FfH2 0.11c Bugs:

Kael said:
You are losing money to the Golden Wood in your capital. We may need to talk about the effect of the Golden Wood.

No more Golden Wood for me! I built it and I guess had no idea what it exactly did. I still don't!
 
onedreamer said:
Well I will tell you what happened with me. I was bordering with the guy of Hippus and his religion was Overlord. I was Grigori so no religion (btw, from what I understood this means Grigori can't cure disease. That's a bummer... is there a way around this ?). He was neutral with neutral religion and I was neutral. So I had the usual modifiers of the case, +1 for many years of peace, -1 for close borders, I was trading with him but not enough to have modifiers yet I think. I don't remember if I had open borders or not. One day he switched to The Order (which I believe would make him good aligned ?) and after that I had no modifiers at all -as if we just met- and he even cancelled the trades (which he re-proposed a coupla turns later).

Aquea Sucellus allows the Grigori to cure disease.
 
Moon Hunter said:
just finished playing a tiny prince game as the amurites

two things...
a) i wasnt able to promote a level 7 wizard to an archmage... btw since the wizard skin looks so cool, it would be great if there was a arch-wizard or something... just to maintain the promotion line

You can only have 3 archmages in your civ at once. You must have the tech requirement for them (Strength of Will). You must have the bonus requirement for them (reagents). And you must have enough money to perform the upgrade. If all of those things match you should be able to perform the upgrade.

b) there seems to be a problem with the ai researching religions... i tried to avoid researching unquestioning obedience to see when is the ai going to research it, and finished around turn 380 and still no sign of the order...
this happened to me once before but with the ashen veil not being researched at turn 300 or so...

Thats going to depend on the civs you are playing with. Only good or evil civs will research those religions. So if you are playing in a game full of good leader none of the ai leaders will ever research the tech that grants the veil.

also by the side, at some point in the game, the barbarians/giants/animals dont go through your borders, one hill giant just walked on 2 tiles right beside my border, 3 tiles away from my city

Giants will never enter culture radius, they are "wild" creatures. Skeletons wont either.
 
just checked the save...
there are no reagents nor mithril present on the map... shouldnt the map checker have taken care of that?

i had one wizard and one conjurer... so the limit wasnt the problem...

btw when you use a great commanders recruit ability, you can get a wizard, but it has absolutely no promotions... not even the spell classes from available mana... since he is recreuited from your population which has access to your mana nodes, i think he should have at least those spells, if nothing else...
 
Moon Hunter said:
just checked the save...
there are no reagents nor mithril present on the map... shouldnt the map checker have taken care of that?

i had one wizard and one conjurer... so the limit wasnt the problem...

btw when you use a great commanders recruit ability, you can get a wizard, but it has absolutely no promotions... not even the spell classes from available mana... since he is recreuited from your population which has access to your mana nodes, i think he should have at least those spells, if nothing else...

Could you link a savegame of a map without the reagents.

The wizard should start with a few channeling promotions. But you're right he won't get the mana starter ones. That will probably remain as the cost of getting an instant wizard (I think the recruit ability is the only way to skip the adept step and go straight to the t3 arcane units).
 
Moon Hunter said:
there, that should do it...

Thanks, I will check it out.
 
Moon Hunter said:
there, that should do it...

Very odd. You are right that there are no reagents on the map but I can't reproduce the issue, every map I generate gets the right numer of resources. And if I crank the resources up to something crazy like 30 they work right too (so that I can make sure that the code actually is laying the resources and im not just getting lucky).

What map type did you use to create this? Did you do anything odd to make this map (create it in worldbuilder) or is it randomly generated?
 
I don't know if it was a bug but I am playing as the Calabim at the moment with the Veil as my religion.

Anyway, I had gotten the Cult in one of my cities and decided to use Purge the Unfaithfull to get rid of it. It worked but it also removed the Veil, which was my state religion, from the city and all my trading deals with the other civs got cancelled. Is that supposed to happen?
 
Kael said:
Very odd. You are right that there are no reagents on the map but I can't reproduce the issue, every map I generate gets the right numer of resources. And if I crank the resources up to something crazy like 30 they work right too (so that I can make sure that the code actually is laying the resources and im not just getting lucky).

What map type did you use to create this? Did you do anything odd to make this map (create it in worldbuilder) or is it randomly generated?

randomly generated...

through play now, i believe...
tiny, pangea, i believe rocky, shoreline natural... definitely no random options in mapmaking...

edit: i now realize i might have regenerated the map in the first round...
 
Moon Hunter said:
randomly generated...

through play now, i believe...
tiny, pangea, i believe rocky, shoreline natural... definitely no random options in mapmaking...

edit: i now realize i might have regenerated the map in the first round...

oooohhhh.... regeneration. I bet thats it. I will have to check it out.
 
I tried regeneration and my computer froze. I needed task mananger to quit Civ4.
 
In my late game I heared some screams (about three)between two turns and now the game is loading for quite a while. The Windows Task-Manager shows me that the game didn't crash. Could it be that a wonder like blight needs a lot of time for calculating? :confused:
 
Playing my third game on 11c right now. Haven't noticed much that hasn't been mentioned already. Did want to mention again that captured animals can still cross borders w/o open borders. And the elf units like the scout and worker could be closer together and maybe a little taller maybe (are they tall LOTR elves or short D&D elves?).

I'm playing as Perpentach, and was wondering how I can tell if Loki and Gypsy wagons are working. I've tried putting them all over the place... in my neighbors cities, in my cities, and nothing seems to affect any players' culture or income. Do I have to be at war in order for them to work? I've been trying for cultural/religious victory so have avoided war. I assumed they needed to be in a foreign city to drain culture so it seems war would negate this. Anyway, can someone who has played Perpentach please tell me how to spot if they are working? I'm going to assume its me and not a bug until I know what its supposed to look like when they work properly.
 
Khadil Okharim said:
In my late game I heared some screams (about three)between two turns and now the game is loading for quite a while. The Windows Task-Manager shows me that the game didn't crash. Could it be that a wonder like blight needs a lot of time for calculating? :confused:

Yeah, some of the wonders will take a bit of time depending on your cpu speed.
 
abman said:
Playing my third game on 11c right now. Haven't noticed much that hasn't been mentioned already. Did want to mention again that captured animals can still cross borders w/o open borders.

Thats intended, animals ignore cultural borders.

And the elf units like the scout and worker could be closer together and maybe a little taller maybe (are they tall LOTR elves or short D&D elves?).

That will be fixed in the next version (they werent added to the formation file in 11c).

I'm playing as Perpentach, and was wondering how I can tell if Loki and Gypsy wagons are working. I've tried putting them all over the place... in my neighbors cities, in my cities, and nothing seems to affect any players' culture or income. Do I have to be at war in order for them to work? I've been trying for cultural/religious victory so have avoided war. I assumed they needed to be in a foreign city to drain culture so it seems war would negate this. Anyway, can someone who has played Perpentach please tell me how to spot if they are working? I'm going to assume its me and not a bug until I know what its supposed to look like when they work properly.

They are working but they dont have a very big effect (and I need to include some popup messages). All of the culture effects are on the wishlist right now to be reviewed (consecrate, loki and the gypsy wagon).
 
Kael said:
Yeah, some of the wonders will take a bit of time depending on your cpu speed.

Ok. Thank you for the quick reply. Then I don't have to restart CIV but to wait... I am curios about the effects - they must be huge.:)
 
Khadil Okharim said:
In my late game I heared some screams (about three)between two turns and now the game is loading for quite a while. The Windows Task-Manager shows me that the game didn't crash. Could it be that a wonder like blight needs a lot of time for calculating? :confused:
Do you mean a scream just as if a city was capured/razed, but without the message that "town X was captured by empire Y"?

I had that a few times in my last game, and the last time it appeared was just before my latest CTD (I provided the savegame above). Sometimes this scream was played between turns for no apparent reason. Or is the small message in the upper left deactivated? Then it might be that some city was captured. Odd, since no one was at war at that time, but maybe I missed something?

When I pressed "end turn" in turn 509, I heard the scream and it just said "Waiting for other Civilizations..." indefinitely and displayed the loading cursor until I used Alt-F4.

When I reloaded the autosave and tried to reproduce it, the scream occured, but it didn't load forever. Instead it crashed either after turn 509 or during/after turn 510. (The savegame above is from turn 509, so it always crashes after one turn. I think you can hear the scream in the savegame, just before it crashes.)
 
DMN said:
The savegame above is from turn 509, so it always crashes after one turn. I think you can hear the scream in the savegame, just before it crashes.

Strange, we did not include a scream sound... must be your CPU that is tortured by some Balors... just joking ...
 
DMN said:
This savegame crashes after the end of the current turn.

I play on Epic speed on a standard size map with lots of civs. My religion is the Ashen Veil, I'm quite advanced in the tech tree and I've got lots of buildings in my main cities. In my experience that kind of game always crashed in the late game (in 0.11a, 0.11b and now in 0.11c). Some things I noticed about these late-game CTDs:

1.) Sometimes the savegames from one turn before the crash are invalidated (they crash on load).
2.) Sometimes the game crashes after ending your turn.
3.) Often the crash occurs upon selecting a new construction option in the popup you get when a city finished its production.

In this savegame you also see the bug involving roads being buildable on water with workers that are loadad into ships. The island in the west is connected with the mainland through a road over the sea (makes ships travel faster).

Oh, and I wanted to mention that you're doing an amazing job with this mod. I never play vanilla civ anymore, just FfH2 since the already great flavor of the religions and civs makes for a really great game, or FfH1 when I want a more stable game.


Edit: I just did some more testing with a savegame from turn 508. Sometimes I managed to play from turn 508 up to turn 510, that is one turn longer than in the attached savegame. When I save the game in turn 510, however, that savegame always crashes on load, so I guess something goes wrong after turn 509 and it just doesn't always crash immediately. If you could use a 0.11c savegame that crashes on load because of this bug, I could supply two of them.

You certainly know how to attract the errors, there are 3 in this save. One of the AI players is trying to recruit and erroring out because his civ isnt allowed to have that unit type. Another is the veil temple CTD, and the last is an error with the vampire Feast ability.

All three will be fixed in the next version. Thanks!
 
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