FfH2 0.16 Bug Thread

i prefer these ideas more than mine heh, nice thinking, particularly calchets refined version of Priority7s, seems like itd be fun as well

tho i dont see the need for a maximum strength of 15 in calchets case, as theres not any national units or summoned units with more then 15 strength that i know of, and using a world unit would be a waste
 
I agree that it is a balance issue. But is there a better way to control it other than a national limit?

only a max of 3 with the "national unit promotion and/or hero promotion"
(either give out national unit promotion to all national units or give one to golems produced with a national promotion"

that way your only restricted to three "special" ones
and you can make golems from all other standard unit(maybe just to dispose of mercenaries or make elfish dwarven super scouts)
 
Your game has herpies, you should see a doctor. Seriously, Im not sure, can you provide a screenshot?

HERPES? Hey, we have our fun diseases here in Thailand, but no herpes, I hope.:lol:

Really, I have seen this before next to a Dwarven city. It looks like a mountain or the Matterhorn or something.

Sorry I always delete my saved games now after the game is completed.

Thanks again for giving me something to really enjoy in my retirement...besides living in Thailand of course!
 
HERPES? Hey, we have our fun diseases here in Thailand, but no herpes, I hope.:lol:

Really, I have seen this before next to a Dwarven city. It looks like a mountain or the Matterhorn or something.

Sorry I always delete my saved games now after the game is completed.

Thanks again for giving me something to really enjoy in my retirement...besides living in Thailand of course!

Im jealous, retired in Thailand sounds a lot nicer than working in Ohio.

You may be seeing the Khazad palace. Its typically built outside of town and looks like a small fort built on a hill.
 
Playing .016j

Are the crazed/enraged promotions contagious?

Whenever I have a lunatic unit end its turn on a stack of units, all the other units get "infected" by them. So now, I have an army of crazed/enraged units. Bug or feature?
 
Playing .016j

Are the crazed/enraged promotions contagious?

Whenever I have a lunatic unit end its turn on a stack of units, all the other units get "infected" by them. So now, I have an army of crazed/enraged units. Bug or feature?

Not in any way that I can see. If you have an asylum in the city then every unit produced there has a 25% percent chance of being crazed.
 
Not in any way that I can see. If you have an asylum in the city then every unit produced there has a 25% percent chance of being crazed.

Ah ok, that explains it. I had OO as a state religion and did build asylum pretty much everywhere. I also built quite a few lunatics along with various other units so I was having a hard trying to explain why about 33% of my army was crazed/enraged each turn.

It would be helpful if this was defined in the effects of the building (I don't think this is the case right now).
 
I have no interface....

All the interface menus and subscreens are gone in my version of FfH2 .16j. I removed and reinstalled the mod from scratch, then patched to J again and still nothing. All the rest of my mods work fine, and my Civ 4 is fully patched. Any ideas?
 
This is a copy of my Python Error Log from loging FfH2, it appears it isn't loading the interface files....

sys.path = ['ASSETS\\PYTHON\\SYSTEM\\email', 'ASSETS\\PYTHON\\SYSTEM\\encodings', 'ASSETS\\PYTHON\\SYSTEM\\wx', 'ASSETS\\PYTHON\\SYSTEM\\wx\\build', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib', 'ASSETS\\PYTHON\\SYSTEM\\wx\\py', 'ASSETS\\PYTHON\\SYSTEM\\wx\\tools', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\colourchooser', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\editor', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\floatcanvas', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\masked', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\mixins', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ogl', 'ASSETS\\PYTHON\\SYSTEM\\wx\\py\\tests', 'ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed', 'ASSETS\\PYTHON\\SYSTEM']

sys.modules = {'zipimport': <module 'zipimport' (built-in)>, 'signal': <module 'signal' (built-in)>, '__builtin__': <module '__builtin__' (built-in)>, 'sys': <module 'sys' (built-in)>, '__main__': <module '__main__' (built-in)>, 'exceptions': <module 'exceptions' (built-in)>, 'CvPythonExtensions': <module 'CvPythonExtensions' (built-in)>}

sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module CvUtil
load_module traceback
load_module CvFFHSpellsEventManager
load_module FFHSpells
load_module PyHelpers
load_module CustomFunctions
load_module Popup
load_module UnitStatisticsUtils
load_module RandomNameUtils
load_module math
load_module string
load_module NexusNameUtils
load_module SdToolKitAdvanced
load_module cPickle
load_module Numsort
load_module UnitStatisticsTools
load_module UnitStatisticsDefines
load_module CvConfigParser
load_module ConfigParser
load_module CvPath
load_module _winreg
load_module CvModName
CvModName import failed
Traceback (most recent call last):
File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "CvEventInterface", line 13, in ?
File "<string>", line 52, in load_module
File "CvFFHSpellsEventManager", line 4, in ?
File "<string>", line 52, in load_module
File "FFHSpells", line 6, in ?
File "<string>", line 52, in load_module
File "CustomFunctions", line 10, in ?
File "<string>", line 52, in load_module
File "UnitStatisticsUtils", line 9, in ?
File "<string>", line 52, in load_module
File "UnitStatisticsTools", line 6, in ?
File "<string>", line 52, in load_module
File "UnitStatisticsDefines", line 29, in ?
File "<string>", line 52, in load_module
File "CvConfigParser", line 26, in ?
File "<string>", line 52, in load_module
File "CvPath", line 119, in ?
File "CvPath", line 100, in _getUserDir
File "CvPath", line 109, in _getInstallDir
File "CvPath", line 88, in __getRegValue
WindowsError: [Errno 2] The system cannot find the file specified
load_module CvAppInterface
 
Are you using Vista by any chance?
 
No, XP Pro SP2

My CIV 4 is a Direct2Drive version with the 1.61 update. Never had trouble with it before, FfH 1 for instance works just fine...
 
IIRC the AI disbands units it doesn't think are very useful (any more) - it ought to be relatively simple to make it always consider World Units to be useful (assuming no world unit is ever included which is in some way negative - maybe you could have a flying unit (so it was always in a city) which had a neagtive effect on wherever it was based and couldn't be disbanded. Even then you'd need to stop it being sent to allies' cities...)
 
IIRC the AI disbands units it doesn't think are very useful (any more) - it ought to be relatively simple to make it always consider World Units to be useful (assuming no world unit is ever included which is in some way negative - maybe you could have a flying unit (so it was always in a city) which had a neagtive effect on wherever it was based and couldn't be disbanded. Even then you'd need to stop it being sent to allies' cities...)

Hmm, maybe if heroes did not cost any maintenance they would not be getting disbanded?
 
good thought. I realised that the thing i posted just now wouldn't be a problem anyway if you set it to be undisbandable -the AI won't care if it's useful then...
 
Is there some kind of limit on how many units will be converted by Inquisitors? I only ask because I am playing a game as Varn Gosam right now, and I have a super-Inquisitor (levelled and promoted up from the original Light Bringer you get) who has won his last 14 battles and converted zero of his opponents. If the chance of conversion is 50% as stated in the civilopedia, then this is a 16 000 to 1 against chance happening, which is possible, but unlikely.

Is there any chance at all of converting world units that you have already built 3 of, as well? I did try one battle in that run against an enemy Berserker, but I already had 3 of those so I guess it's possible I *would* have converted him, if he hadn't run up against the limit.
 
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