

the loyal maruader goes barbarian, i summon a 3rd, instantly barbarian, i summon a fourth, he's loyal, to kill the third, which he does, then i attempt to disband him hoping to keep him from going barbarian, no joy, he becomes a barbarian. fortunately 2 pyre zombies nerby are able to kill the 2 remaining marauders since they were weakened by the combat with their insta-traitor brothers.

so my summoner trait is absolutely useless with this spell since half the units don't last a single turn, and none more than 1 turn, much less 3.

i agree risky is interesting, the chance to go barb is fine, but if this is the norm and not just a random number generator fluke(which i incur quite often, so if thats what it is fine), i'd say its a little out of hand. it essentially makes the spell useless except as a barbarian spawner for either harrassing the neighbors without ill diplo, or spawning barbs to gather xp for your own units. i mean really it becomes an almost purely exploitive spell, with the risk that high, you would never use it except in a purely exploitive manner, that doesn't seem right to me at all.
 
Is work still being done on multiplayer OOS bugs? My brother and I play almost exclusively multiplayer and when one pops up late game its very frustrating. The most recent one was where my brother captured a malakim city and the game went OOS at the end of the turn.

I have the same question/issue (in direct IP) using patches c to f.

Our temporary workaround is for all of us exit the game AND civilization, switch off our computers and start again (cold reboot), with the initial creator loading first the last save again, then others joining 1 by 1. If the same IP does again an oos, then you do the all reboot process again, and this IP becomes the one who loads the saved game (and becomes the server).
 
Enraged does not remove either by time or by combat. This means that if your unit gets Enraged it -will- become a barbarian. Period. It's only a question of time.

Yes, I brought this up in the Balance thread, particularly with werewolves. In the past some Ravenous Werewolves would get the Enraged promotion, now all of them get it. The promotion would wear off after a few turns, but now it is there to stay until the Werewolf turns barbarian. Nothing is more maddening to gain XP , gain a Great Werewolf and then have it turn on you. It just makes you want to forget about building the Baron (although he is the only one who doesn't get the promotion and turn).

I realize the Loyalty spell is the key, but in some games, you just cannot get a mana node to save your life. I just think letting the enraged spell wear off and not giving it to every werewolf works. Make it like the Mutate -give it to some, but not all.
 
Is work still being done on multiplayer OOS bugs? My brother and I play almost exclusively multiplayer and when one pops up late game its very frustrating. The most recent one was where my brother captured a malakim city and the game went OOS at the end of the turn.

I have several related questions and comments concerning OOS [Out of sync] bugs in the Shadow version of FFh:

***Has anyone else had significant problems with the BTS FFH going out of sync within the first 20-80 turns and then occurring 10 or so turns later upon every reload when the other player, upon rehost, tries to rejoin the game? And upon most reloads and game restarts? What I am basically saying is that, for me and my partner, multiplayer games for BTS FFH are not possible, since it goes out of synch within 20-80 turns and no amount of reloading, rejoining, or rehosting helps.

Assuming one is using 3.13 BTS patch and either the E or F patch for FFH shadow, here are the things we tried to fix the problem with:

1. disabling "random events," to no effect. Probably because so much of the game depends on events that cannot be disabled at all.
2. deleting the the following directory: documents and settings\<username>\application data\my games\beyond the sword-----in order to "remove the cache" data, also to no effect. One should note, however, that when I went to find this hidden folder (with hidden folders enabled in Windows) it did not, in point of fact, even exist, at least according to windows. Should this be a warning sign? I have no idea.
3. Holding "shift" to remove cache data, also to no effect in the game.
4. installing a replacement DLL for C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Assets\CvGameCoreDLL.dll, which was thought, in another thread, to help with OOS errors.
5. Had both civ players try hosting, to no effect. Same OOS error within 27-80 turns into the game. Or, when reloading a game that previously went out of sync, getting the same out of sync error within 3-10 turns.
6. Tried direct connect, and through gamespy, to no effect.
7. Had routers set up in different locations in the house, with both wireless and direct connect (through an ethernet cord, yes they still exist) tried. Opened all ports. Even tried bypassing the routers entirely.
8. Reinstalled FFH, and finally reinstalled the game. I haven't tried to format the computer yet, but I would rather not.
9. tried re-downloading FFH, thinking that perhaps our downloads corrupted the installer to files therein in the transfer process.

Is it possible that this may be caused by a incompatibility between Vista and XP? Just a poor internet connection? We both have high speed, but one of us is in a rural area with XP, which have been none to have poorer connections and are often throttled significantly. I often lose my connection to the host, could that be part of it? I have to wonder, because I doubt its a major bug in the game, others seem to have no problems playing multi. Anyway, any suggestions would be helpful, thank you for your time.
 
Some more bugs:
  • Water elemental does not have water affinity.
  • Satyr has attack str 9 but defense is only 4 (same as fawn) - bug or feature? Also, shouldn't it upgrade to something, like druid or beastmaster?
  • Devout can be upgraded to the priests of Leaves, Kilmorph and Order, but not to the Empyrean one - the best fitting for Elohim IMHO.
  • Boar Rider replaces horseman (but requires stirrups) and upgrade to Chariot (weaker than Rider!!!) and then to warchariot. Shouldn't it replace horse archer and upgrade to hornguard (knight)?

Also, I think that some religious units (like Soldiers of Kilmorph) should never be obsolete. They have nice extra abilities that make them usefull in late game, too.

Fellowship of leaves being useless for non-elven player has been noted before - I can't agree more

But 0.30 is GREAT anyway :)
 
Fellowship of leaves being useless for non-elven player has been noted before - I can't agree more
It's actually a decent choice for Balseraphs and prolly for the Curiotates, too. The extra bard specialist the temple might provide is really nice if you're going for a cultural victory.
It also feels that you get more :hammers: when chopping Ancient forests, but I did not test this.

***Has anyone else had significant problems with the BTS FFH going out of sync within the first 20-80 turns and then occurring 10 or so turns later upon every reload when the other player, upon rehost, tries to rejoin the game? And upon most reloads and game restarts?

I can confirm this :(



Back to topic:
Bug or feature ? : You can't build lumbermills in Ancient forests.
I just flipped an elven City due to culture and can't build them even though I just got human workers.
 
Infinite loop/stuck on waiting for players seem to be helped by increasing the size of your virtual memory (or probably buying more RAM).

Thanks for the advice, it seems to work. I've just raised my virtual memory from 1536 to 2048 and the loop is gone.
The funny thing is, that the loop problem never appeared during my MP-games, only in single player games.
 
New Bug: If Mutation gives Heroic Strength or Heroic Defense to a unit, that unit may later be able to upgrade to the second level even without being a Hero. (Solution would be to change requirements to Hero && Heroic Strength I to be able to upgrade)

Good point. In the game I'm playing now, I cast Nature's Revolt late in the game and all the animals generated by it had Heroic Strength II and Heroic Defense II. I'm not complaining (because I had beastmasters waiting just for this occassion) but I don't think that's the best implementation of the bonuses the aminals are supposed to get. On the other hand, whoever wrote the script might have done that because just giving them some Combat promotions might have conflicted with promotions the aminals had received prior to Nature's Revolt.

:shrug: Who can understand the mind of a modder anyway? :lol:
 
Hello again. I'm playing a game right now where the armageddon counter increased by 100 in one turn and triggered all the events.

And it's quite odd since The Ashen Veil has not even been founded yet.

Also the turn before I had an event about an adventure that ended in a python error... something about not being able to find a Rune stone.

I have all sorts of problems with your mod. I rarely get to finish a game since the game crashes and "stops working" whenever i starts getting exciting.
 
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