FfH2 0.15 Bugs

dreiche2 said:
exactly. Though, should you by coincidence *cough* use my flavor map scripts, then it will also work when you regenerate the map ;) (well, at least I think it does, I haven't much time to test it).

I have used your scripts and they are very good - I don't often re-generate the map unless my starting position is terrible. But, even with not re-generating, copper and reagents are very hard to find as to, say, cows, pigs, corn, etc.

Most of the time I like to use the Fantasy Realm map as I prefer playing on land with a minimum of water tiles.
 
Nimbus said:
I was in a multiplayer hotseat game tonight and I could not select in advance any of the fishing/sailing/optics techs from the tech tree. I could, however select them individually when the options came up after I finished researching a tech normally.

This will be fixed in 0.16. Thanks to Vorshlumpf for supplying the fix.
 
Ritualists, the AV priest unit, have channeling 2, but not channeling 1. They can cast level 2 summons/divine spells, but not the level 1 versions. Is this intended?

Pel
 
OK, I used the world editor to regenarate a couple of new maps. They both were much more balanced, for example there were about 8 regents (1 per 2 players). Was I so unlucky? But still I only had 1 regent, and there were supposed to be at least 3. Perhaps there's a "hole" in the script? Or does it make any difference I'm using custom game instead of "play now"?
 
I have a problem in my first game playing with permanent alliances:

All technologies are shared (even if technology trading is turned off) - but thats kind of ok. The problem is that world wonders also count for both sides: Every time I research something I cannot build the wonders because my "ally" started building it somewhere... (Pretty bad for wonders like crown of ascerian(sp?) where you need to build it in a certain city)

Side notes:

- Genesis could also work in the lands of permanent allies

- Permanent allies don't count for eyes and ears network because open borders is cannceled upon signing the pact. Would be better if the network counted open borders and permanent allies.
 
Pelaka said:
Ritualists, the AV priest unit, have channeling 2, but not channeling 1. They can cast level 2 summons/divine spells, but not the level 1 versions. Is this intended?

Pel

Yes, thats intended.
 
Frozen-Vomit said:
I have a problem in my first game playing with permanent alliances:

All technologies are shared (even if technology trading is turned off) - but thats kind of ok. The problem is that world wonders also count for both sides: Every time I research something I cannot build the wonders because my "ally" started building it somewhere... (Pretty bad for wonders like crown of ascerian(sp?) where you need to build it in a certain city)

Thats all vanilla civ stuff, and its probably the right way to do it. I think it would be more frustrating to keep openeing up trade windows and waste time racing each other to wonders.

Side notes:

- Genesis could also work in the lands of permanent allies

I like genesis just being in the lands of the builder. Its not a tradable thing so much as a link to "the land" for that empire.

- Permanent allies don't count for eyes and ears network because open borders is cannceled upon signing the pact. Would be better if the network counted open borders and permanent allies.

Thats true but since your permanent ally has all the same techs you do they would never count for any techs you wanted to get anyway.
 
There is a little bug in civilopedia with the multiple ressources of palaces : in the page of the ressource, the buildings which produce the ressource as 2nd or 3rd ressource are not shown.

Example : in "body mana" page, in the "building" section, we should see all building producing this ressource (Amurites Palace, Calabim Palace, Doviello Palace, Mercurians Palace and Sidar Palace). But there is only the Calabim Palace, because this is the only building where Body Mana is the first of the three ressources.
 
Getting a crash to desktop when I click on the religion overlay button while zoomed out to global view.
 
Gamestation said:
Getting a crash to desktop when I click on the religion overlay button while zoomed out to global view.

Yeah, thats been around forever. Ive never been able to track down its cause. Its noted on the bug list in the changelog.
 
I would not say this crash was around forever, I loaded up FFH1 and found that this did not happen so something from the transition from FFH1 to the first version of FFH2 that had this crash must be the cause.
 
Gamestation said:
I would not say this crash was around forever, I loaded up FFH1 and found that this did not happen so something from the transition from FFH1 to the first version of FFH2 that had this crash must be the cause.

Yeah, I wish I knew what version it started in. I know its an SDK issue, but Ive backed out the obvious religion effecting SDK changes and it didnt help.
 
Maybe the religion overlay button should be disabled until the problem can finally be isolated. Would hate to hear someone trying to go for religion victory, click on the button after a very long turn, and then scream out :aargh: .

BTW have you tried getting the CTD without alignment change from religion or the agnostic trait? Got a feeling that to solve this problem, you are going to have to think way outside the box if it is an SDK problem. May the One forbid that it is the spell system.:sad:
 
Hi. I'm new to the forums and, first of all, great mod. It's really the icing on the cake. Kepp up the good work.

Of course, since this is a bug thread, let's speak about a bug. I'm playing as the Ljosalfar... and I can't cast ANY spells. It's not like the spells are greyed out; there are no spell buttons at all. The Elven Mage at Eaca can't Enchanted Blade, the one near Bruti can't cast Spring (and he's standing in a desert tile), and the one near Sludgehome can't cast neither Summon Tiger nor Summon Guardian Vines. I do have the mana orbs available, as I was able to learn the spells.

Any ideas? I'm running Civ 161, FfHII 0.15j. I moved the contents of the Assets folder in the FfH II folder to the Custom Assets folder in My Documents, to made the mod load quickly (it was explained in these forums I think). Could it be the cause of the problem?

Thanks in advance
 
Thiago Tomei said:
Hi. I'm new to the forums and, first of all, great mod. It's really the icing on the cake. Kepp up the good work.

Of course, since this is a bug thread, let's speak about a bug. I'm playing as the Ljosalfar... and I can't cast ANY spells. It's not like the spells are greyed out; there are no spell buttons at all. The Elven Mage at Eaca can't Enchanted Blade, the one near Bruti can't cast Spring (and he's standing in a desert tile), and the one near Sludgehome can't cast neither Summon Tiger nor Summon Guardian Vines. I do have the mana orbs available, as I was able to learn the spells.

Any ideas? I'm running Civ 161, FfHII 0.15j. I moved the contents of the Assets folder in the FfH II folder to the Custom Assets folder in My Documents, to made the mod load quickly (it was explained in these forums I think). Could it be the cause of the problem?

Thanks in advance

There used to be a problem like that with the unpatched version of 0.15. When you look at the readme file in the 'Fall from Heaven 015' directory does it say version j?

Is it possible you have an unpatched version of 015 in the mods directory even though you have a patched version in my docs?
 
I'm thinking this is probably a known issue, but in multiplayer the spell tangle can cause a human opponent's game to freeze.
 
The Hippus Palace seems to have stopped providing horses in a game I'm currently playing - after having an externally hooked-up horse resource pillaged and the (non-capital) city that was next to it razed, I found myself unable to build mounted units, and no horse showed up in the available resource list - even though the palace was still standing, and claiming to provide horse when mouse-overed. (Note that it did seem to work before I hooked up the external resource, IIRC.)
 
Hmm, good point. I don't remember doing so, but I might well have agreed to an AI suggestion without thinking.
 
So are we close to releasing .16? :)
 
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