FfH2 0.16 Bug Thread

loki1232 said:
Thinking about the OO lunatics-could they be able to "drown" into drowns if wanted? I think that would be cool.

Its quite a step back though, I dont know that anyone would want to do that.
 
Kael said:
Its quite a step back though, I dont know that anyone would want to do that.
If they have a favorite lunatic they can drown him and then upgrade him into an Eidolon.
Especially if he is an elven slave they could have an elven eidolon.
 
surferjmb7 said:
here is the slow puppy

There wasnt anything attached to this.
 
A little thing i've seen into my python log file that does not cause problems .

Code:
load_module CvModName

CvModName
 
import failed

i search how to get the mod name of the game to make some specific options for FFH2 into the map scripts . while trying "CyReplayInfo().getModName()" i had this import failed . Even if i always get an empty string with other MODS , they import CvModName well .

Tcho !
 
darkedone02 said:
I think it's time to develop 0.17, as I think we are done patching this version over and over.

The Dev. Team is on "Brain Mode" for the "Fire" Phase. 0.16 was the last version of the "Light" Phase. So, as Kael said, there will be no new version until problaby January or February.
 
surferjmb7 said:

Cool, thanks for that. There is a new patch linked in the first post which resolves your issue. On my system it took the time between turns in your save game down from 22 seconds to 2 seconds per turn.

For modmakers the only file that is changed between patch g and h is the CvGameCoreDLL.dll.
 
In my most recent game, I gathered evidence that my explanation for the Tiny Culture Bomb issue is correct. Specifically, I did the following:
In a moderately cultured city (radius towards opposing cities was 2), use 5 20-point Great Works, with 0% (Civ-wide) culture commerce. The borders did not move. Then I set the Culture Commerce to 100%, and used 5 more such 20-point Great Works. The borders of the city quickly changed to the maximum. upon re-verification, I determined that I did not need to spend a turn at a high Culture Commerce; changing the value just before and just after the Great Works was perfectly fine.
 
I don't know if this has been posted before, sorry if it has...

Just noticed a new patch h, I am on f- but don't see this addressed anywhere.

I am playing as Hannah, and I built Baron Durin Halfmoon Looking at the wiki, he is supposed to be unique for Kurioates, maybe thats the bug but its not the one I am posting about :)

I had played with him before in other civilizations and he used to spawn baby werewolves most of the time when he killed an enemy. Playing him with Hannah- I have been smashing through my opponent (well he only had warriors, bad start for that AI I guess). He is now at 120 exp and still has not yet created one baby werewolf. He has fought barbarian troops that I know in other games allowed him to spawn, and I even sent him into a neighboring human player to try- still nothing.

I suspect it might have something to do with the raider trait because I also noticed I no longer capture workers and actually have to "kill" them before I can take over a city. I also have been unsuccessful in capturing ships with my boarding parties- they just destroy them instead, but I have only attempted that twice so it could be bad luck.
 
When I try start a game, I find that there is no interface, but everything else is seems to work ok. The civolopedia and city interface are also missing.

With python exceptions on, I get quite a long list of errors during initialisation, starting with:
Traceback(most recent call last);
File "<string>", line1,in?
...

Later, I get:
File "CvScreensInterface", line 195, in?
File "CvPediaMain", line 87, in_init_
... and so on.

I get this problem with a number of the firaxis mods as well (Genghis Khan and Greek World), but I found a thread relating to ViSa where someone had a very similar problem due to a missing registry file, so I wondered if it might be a similar thing.http://forums.civfanatics.com/showthread.php?t=188624&page=55
Any ideas?

edit: also, it still doesn't work with the latest ffh2 patch.
 
razacaz said:
When I try start a game, I find that there is no interface, but everything else is seems to work ok. The civolopedia and city interface are also missing.

With python exceptions on, I get quite a long list of errors during initialisation, starting with:
Traceback(most recent call last);
File "<string>", line1,in?
...

Later, I get:
File "CvScreensInterface", line 195, in?
File "CvPediaMain", line 87, in_init_
... and so on.

I get this problem with a number of the firaxis mods as well (Genghis Khan and Greek World), but I found a thread relating to ViSa where someone had a very similar problem due to a missing registry file, so I wondered if it might be a similar thing.http://forums.civfanatics.com/showthread.php?t=188624&page=55
Any ideas?

edit: also, it still doesn't work with the latest ffh2 patch.

It sounds like one of the following:

1. You have files in your CustomAssets folers. It should be renamed to CustomAssets.old.

2. You aren't running patch 1.61 for civ.

3. You may need to reinstall Civ4.
 
I was playing as the Clan of Embers the other day, and after having eliminated the Ljosolfar, I decided to expand onto their continent. As I was exploring to make sure no barbarian cities were built there, I came across a barbarian Typhoid Mary. Perhaps there should be some kind of mechanic to prevent barbarians from spawning world units?
 
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