FfH2 0.16 Bug Thread

When playing Khazad, my automated workers do not build any mines (dwarven or otherwise), they simply ignore the tile. Has anyone else come across this problem? I saw some worker improvements in some of the patches, but none of them mentioned the Khazad specifically. When playing Luichuirp, it seemed to work fine (but I haven't tested that recently, don't take my word for it).
 
When playing Khazad, my automated workers do not build any mines (dwarven or otherwise), they simply ignore the tile. Has anyone else come across this problem? I saw some worker improvements in some of the patches, but none of them mentioned the Khazad specifically. When playing Luichuirp, it seemed to work fine (but I haven't tested that recently, don't take my word for it).

Well I know that right now I'm finding the automation AI to be weird and suboptimal. Unless I'm the Ljosalfar the workers will cottage every unforested flat land, windmill every unforested hill, place the appropriate improvement on each resource I have, and then road every square of my empire.
 
Hi,

just seen that Hyborem adopted another religion than Ashen Veil, while at CIVWiki it is said otherwise. I added a screenshot for it. I had the patch level 16h.

Thanks,
Paul
 

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Hi,

just seen that Hyborem adopted another religion than Ashen Veil, while at CIVWiki it is said otherwise. I added a screenshot for it. I had the patch level 16h.

Thanks,
Paul

Its possible, just unlikely. He vastly prefers the Ashen Veil and won't found any religion but the veil.
 
Is it intentional Gypsy Wagons can be drafted?

Nothing specifically set. I wonder if you cant draft 0 strength units?
 
Hmm I don't understand what you mean. :confused: You can draft strength 0 units. The Gypsy Wagon is currently set to conscription priority 2 (the higher numbers have priority). In my current Balseraph game I didn't have acces yet to other draftable units except the warrior (which has drafting no1), so the result was I got a Gypsy Wagon instead of the warrior I hoped for. So I was wondering if this was intentional.
 
Hi,

reproducable OOS here. I'm playing FFH 0.16i with a friend. I'm Khazad. Every time I spend money to finish a building, we get an OOS.

Here is the savegame
 
3. The unit description is freezing on the left side of the screen - not always, but enough times to be a bit annoying as again, I have to save, exit and re-start. The description, especially if it is a unit with many promotions, abilities, etc. can stay on about one-third of my screen covering up other messages given, etc.

This has happened to me, too, and it is quite annoying. It happens not only with the unit description, but description of the different unit display buttons, as well.

Luckily, you don't have to save/re-start to get rid of the text. If the unit description is stuck, simply select a stack and mouse over some of the units in the stack until the unit description text changes. That should get it "unstuck". Similarly for the unit display button description text, mouse over some of the unit display buttons (the ones such as "Select only casters", "Don't show military units", etc) until the text changes. It should then be unstuck.
 
Loki taking over a city produces following python exeption:

Nothing sever though - you can keep playing on normally...
 

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Hmm I don't understand what you mean. :confused: You can draft strength 0 units. The Gypsy Wagon is currently set to conscription priority 2 (the higher numbers have priority). In my current Balseraph game I didn't have acces yet to other draftable units except the warrior (which has drafting no1), so the result was I got a Gypsy Wagon instead of the warrior I hoped for. So I was wondering if this was intentional.

Ahh sorry, I get what your saying. You are correct, the Gypsy Wagon should be 0 conscription.

I I've gone through and updated all of the conscription values, they were all over the place.
 
Ah thanks. :)

Btw, something else I noticed: Loki has Channeling II and Chaos II but not Sorcery, so he can't cast level 2 spells.
 
I couldn't find the thread on Cosmetic changes/suggestions...

First, thanks for the new models/graphics of the units, especially the barb units.

One that was missed was the crossbowman. I'm not sure if it was meant to be a barb lizard or orc unit, but the model used is the same as for human players.

Thanks
 
I couldn't find the thread on Cosmetic changes/suggestions...

First, thanks for the new models/graphics of the units, especially the barb units.

One that was missed was the crossbowman. I'm not sure if it was meant to be a barb lizard or orc unit, but the model used is the same as for human players.

Thanks

Good point, I'll fix it in the next patch.
 
Ah thanks. :)

Btw, something else I noticed: Loki has Channeling II and Chaos II but not Sorcery, so he can't cast level 2 spells.

Oops, I'll give him sorcery.
 
Description of bug:

For some reason, when I assign RELIGION_THE_ORDER as the starting religion to any Civ, there is a CTD. The CTD only comes if the human player chooses a Civ with The Order as the starting religion. (If the human player chooses any other Civ, or if The Order is removed as the starting religion and the player converts the first turn or later, there are no problems.)

File "AR 301 v3.Civ4WorldBuilderSave" differs from "AR 301 v3.Civ4WorldBuilderSave" only in that it defines RELIGION_THE_ORDER as the starting religion of Bannor and the Amurites.

(FYI, this is an update of TCSMoooo's "Age of Rebirth" scenario to 016, with some tweaks.)

When the order is introduced to a city it generates an acolyte or crusader and pops up a message (to a human player) saying that one has been created. Its popping up that message that is causing the CTD because the game is loaded enough to display the message yet.

I will put a check in the next version so that it doesn't generate the unit if this is the games first turn. I loaded your scenario with the fix and it doesn't CTD anymore.
 
Guess my bug reported got overlooked. The OOS bug is very annoying, and it seems to be absolutely reproducible. Different game now, Grigori vs Bannor, every time either one of us hurries production with money, bang, oos. Any ideas?
 
Guess my bug reported got overlooked. The OOS bug is very annoying, and it seems to be absolutely reproducible. Different game now, Grigori vs Bannor, every time either one of us hurries production with money, bang, oos. Any ideas?

That is strange, FfH doesn't change the rush code. hmm...

Does the OOS force you to reload? Or what do you have to do after you get it?
 
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