FfH2 0.15 Bugs

Civkid1991 said:
:mad: :mad: :mad: Gosh... that's my workers fault (my fault for auto-automating them :( ) well i guess i'll have to remember that in the future.

I we really really got to get the AI to start doing mana upgrades with its adepts so we can take that ability away from workers so we dont have to worry about this.
 
Guess this is a bug, I have no entries in the civpedia for Heroes & I think Buildings or maybe it's Units.

Fader
 
Alright i feel like a complete idiot lOL, im very new to this stuff....but i don't udnerstand how to copy the file back in the post you made me earlier with the link.......my computer doesn't have the program to view its contents etc. could someone get back to me soon....i also noticed that this error didn't really come up if you started a new game through just the Play Now! option, but if you did a custom game almost right at the start it would. NMot sure if that helps or not
 
zionprophecy said:
Alright i feel like a complete idiot lOL, im very new to this stuff....but i don't udnerstand how to copy the file back in the post you made me earlier with the link.......my computer doesn't have the program to view its contents etc. could someone get back to me soon....i also noticed that this error didn't really come up if you started a new game through just the Play Now! option, but if you did a custom game almost right at the start it would. NMot sure if that helps or not
The .py file? Instructions in post no. 51:
http://forums.civfanatics.com/showpost.php?p=4393906&postcount=51
 
Yea but its only a read me file........when i click on it. And the file in my folder i don;'t have the right proigram to view it....
 
For what it's worth, I replaced the fore-mentioned Python file and I stopped getting errors. As well, I haven't noticed any difference in turn processing time.

- Niilo
 
i still am at a complete loss.....i really need to get in tune with my computer side....anyone got a mod for thatr?!?! :D haha...ahh...sleep deprevation...
 
Nikis-Knight said:
Ah, I noticed this in an earlier version of .15. Kael, you might not notice because it is only from the main menu screen, not the in-game civlopedia access.

Ive seen it a couple times, I dont know what causes it but it comes and goes. Maybe 10% of the time one of the pedia screens is blank.
 
Can someone link a save of a game thats taking 30+ seconds between turns. Im playing on a huge map with 18 civs and its only taking 6-8 seconds between turns (3.2 GHz, 2Gb Ram).
 
I attached patch "a" to the first post.
 
I've noticed that since FFH 14 the Settings option on F8 no longer exists. Attached should be a couple screenshots, one from FFH 2 13 and another from FFH 2 15.
 

Attachments

  • FFH2.1.13-F8.JPG
    FFH2.1.13-F8.JPG
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  • FFH2.1.15-F8.JPG
    FFH2.1.15-F8.JPG
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when playing a civ with the barbarian trait the ai tends to favor production over gold even when the loss of production to beakers doesn't change while working a diffrent tile
(computer always favors production over beakers with the penalty)
 
The concept of "free" levels based on the number of a specific mana node you control is excellent. Unfortunately it only does not seem to work properly. I receive "level one" if I have two of a node, but receive nothing when I upgrade my adept (I have four fire mana nodes).

I am also able to build (non-functional) roads over water.

Other issues I noticed handled in patch "a" (which I am currently downloading -- and can't believe you've put out already).
 
You know, being able to build roads over water might be an unintentional fix to a problem with vanilla Civ. If there was a land resource tile that was not accessable from any other tile, then the only way to harvest it was to build a city on it. Situations like this made things very difficult.

WWWWW
WR M RW
WWWWW

"W" is water, "M" is mountian, and "R" is any land resource.

With roads underwater, I believe you can hook up even resources like this. Of course, this sort of situation is pretty rare, but I can't see any real harm in being able to build water roads.
 
Chandrasekhar said:
You know, being able to build roads over water might be an unintentional fix to a problem with vanilla Civ. If there was a land resource tile that was not accessable from any other tile, then the only way to harvest it was to build a city on it. Situations like this made things very difficult.

WWWWW
WR M RW
WWWWW

"W" is water, "M" is mountian, and "R" is any land resource.

With roads underwater, I believe you can hook up even resources like this. Of course, this sort of situation is pretty rare, but I can't see any real harm in being able to build water roads.
if fishing boats were given the ability to make routes (without consuming them) that made a more appropriate graphic (like small barges to signify trading vessels), this system would make a ton of sense and be very useful

though i still prefer coast lines acting like connections automatically (in the same way cities connect and with the techs that allow it)
 
Sureshot said:
if fishing boats were given the ability to make routes (without consuming them) that made a more appropriate graphic (like small barges to signify trading vessels), this system would make a ton of sense and be very useful

I agree. Having the ability to make water routes but remove automatic coastal trade routes would be very fun for eg an Age of Discovery 1492+ scenario. Add the ability to pillage those water routes for gold, and you have a good piracy system! :goodjob:

From my latest Lanun game. I've always felt sea travel should be faster than land travel. :mischief:


Oops, noticed I'm needlessly posting in the bug thread. Sorry Kael.
 
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