FfH2 0.20 Bug Thread

Trip report: I was playing a game as the Ljosalfar, under the unpatched initial release of Fire. I deliberately founded the Ashen Veil, bringing Hyborem into the world, and amassed a well equipped Mercenary army, who were all undeclared, to crush him in his city. Whilst gathering these forces, the Mercurian Gate was completed by a different civilization and Basium entered the game. Some of the Mercenaries lost in the subsequent struggle reappeared in Hyborem's city, as expected.

However, after kicking the daemons off this plane of existence, the remaining (grizzled, veteran, still undeclared) Mercenaries marched on Acheron's Barbarian city. Oddly, any that were killed in this assault began reappearing in the dragon's city, with the message that they'd gone on to serve the Mercurians. However, the resurrected Mercenaries were definitely reappearing aligned with the Barbarians.

Later, I was at war with the Khazad. By now, the ragged remnants of my Mercenary company had long since declared their nationalities. Here also, they were being resurrected within Dwarven cities, aligned to the Dwarves, yet none of the other Elven units were. In all of these instances, the Mercenary units were within the cultural borders of the civilizations in question.

Additionally, one small, unimportant niggle that cropped up; as the Elves, I can build cottages and farms within forestry. However, the converse isn't true - I'm unable to have priests use the spell that conjures up a nascent forest (Bloom, I think) on a tile square that already has one of these improvements present. I don't know if it's feasible to allow this spell to occur on tiles already containing these improvements only for the Ljosalfar (or any of the other civs that may be able to build improvements within forests), whilst denying it to the rest, but it would be a nice perk.
 
question: what does 'chance that religions will be handed out' in the unreleased patch refer to?
 
It seems I found a new bug. It´s interessting, that everytime I´m playing Falamar from Lanun and met Alexis from Calabim, CIV shuts down. I tried out with the other leeders of this two civilizations, but there it works in every combination. (Only Falamar in combination with Alexis is problematic!)
(P.S. Great work at all. I´m fascinated! :) )
 
Mercenaries have their own mechanic whereby they sometimes change sides when defeated - that's what you were seeing Squirm. Some of them were probably also being reborn as manes or whathaveyou, though.
 
I do think something funky might be going on with the respawn script - While playing as Basium last night, whenever I would kill an evil orc unit with my summoned Host of the Einherjar (or raze one of their cities) not only would I get an angel right then where the unit was, but also one back home.. Since the orcs are evil, I shouldn't be getting one at all.
 

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This should really go in the FfH2 20 Cosmetics file, but that thread doesn't seem to exist, so I'll post it here.

The FfH2 shortcut desktop icons for 20 and 16 have the same names (Fall from Heaven 2) and same picture. Before copying the 20 icon onto the desktop, either rename it (Fall from Heaven 2.20) or delete the 16 icon.
 
A bug already mentioned in diary: CTD, when starting new game - loading phase. Just when the play button should appear.

Same here. :(

Windows says:
AppName: civilization4.exe AppVer: 1.6.1.1841 ModName: kernel32.dll
ModVer: 5.1.2600.2945 Offset: 00012a5b


Internet Explorer is 7.0
 
Hi Guys,

I've found a crash, and as far as I can tell by searching through the thread, it hasn't been reported previously. In the attached save file it crashes at the start of the next turn, just after making the sound of upgrading a unit to have iron weapons. I can stop it if I stop production of the dwarven hammerfist in halowell. Hope this is helpful enough.

cheers

David

Thanks for the save. It will be fixed in patch "d". This was another Mercurian crash, I have to do some real crazy juggling to get the Mercurians in. I need a clear plot to place units in after I have moved the old units out of the city. If the randomly returned plot is the city you get a CtD. I just blocked the function so it never returns the city.

The reason you saw that stopping the hammerfist fixed it is because when the hammerfist is created it eats up a random number deciding if it should have a religion or not. If that random number was used the next random was the one that caused the computer to pick the city and cause the crash. If the hammerfist wasn't made then the random it would have used makes the computer pick a non-city plot and you don't have a crash.
 
Same here. :(

Windows says:
AppName: civilization4.exe AppVer: 1.6.1.1841 ModName: kernel32.dll
ModVer: 5.1.2600.2945 Offset: 00012a5b


Internet Explorer is 7.0

Disable 'show unit health'
 
I was running up the Armageddon counter as the Sheaim, just checking to see if the triggers were working, running under patch A. I owned the Prophecy of Ragnarok, and had about 15-20 marked units.

When the counter hit 90, the Avatar of Wrath appeared, taking with him many of my units, including some of the marked units, immediately dropping the counter down to 86.

I still had a lot of savants, and continued spreading the veil across the continent. Next turn, four savants later, imagine my surprise when the sound of the Avatar of Wrath appearing played again, the popup announcing his appearance displayed again, and more of my units were gone. The counter dropped again, this time to 89.

Now slightly confused, I entered the Worldbuilder to see if there were actually two avatars roaming the world. There were.

I decided to keep going, but to get across the 90 boundary, I created many ritualists in cities without the veil in nations I had open borders with. Needless to say, a third avatar appeared, but since all of my marked units had abandoned me the counter continued to rise.

No more problems until I was at 99. The Armageddon message appeared with the usage of a ritualist, but I don't think anything actually happened. The counter stayed at 99. I let a couple of turns go by, thinking armegeddon might be a subtle process, but still nothing. I managed to get the popup two more times with nothing discernible happening. The fourth time it went off the counter actually made it to 100, and my goal met, I quit the game.

Also, I know fallen heroes are supposed to be resurected with the barbarians when the Avatar of Wrath appears, and Bambur, killed many turns before, did rise from the dead. My problem is that Rosier the Fallen, who was alive and well, was also resurected under barbarian control.
 
Ok dont know if it has been posted but, When I hit 90 and Avatar of Wrath came I was playing Infernals and Hyborem was ressurected in my capital for no reason. Later I saw that Basium had gone to the barbarians. So I guess what happend to my unneeded ressurection was he went barbarian and instead of switching permenantly like Basium it merely used up my immortal promotion on him. I think that Heroes should be unable to go over to the Barbarians or is this intentional?

EDIT: I am using patch c
 
Mercenaries have their own mechanic whereby they sometimes change sides when defeated - that's what you were seeing Squirm. Some of them were probably also being reborn as manes or whathaveyou, though.

Sounds like a bug, or at least an oddity is occurring. The merc unit is defeated, and spawns an angel. The merc unit also ends up captured by the enemy. Solution: merc units shouldn't feed either afterlife (or merc units should be created with no religion, with the possible exception of Cult of the Dragon.)

Bug of my own: In my current game, whenever one of my ashen veil disciple units dies, it spawns 3 messages declaring it as such. Same thing happened when one of my archmages died. Maybe it has something to do with the fact that I'm producing units from a city that is the holy city for all religions?

Later I saw that Basium had gone to the barbarians. So I guess what happend to my unneeded ressurection was he went barbarian and instead of switching permenantly like Basium it merely used up my immortal promotion on him. I think that Heroes should be unable to go over to the Barbarians or is this intentional?

Same thing happened to me at 90, along with a bunch of units that had the Mark. Armageddon counter instantly plummeted. Makes it nigh impossible to reach 100.
 
Bug: When a unit dies, it can go on to multiple afterlives. For each aligned religion on a unit, a manes or angel is spawned. So if, for example, a unit has both OO and AV, it will spawn 2 manes when it dies. If a unit has both Order and AV, it will spawn a manes and an angel.

I have tons of units in my present game with multiple religions (due to having all the holy cities in my capital.)
 
I can't build the Song of Autumn in the Leaves Holy City. I am playing patch C. I will attach the save game file.
 

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as mentioned many many times and places, you need a Great Bard to build it now heh

Very convinent for me, because i usually go for drama and i never found leaves.

So i take the holy city from the enemy and use my free bard for it. :D
 
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