FfH2 0.15 Bugs

Maian said:
Wow that is odd. How did you fix it then?

I rewrote all of the water walking code. Its better now. I don't think we will have the same problems.

Also, why not just do setMoves(0) instead?

Cause Im a noob. ;)
 
I can't play this mod. Whenever I start a game none of the game menus or interfaces appear. All I get is a full screen map. I can move units around and I can build the first city, but that's about it.
I've just downloaded Fall from Heaven 2 015i and the 015j patch. Installed them both into my civ4\mods directory. I have loaded the game both using the shortcut and through the regular civ4. I have waited the many minutes for the game to load. I started several new games, and the same thing always happens. I even did some searching and found another Mod had a similar problem and the solution there was to use either Ctrl-I or Alt-I for hiding or minimizing the interface. Neither worked. A little help here would be greatly appreciated. I really want to try this mod. I loved FFH 1.
 
KingArthur666 said:
I can't play this mod. Whenever I start a game none of the game menus or interfaces appear. All I get is a full screen map. I can move units around and I can build the first city, but that's about it.
I've just downloaded Fall from Heaven 2 015i and the 015j patch. Installed them both into my civ4\mods directory. I have loaded the game both using the shortcut and through the regular civ4. I have waited the many minutes for the game to load. I started several new games, and the same thing always happens. I even did some searching and found another Mod had a similar problem and the solution there was to use either Ctrl-I or Alt-I for hiding or minimizing the interface. Neither worked. A little help here would be greatly appreciated. I really want to try this mod. I loved FFH 1.

Try the following:

1. Rename your CustomAssets directory to CustomAssets.old
2. Make sure that you applied the 015j patch on a version of 015. It won't work if you try to patch 014 or earlier versions with 015 patches.
3. Make sure you are running Civ path 1.61.
 
I renamed the CustomAssets directory like you said. It took a bit longer to load the mod (rebuilding the directory I assume) but nothing was any different.
Today is the first day I tried FFH2 so I downloaded 015i and had the problem so I got the 015j patch but it didn't help either.
Oh, and I am running Civ 1.61. If I start one of those games it runs fine. It's just this mod that is giving me troubles.
 
KingArthur666 said:
I renamed the CustomAssets directory like you said. It took a bit longer to load the mod (rebuilding the directory I assume) but nothing was any different.
Today is the first day I tried FFH2 so I downloaded 015i and had the problem so I got the 015j patch but it didn't help either.
Oh, and I am running Civ 1.61. If I start one of those games it runs fine. It's just this mod that is giving me troubles.

First you need to download FFH2 0.15 not 015i. Its a big download, 200 mb~ or so. Then apply 015j. 015i and 015j are both patches to the 0.15 version.
 
The 2 015i I downloaded is 206 megs. The 015j is 13.2 megs. I'm pretty sure I've got the right files.
I also deleted my \Fall from Heaven 2 015 directory and then reinstalled to see if that would change anything. Alas, no, I still can't play.
I thought of something else to try. I play with a nocd so I thought I would dig out my discs and play without the nocd. I put back the original (non nocd) .exe threw in the disc and tried it out. Same results.
I suppose I should additionally note, there is no civilopedia, no civics, no religion screen, basically none of the function keys (F1-F12) do anything. Well, okay the one to enter a city (F10?) and the one to zoom out to the world view still work, but even in the city view I still can't do anything. This is really wierd.
 
KingArthur666 said:
The 2 015i I downloaded is 206 megs. The 015j is 13.2 megs. I'm pretty sure I've got the right files.
I also deleted my \Fall from Heaven 2 015 directory and then reinstalled to see if that would change anything. Alas, no, I still can't play.

Ok, I didnt know there was a 015i release of the big file. Then I cant help you.
 
Hey, hey! I was getting desperate so I reinstalled Civ from the ground up. Patched it to 1.61 reinstalled FFH2 015i and now it works. I guess I still need to run the 015j patch but it is hard to stop playing long enough for such things.
It was a very strange problem but I got it to go away.
Thanks for the awesome mod Kael, keep up the good work.
 
KingArthur666 said:
Hey, hey! I was getting desperate so I reinstalled Civ from the ground up. Patched it to 1.61 reinstalled FFH2 015i and now it works. I guess I still need to run the 015j patch but it is hard to stop playing long enough for such things.
It was a very strange problem but I got it to go away.
Thanks for the awesome mod Kael, keep up the good work.

Im glad you got it figured out. Did you ever do anything to modify your game files?

And thanks for the compliment, I assue you it is a team effort.
 
No, I never did any file modification of any sort. I don't know why it wouldn't work, and I don't know what reinstalling did. Maybe another Mod I used at some point messed something up, I'm not sure.
Hmmm... I didn't try Warlords, I wonder if that is broken since I reinstalled Civ. Anyone ever have troubles after installing Warlords?
 
If you have a hero that can teach magic to Paramanders, they then gain XP like priests (ie - they randomly gain XP as turns go by). I assume this is because the code checks to see if you have the ability to cast spells and are a religious unit to assign such XP, so I also assume it would also work for units like Soldiers of Kilmorph and the like, although I haven't tested it as yet.

If you click on any kind of magic user after they have used up all their moves for the turn, you can still cast their spells even though they have no actions left. Also, you can cast a spell, and if you don't move, you will heal (if hurt) just as if you had taken no action.
 
Strange things happen when changing from vampire lord into lich form. The lich apears to retain the immortal promotion, and you can then make another vampire lord. The lich does not get the twincast promotion (I tried casting wraith and nightmare and got only one in both cases). Also the lich was able to learn nature magic. I have never changed from Archmage into lich, so I don't know if it has the same problems.
 
I'm still seeing a problem in entering an enemy's ancient forest with a stack of units.

I brought this up before and apologize if I somehow missed the response.

Often when I move my stack of units into enemy territory one or more of them are being stopped even though they have enough movement points to enter the forest with the rest of the stack. This can create problems as one unit can be left out to dry and easily picked off by the enemy.

Someone said it might be caused by a Treant, but why would one Treant stop several units? Also, Treants aren't hidden - I would be able to see one and not enter that tile. Finally, there is no indication that I killed anything in the ancient forest square. Even if I did, again, it would be one unit only stopping and some message telling me I killed whatever.

Thanks.
 
formless blob said:
Strange things happen when changing from vampire lord into lich form. The lich apears to retain the immortal promotion, and you can then make another vampire lord. The lich does not get the twincast promotion (I tried casting wraith and nightmare and got only one in both cases). Also the lich was able to learn nature magic. I have never changed from Archmage into lich, so I don't know if it has the same problems.

Thats all how it should work. A vampire lord turned into a lich gets to keep his immortality (though it will only work once). Liches dont have access to twincast, and liches arent blocked from any spells spheres anymore.
 
Sarisin said:
I'm still seeing a problem in entering an enemy's ancient forest with a stack of units.

I brought this up before and apologize if I somehow missed the response.

Often when I move my stack of units into enemy territory one or more of them are being stopped even though they have enough movement points to enter the forest with the rest of the stack. This can create problems as one unit can be left out to dry and easily picked off by the enemy.

Someone said it might be caused by a Treant, but why would one Treant stop several units? Also, Treants aren't hidden - I would be able to see one and not enter that tile. Finally, there is no indication that I killed anything in the ancient forest square. Even if I did, again, it would be one unit only stopping and some message telling me I killed whatever.

Thanks.

When a treant spawns he kills all the movement points of units entering his tile (keeps them from running away so he can attack them). But it shouldnt happen unless a treant spawned. If you see it again could you send me a save game from before it occurs?
 
xanaqui42 said:
Damage from the Pyre Zombie is not implemented in the same way as damage from other fire sources; if I'm reading the code correctly, it does (on a unit loss):
-10 - 20 points of damage/unit,
+10 if fire vulnerable,
-10 if fire resistant.
(obviously, minimum is 0)

However, Pillar of fire, for example, treats fire resistance as halving damage, fire vulnerable as doubling damage, and UNITCOMBAT_FIRE as seting the damage to 0.

Just me thinking here, but Pillar of Fire would be all fire damage, but an exploding zombie would also have bones and weapons and ....... door flying at you, so it would not all be fire damage, so fire res does not work the same against it.
 
chocmushroom said:
Just me thinking here, but Pillar of Fire would be all fire damage, but an exploding zombie would also have bones and weapons and ....... door flying at you, so it would not all be fire damage, so fire res does not work the same against it.

So then should flying zombie guts, or shrapnel be treated as collateral damage. Would we get heros who "jump the zombie" to save the rest of his team?
-Qes
 
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