FfH2 0.15 Bugs

I doubt they're applied to existing units, just new ones you create while posessing that trait - if you end up Agg/Raiders/MagRes or something, it's time to build an army :)
 
Xanikk999 said:
Hey i just noticed a bug.

If perpentach adopts the aggressive or magic resistent traits he doesnt get the promotions to the valid units (Magic resistent promotion or strength 1).

At least with magic resistent anyway, i just checked and i didnt get the bonus to my scout and im supposed to to recon units. Could you please fix this in the next patch?
since he is adopting it partway through the game, the units only get the promotion on creation
 
I've been following FfH for a while and I think it's absolutely AMAZING, thanks very much for all the work gone in to it!

I've encountered an error while playing with patch g, when loading a game while in game (ie, not from menu) it loads with no gold counter in the top left, and no icons in the bottom right (yield overlay . . . etc).

I've encountered this in a couple of different games with different maps and leaders.
 

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Kael said:
Perfect, I added all your fixes in. Yeah I read in the PLE thread that you incorporated this with your FfH build. Its one of the things that conviced me to get it added. I really like it.
Look, Ma, I made a diff'rence! =) Now if only I could find a job . . .
I did change the Air/Naval/Land filters to sometihng I thought was a little more helpful in FfH. The first of the buttons filters out everything except summoned creatures and spellcasters (the sword). The second button filters out summoned creatures (the pentagram) and the third button filters out spellcasters (the fire).
Great idea! I look forward to seeing it.
Another idea I had was to add another plot list button similar to the Upgrades and Promotions views except for castable spells - it would solve a long-standing irritant of mine. I hope to work on that myself, soon, but feel free to take the idea yourself if you like it (you'd probably implement it faster).

I just crashed out of my game when a blooded werewolf killed a unit and evolved to the next level of wolfie. The errors listed pointed to the PLE, but since the game was for my Frankenstein FfH I'll see if I can duplicate on the most recent (clean) patch first.

- Niilo
 
Re: Adaptive & Multiplayer
Was playing a multiplayer game (direct ip), me as Cardith, buddy as malakim (i think)..both of us had the adaptive trait. Each time the menu would pop up to choose a trait, as soon as we chose the trait, we would get an OOS message.
Also, if I just went out to the main menu and started a new game, I lost all buttons (like grid overlay, all unit control buttons, etc).

RE: Buttons...exiting the game completely and starting it up again brought everything back.
 
@Kael: I didn't find the code where you process the input from the adaptive-popup, but you might want to check how the Caesium Mod is made multiplayer compatible. This thread pretty much describes your problem.
 
Is this another issue with the PLE? I can't load a saved game without getting this python error:

Traceback

Code:
File "CvScreenInterface", line 621 in forceScreenRedraw
File "CvMainInterface", line 2504, in redraw
File "CvMainInterface", line 2824 in update PlotListButtons

Runtime error: unidentifiable C++ exception

I don't mind hitting OK normally, but this time it simply regenerates the box and I have to use task manager to exit out of Civ4.
 
Clearing Custom Assets helped. I'm wondering if this is because the SW mod uses the PLE as well? I had the exact error after playing 0.15g and then SW. And after playing SW the FfH 0.15g was problematic. :sad:
 
Teg_Navanis said:
@Kael: I didn't find the code where you process the input from the adaptive-popup, but you might want to check how the Caesium Mod is made multiplayer compatible. This thread pretty much describes your problem.

Thats great info, thanks Teg. I incorporated it into todays patch, hopefully it allows trait switching in multiplayer.
 
woodelf said:
Clearing Custom Assets helped. I'm wondering if this is because the SW mod uses the PLE as well? I had the exact error after playing 0.15g and then SW. And after playing SW the FfH 0.15g was problematic. :sad:

Custom assets isnt where the cache is held. If clearing it fixed the problem then you must have had something in there.
 
eerr said:
i'm playing as perpentach and he can't seem to build obelisks or monuments:confused:
i have ancient chants discovered but this could be crippling because perpentach doesn't start with creative anymore

The Balseraphs were always unable to build obelisks, but your right the new trait change means they should have them back. I'll put them back.
 
woodelf said:
Is this another issue with the PLE? I can't load a saved game without getting this python error:

Traceback

Code:
File "CvScreenInterface", line 621 in forceScreenRedraw
File "CvMainInterface", line 2504, in redraw
File "CvMainInterface", line 2824 in update PlotListButtons

Runtime error: unidentifiable C++ exception

I don't mind hitting OK normally, but this time it simply regenerates the box and I have to use task manager to exit out of Civ4.
im getting that error occasionally at the start of our multiplayer games, it freezes up the game, quite annoying
 
I just got it again when reloading a game as well and I haven't played anything else. I'd hate to have to empty my Custom Assets all of the time...
 
I tihnk that may be resolved with one of the fixes in "H" which Im uploading right now. I have been unable to reproduce it.

Once I get this available I will need to know if the adaptive/insane MP problem is resolved.
 
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