FfH2 0.16 Bug Thread

Quote:
Originally Posted by Oldfrt View Post
Playing on Prince, raging barbs & as elven....
... with the current .16h patch....

.... got stuck with production, so ended up building a pile of adepts (before hooking up any mana).

1. My automated workers seemed to avoid hooking the mana sources up to roads.
2. When I finally got the advances to be able to build the nodes, the "auto" option wasnt there any more on my adepts... only way to build the nodes was to do it manually...

That is correct. Workers wont automatically upgrade nodes. Since you cant change them I didnt want the AI to be upgrading your nodes unless you specifically told it too. Instead you have to use adepts to upgrade your nodes.

I think with his first point he meant that his automated workers are not building roads to the mana nodes, not that they are not building on the mana nodes.
 
Playing .16h

Ashen veil is my state religion. I build a ritualist, send it to a town then use its ability to build a temple of veil. The temple is built and ashen veil religion has appeared in the city. However, I do not gain +1 culture due to ashen veil in the city.

Is it possible a civic is reducing my culture output to 0?

Civ4ScreenShot0005.JPG

View attachment 143280
 
Playing .16h

Ashen veil is my state religion. I build a ritualist, send it to a town then use its ability to build a temple of veil. The temple is built and ashen veil religion has appeared in the city. However, I do not gain +1 culture due to ashen veil in the city.

Is it possible a civic is reducing my culture output to 0?

View attachment 143281

View attachment 143280

The temple of the veil gives +20% to the cities culture rate but it doesn't provide any culture on its own. It does allow you to turn a citizen into a priest, which will get you some culture.
 
Patch H with Civ4lerts mod (which shouldn't matter for what I'm reporting):

I've noticed a bunch of issues with Hidden Nationality units. I searched the forum to see what's been reported - some covers what I've seen but not all. I'll just list it all to be sure.

1) Attacking costs extra movement. I think it is only one point, but I haven't verified this. I do know that I've had high-movement HN units that were able to move again after attacking (though with less than they should have had).

2) HN units can attack more than once in a turn (if they have movement points left).

3) After a successful attack, HN units will move to the enemy's square if there is only one remaining enemy unit. Though, graphically, your HN unit will still look to be in its original spot.

Note to players: simply give the unit an action, such as Skip Turn (even if their movement is down to 0), and the graphic will slide to the right spot.

4) Possibly related to #3, HN units will not destroy workers or settlers that are left after killing the last remaining military unit. Instead, they'll do their displacer beast effect mentioned above.

5) HN units cannot do anything to cities belonging to enemies you are not currently at war with. This includes destroying them and knocking the defense rating down. I was quite surprised and chagrinned when my stack of HN catapults finally reached the enemy city only to find out they couldn't do anything about the 75% defense (yet, they could attack the defenders...).

I had previously had an issue with multiple attacks from a dying HN unit, but it hasn't happened since patching to H so I'm hoping it's fixed. Basically, I would attack once with a HN unit and it would die three times (the second and third battles show the HN unit starting with 0 HP in the combat log). I only mention it since I didn't see it mentioned here (however, I only took time to search through 400 posts).

- Niilo
 
Ring of wardning was not centered on the city but half a plot to the left.
 
Good afternoon ( at least in Spain )

After been a lurker for years in Apolyton and Civfanatics, I've come out and show myself... the reason? a CTD in a mod. This mod. Thanks to FFH I've been playing CivIV till now. I was ready to shelve the game 2 or 3 months after it's release in Spain when I decided to download FFH 0.7. (I played vanilla on Noble, and not always won the games, so I'm not that good when you see peaple winning on Emperor).

Never again played vanilla. To tell the truth I bought the game for the mods that would be developed by players, because I didn't expect Civ IV to hook me up like Civ II did. I was looking for Warhammer, but... I download FFH and that was my last move.

To the point... I'm getting a CTD in a game playing as the amurites. Well, I get a CTD if I'm lucky. If not, I hear the music, can move the mouse and watch the screen but nothing else.

The game was in noble settings, dual map ( I think, I'm too lazy to send my armies far away), 5 or 6 civs, playing with the amurites. I discover the 5 religions (so I could get all five mana types) and spread them to all my cities (well, the veil didn't make to my cities it because I prefer The Order).

Later I crafted a Flesh golem with an Archmage and a High priest. But even disbanding that unit didn't stop the CTD.

I submit the game so maybe there is a bug.
 
The temple of the veil gives +20% to the cities culture rate but it doesn't provide any culture on its own. It does allow you to turn a citizen into a priest, which will get you some culture.

But, I think his problem is that Ashen Veil should give 1 culture/turn just from being in the city.
 
The temple of the veil gives +20% to the cities culture rate but it doesn't provide any culture on its own. It does allow you to turn a citizen into a priest, which will get you some culture.

How about the presence of the ashen veil religion in the city, doesn't that give you +1 culture?

In my screenshot, when you mouse-over the ashen veil religion icon (top-right in city screen), it say +1 culture and +2 happiness
 
But, I think his problem is that Ashen Veil should give 1 culture/turn just from being in the city.
it gives beakers, not culture from being in the city under free religion, or the ashen veil religion
(i'm not sure what happens under paganism)
 
Good afternoon ( at least in Spain )

After been a lurker for years in Apolyton and Civfanatics, I've come out and show myself... the reason? a CTD in a mod. This mod. Thanks to FFH I've been playing CivIV till now. I was ready to shelve the game 2 or 3 months after it's release in Spain when I decided to download FFH 0.7. (I played vanilla on Noble, and not always won the games, so I'm not that good when you see peaple winning on Emperor).

Never again played vanilla. To tell the truth I bought the game for the mods that would be developed by players, because I didn't expect Civ IV to hook me up like Civ II did. I was looking for Warhammer, but... I download FFH and that was my last move.

To the point... I'm getting a CTD in a game playing as the amurites. Well, I get a CTD if I'm lucky. If not, I hear the music, can move the mouse and watch the screen but nothing else.

The game was in noble settings, dual map ( I think, I'm too lazy to send my armies far away), 5 or 6 civs, playing with the amurites. I discover the 5 religions (so I could get all five mana types) and spread them to all my cities (well, the veil didn't make to my cities it because I prefer The Order).

Later I crafted a Flesh golem with an Archmage and a High priest. But even disbanding that unit didn't stop the CTD.

I submit the game so maybe there is a bug.

Thanks for this. Patch "i" is linked in the first post and it fixes this issue. It won't break save games.
 
I tried to use the python app to see where the error was, but I changed the wrong line ( I didn't know which one was the correct one ) and the mod would not load.

I have a question... if you remember the game... Whose worker was CTD the game? I will crush him the first
 
I tried to use the python app to see where the error was, but I changed the wrong line ( I didn't know which one was the correct one ) and the mod would not load.

I have a question... if you remember the game... Whose worker was CTD the game? I will crush him the first

It was the Elohim.
 
While tinkering around with the Flesh Golem spell today, I noticed something very interesting. If you graft a kraken/tiger with the empowerment promotion, the resulting golem would lose the empowerment promotion at the start of the following turn. This puzzled me for a while, but I figured out that it's an artifact of the Barnaxus code (golems lose empower at start of turn without barnaxus.) I consider this a *good thing*, since grafting krakens for free high-str units always smacked of an exploit to me, and this makes it a bit less useful.

Here's the important bit though: I noted in an earlier post (alongside another FG exploit which was kindly fixed :) ) that the weapons promotions were having a double effect if you grafted mercenaries or doviello units (grafting a mithril-wielding beastman with a javelin thrower produces an 8str golem, rather than a 4str one. (beastman (2) + mithril (4) + thrower (3) /2 = ~4. + mithril (4) again = 8)) This now seems to be fixable in either a messy way or a clean one. (I'm python-illiterate so I've no idea which is easier to implement.)

Either:

1. Amend the Barnaxus code to *also* remove weapons promotions from golems at the start of any turn that Barny's not around. This'll work for the most part, as in the normal course of things Luchiurp golems can't gain weapons promotions. However, it'll leave a small loophole for OO/Runes worshipping Luchiurp who graft weapon-wielding mercenaries while Barny's still alive.

2. Add a function similar but separate to the Barnaxus code that removes the weapons promotion from golems at the start of the next turn regardless of whether or not Barny's around.

PS. As an aside, I really do like the spell. The other day I managed to create a crazed mutant vampire werewolf dragon golem after defeating Acheron with a Calabim Inquisitor :)

PPS. While I'm here, could I request that the dwarven voice files be applied to khazad "dwarven warrior"s and Maros? The fewer Khazad units speaking German, the better. Also, are dwarven hammerfists still supposed to have guerilla 2 on creation? I remember reading somewhere that it was removed from Soldiers of Kilmorph because the Dwarven promotion now gave the double movement they previously needed guerilla for.
 
This seems to be part bug, part balance.

Epic speed, second largest map size.

I built the Hellfire ritual for the first time, playing as The Clan of Embers. Only four, maybe five new Hellfire rifts appeared and they were all in my turf, sorta smushed together in one 5x5 grid.


- This clearly broke the "3 tiles between rifts" rule which previously constrained my inquisitors.
- It didn't help much that the meager four or five new rifts spawned in Clan turf
- By the time I built the ritual, the other Civs already had more than enough high strength units to easily counter the occasional Balor, Wraith, or Lord spawned from the rifts.
 
Isn´t Bambur supposed to get the Weapons upgrade ?

Im playing as Doviello/Mahala, my Bambur is in my capital with a forge and the Mines of Gal Dur, yet he doesn´t have the Iron Weapon promotion. (My other units in the same city have them)
 
Isn´t Bambur supposed to get the Weapons upgrade ?

Im playing as Doviello/Mahala, my Bambur is in my capital with a forge and the Mines of Gal Dur, yet he doesn´t have the Iron Weapon promotion. (My other units in the same city have them)

Doviello Heroes don't get weapons promotions. Balance thing.
 
in my last game on a random huge map i won by cultural victory but as soon as i won it game me an windows error crash. was playing as blasph *cant spell them so ill leave it at that LOL*
 
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