FfH2 0.11c Bugs:

Black Whole said:
The 'Overseer's Residence' and the 'Theatre of Dreams' give -1% trade route yield. I think they should give -1 trade route.

You are correct, that will be fixed in the next version.
 
Chalid said:
Can someone with missing Ancients forest try this one?

The file contained in the zip goes into the "Mods\Fall from Heaven 2 011\Assets\python\" folder of your FfH2 installment. It should solve the problem with not growing ancient forests and new forests. It does not invalidate any of your savegames.

I tried the new file and it seems to do the trick.
Before the file I was in turn 689 without a single ancient forest (Ljosalfar, Fellowship founder), and the first turn after I installed it ancient forests started to appear throughout my territory. :goodjob:
 
BeefontheBone said:
@bebematos: Sounds like a T&L problem to me - those all display fine for me. What graphics card are you using?

Are you guys without ancient forests adopting Leaves as your state religion? That's the trigger, not founding it.

Beefonthebone,

I am using a intel 82845 graphic card, and it could explain the corrupt models. However it would not explain the units that have a model when static and other when walking. I have no clue of what could be causing this ...
 
First of all, I gotta say that this is a great mod. That being said, I've noticed a couple of what I think were bugs.

Both of these were in the same game playing as Tebryn Arbandi in version C.

The first bug that I noticed was that one of my cities suddenly was reduced to a population of one from a population of 5 or so and listed the growth rate as stagnant, even though it had grown normally before from a population of one (that is, I didn't cheat or something to boost the population artificially). Unfortunately, I'm not sure if it was in starvation beforehand, but I don't believe it was. It may be that sometimes in starvation, rather than population being reduced by one, it's reduced to one, though I purposely starved another city without that happening.

The second bug was that during a revolution, I received a message stating that one of my cities could no longer continue building the Eternal Flame wonder, and that my hammers had been refunded to me in gold. Initially I thought this was because one of my rivals had completed the wonder before me, but when I examined the city later, lo and behold, it had the Eternal Flame in it, even though it said that the wonder was cancelled.
 
Tourach said:
First of all, I gotta say that this is a great mod. That being said, I've noticed a couple of what I think were bugs.

Both of these were in the same game playing as Tebryn Arbandi in version C.

The first bug that I noticed was that one of my cities suddenly was reduced to a population of one from a population of 5 or so and listed the growth rate as stagnant, even though it had grown normally before from a population of one (that is, I didn't cheat or something to boost the population artificially). Unfortunately, I'm not sure if it was in starvation beforehand, but I don't believe it was. It may be that sometimes in starvation, rather than population being reduced by one, it's reduced to one, though I purposely starved another city without that happening.

It sounds like someone may have completed the Apocylpse or Blight armageddon spells.

The second bug was that during a revolution, I received a message stating that one of my cities could no longer continue building the Eternal Flame wonder, and that my hammers had been refunded to me in gold. Initially I thought this was because one of my rivals had completed the wonder before me, but when I examined the city later, lo and behold, it had the Eternal Flame in it, even though it said that the wonder was cancelled.

Ethernal Flame requires access to Fire Mana. If you lose the fire mana while you are building it it will cancel the wonder.
 
Animals can enter enemy territory without open borders (possibly just enemies with the BARB trait, not sure) - is that intended?
 
Is it possible that the ancient forest process isn't working properly when using the marathon speed or if played on random maps? In my last three games the ancient forest growth was... weird.

In one game ancient forest showed up in only half of the towns (you could see perfectly well which towns had ancient forests and which not). This was played on the fantasy map 2.

The two games on the two random maps (one gigantic, one duell, both marathon) had no ancient forest at all. Not even severall hundred turns after the development of the leaves religion. Given that my empire on the gigantic map had almost 100 forests for a couple of hundred turns, the chances that not even one ancient forest shows up are...
 
I'm having a problem where when I start a game I lose after 19 or so turns, the first game I played was a time victory by another AI opponent and the second just reported that I lost. I didn't surf this entire thread but I did surf a few pages and no one else seems to have this problem.
 
BeefontheBone said:
Animals can enter enemy territory without open borders (possibly just enemies with the BARB trait, not sure) - is that intended?

Yes, player controlled animals (or allied as with the barbarian trait) dont care about borders.
 
I charmed some units, but they attacked me anyway. The 'charmed' promotion doesn't seem to work.
 
I have problem with crusade civic. Im playing Bannor and when im take crusade civic Ive lost state religion (The Order). All my religious heroes are gone:(
looks like a bug

New FfH is superb. Ive loved FfH 1.0 but now I can play only in new version :)
Brilliant work Kael & Team
 
My guess is that the python function onBeginPlayerTurn is at the very beginning of a new turn - even before all units are reset (moves/attacks/healing). Thus, the pyton code that sets the remaining attacks to 0 has no effect.
 
I haven't double checked this yet, but I have the impression that when a player switches to a religion of different alignement compared to the one before, all your diplomacy modifiers with that player will be reset.
 
Corlindale said:
I experienced this too. My Adept thought he could calm down a vicious bear...he got eaten...:(

I think I mentioned this pre-Beta. It's never worked for me...
 
I think I mentioned this in 011a, but here is again. I've attached a save file. I have a Great Commander. When I try to use its Recruit ability, I get a CTD within seconds.
 
I've used Recruit a couple of times without a problem. Four or five fairly decent units showed up in the same tile the Great Commander was in and the GC went away. The game kept on playing.
 
Zurai, YNCS, were you guys using recruit in a city or on an empty tile? My crashes with Recruit have always happened when using the ability in a city and in the late game. I did get it to work once, when I popped one as a GP in the early game in 011a. Every other time, I've had crashes.
 
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