FfH2 0.13 Bugs:

The strategy was wrong, I'll update it.
 
Fader55 said:
Playing as Lanun, started in the "Classical" era, I can't seem to build Pirates cove, I'm on a coastal tile & not within any borders. Is it broke or are there other requirements that are needed?

Fader

You have to have the optics tech to do it. But as I think about it I dont like that restriction so I think I will remove it in 0.14.
 
FM_Freyland said:
Demon Altar will not allow me to sacrifice units for research. The button is lit up, and it makes the acknowledgement noise, but the unit doesnt disappear and I can keep pressing it over and over to my hearts content.

Jonathan

You are right, it was broke. I will fix it in 0.14.
 
Kael said:
You have to have the optics tech to do it. But as I think about it I dont like that restriction so I think I will remove it in 0.14.

I'm building Caravels & Pirates, so I think I have the Tech, unless I'm thinking of something else.

Fader
 
I got a python error building Wrath Unleashed. The problem appears to be that the barbarians are considered alive even if they don't have a city. This could also cause a problem with other civilizations if you have the option that you have to kill all cities and units on.


Another error building Apocalypse.

Don't know how this one happend. I've figured out that the unit belongs to Jonas Endain, is a longbowman with id 1032247 and is not dead. But x and y are crazy, both being -2147483647.


The errors should happend as soon as you end the turn in the save games.
 
I don't know if this was intended, but apparently the AI had a chaos marauder stationed in a city and then the marauder decided to turn on its creator. Instantly the city was conquered by the marauder regardless of all the other units in the city (I'm not sure what happened to them). Maybe if a marauder turns while in a city, it should be kicked out of the city first? I think this is what happened in a game I was playing (twice). It certainly made capturing the city quite easy for me without having to go to war.
 
snarko said:
I got a python error building Wrath Unleashed. The problem appears to be that the barbarians are considered alive even if they don't have a city. This could also cause a problem with other civilizations if you have the option that you have to kill all cities and units on.


Another error building Apocalypse.

Don't know how this one happend. I've figured out that the unit belongs to Jonas Endain, is a longbowman with id 1032247 and is not dead. But x and y are crazy, both being -2147483647.


The errors should happend as soon as you end the turn in the save games.

That is one happy soul forge. I'll check it out.
 
hadrian11 said:
I don't know if this was intended, but apparently the AI had a chaos marauder stationed in a city and then the marauder decided to turn on its creator. Instantly the city was conquered by the marauder regardless of all the other units in the city (I'm not sure what happened to them). Maybe if a marauder turns while in a city, it should be kicked out of the city first? I think this is what happened in a game I was playing (twice). It certainly made capturing the city quite easy for me without having to go to war.

You're right, its fixed, thanks.
 
My game as Bannor freezes right after I press end turn on year 664 - can you please check it out because I don't know if it's a problem with my computer or what (I repeated it for testing of course)? :(

EDIT: It's on 2.013a (I can't download the d patch yet).

EDIT2: If I move some other units around it doesn't crash the game! WTH? EDIT4: I moved a couple of units outside a city which caused anger in the city and it allowed the game to work. When I tried this in 672 it didn't cause anger (I had animals back in city after carnival escape) and I couldn't work around the freeze/crash. Does causing rioting work around game freezes/crashes???

EDIT3: Same crash/freeze after end of turn but in 672!

EDIT5: In 672 if I move a unit into my angry city to stop the anger (heriditary rule) it allows the next turn to work. It then crashes when I build public baths in that city unless I trade for clams to keep the city healthy. It crashed a couple of turns after this.

Could my computer be overloaded by FFH2??? I have 3.0GHz pentium and stuff but my video card is radeon 9600xt.
 

now "THATS" giving it your all!
go bambur, it's yo birthday!

also, notice the gramatical error of "a archeron the red dragon"
this bad grammar also happens with "your %% has killed a the drown"
 
I just can't seem to be able to get it to load properly. I had the same error with the original FFH mod as well. When I attempt to load it and the game restarts I get the "Loading screen" you know the one that says loading in like 4 different languages, it lasts for about 10 secs or less, then it dissapears and I see nothing else....ever it just dose not load anything. It dose not freeze, it just quits to nothing else.


What do I need to do, I even tried the short cut to the same effect?
 
Strange. The first things to check would be:
1. Did you download the complete Mod (170 MB) and not only the patch (2MB)
2. Do you have any files in your CoustomAssets folder? -Best rename that to CustomAssets.old.
 
I did indeed download the proper file, unziped it's like 400megs, and the patch. And I unistalled it and reinstalled it just for good mesure. Still after the "Loading" box nothing happens, like I never loaded anything
 
How long did you wait? Did you check the task manager? It takes 3 or 4 minutes to load on some/most computers.
 
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