FfH2 0.20 Bug Thread

Weird, there were a couple of translations added. Is there an ini flag for language somewhere? Never used it myself.

Doh, I guess the nick ought to have given that away...
 
I just noticed that paladins - or at least, elven paladins - don't benefit from the Altar of the Luonatar XP bonuses. Not sure if this is intended, but I've always thought of paladins as being of the Disciple unit tree (what with crusaders and paramanders being capable of upgrading to them).
 
I have an interesting problem. I am using patch d (at least, I think I am). THis is my first time trying this mod.

When I get to the game part (so I reload, choose a civ, and start to play), I am getting some stuff in English and some in French. It looks like anything that was added beyond the vanilla civ is in French. I don't know how to fix this. Any help would be appreciated.

It sounds like you have French set as your default language in the game options.
 
This is not a bug because the spell Haste allows a bonus to movement but not to actions per turn. A hasted mage can't cast 2 spell. A hasted warrior can't attack twice (without the skill blitz). Actually, you shouldn't even be able to scout 2 times.

So, wait, you're saying this is not a bug, except that it is a bug? What? :crazyeye:
 
I just noticed that paladins - or at least, elven paladins - don't benefit from the Altar of the Luonatar XP bonuses. Not sure if this is intended, but I've always thought of paladins as being of the Disciple unit tree (what with crusaders and paramanders being capable of upgrading to them).

Elven Paladins are definitly Disciple units and should be getting xp from the Altar.
 
I found that with version 1.6 that I got a memory allocation error when reloading and crashed to desktop about 25 % of the time. Now with version 2.0, I get a complete lockup while loading where I have to cold boot about 25 % of the time. Much as my wife and I love to play this mod, I hate to have to cold boot. Hoping someone could provide some help or insight. PC. 3.6 Ghz, 2 G Ram, Raedon X800 256 MB video card.
 
It sounds like you have French set as your default language in the game options.

I just noticed that it does not give me the choice of French in the options screen.

It gives me 5 languages to choose from (and French is not one of them). English is selected there.

When I go to the civpedia, before even playing a game, I find it in English (for vanilla civ stuff) and French for the rest.
 
I just noticed that it does not give me the choice of French in the options screen.

It gives me 5 languages to choose from (and French is not one of them). English is selected there.

When I go to the civpedia, before even playing a game, I find it in English (for vanilla civ stuff) and French for the rest.

I think I figured out why it happens. I live abroad and bought a version in Ukraine (legally and licensed!). It only has two choices of language in the vanilla civ. When I change it to Russian, the vanilla stuff turns to Russian, but the added stuff turns to English (as best I can tell). Is there a way for me to fix this?

Anyway, it looks like I can at least play it (and understand it).
 
A hill giant ( I think it was Moe) attacked Hyborem and killed him completely even thought he still had immortality, not sure it this is because of hidden nationality or not.

When Avatar of Wrath spawns he came actually reduce the counter by converting thoses with the prophecy into barbarians ( they count as dying) not only that but killing those units reduce it even more.
 
Playing as Calabim, v.20d, my vampire used his contagion spell on an enemy city. The disease took hold of the city's occupiers and they became sick. On the next turn my vampire attacked the dying fools only to get diseased himself! I thought undead are supposed to be immune to disease. Also, are units that have been 'gifted' vampirism but aren't true vampires also undead and immune to disease?
Fantastic mod, can't appreciate enough the work Kael and the team has put in.
 
Vampires in FfH are not undead, they are living, breathing people just like eveyone else. They do however, consume the life energy of others to sustain their own lives beyond that which is natural.
 
I found that with version 1.6 that I got a memory allocation error when reloading and crashed to desktop about 25 % of the time. Now with version 2.0, I get a complete lockup while loading where I have to cold boot about 25 % of the time. Much as my wife and I love to play this mod, I hate to have to cold boot. Hoping someone could provide some help or insight. PC. 3.6 Ghz, 2 G Ram, Raedon X800 256 MB video card.

Thats a very nice computer. I dont know why its crashing, does it ever happen when loading vanilla civ or warlords?
 
Hello.. didn't see this mentioned(big thread already!), and its not in the patch logs... I am using patch D... so...

Promotions and events(Joining Great Commander) that increases unit Str doesn't show up in the unit window anymore. When you mouse-over them, it shows it in the pop-up, but not in the main window. Not really sure if it is calculating correctly for battle or is just a data point that isn't getting to that screen.

I also wondered if there was some change to that combat calculations(maybe related to str + damage type). It seems like I am losing considerably more often in "close" battles... I don't have any direct data at this time, but it seems close to about 33% more often I lose a battle when I have a 85% or higher rate compared to Light. might be worth a quick look.

Cheers!
 
Unlike what the changelog says the Lanun and Balseraph don't have air mana. There are a couple other things from the changelog not actually implemented, but I forgot what.
 
Playing in D with a game saved from C. Was Frodo and had recently completed the last altar for the win. Kept history going in order to remove the hyborium from the map. During the AI's turns I got the following python popup. Sorry for no screen shot, wrote down the important bits.

Event analyzer line 1817 in onUnitKilled
Custom functions line 396 in FFHGiftunit
attribute error "None type" object has no attribute getX.

I hope that's enough. If not I still have the auto saves and will post/recreate.

I got the same error playing as Hyborem when the AI took one of my cities. Is it possible that this block:

Code:
							iRnd = CyGame().getSorenRandNum(pPlayer.getNumCities(), "Gift Unit")
							pCity = pPlayer.getCity(iRnd)
							pPlot = pCity.plot()
(lines 388-390 in CustomFunctions.py)

returns the city that has just been captured by the enemy? I don't know in what order the battle effects are processed, but it is possible that getNumCities() still works with the old number, while one specific pCity (and hence pPlot) is no longer a valid objects for pPlayer.


Edit: Hm, it also happens when I lose a unit without losing a city. Can't see what is wrong with the lines though...
 
The AI logs (AI.log and AIMage.log) take 150 MB of disk space. Maybe you want to disable them for the version you distribute?
 
Unlike what the changelog says the Lanun and Balseraph don't have air mana. There are a couple other things from the changelog not actually implemented, but I forgot what.

War Tortoises aren't tagged as a Lanun Unique Unit, I don't think anyone can build them.
 
War Tortoises aren't tagged as a Lanun Unique Unit, I don't think anyone can build them.

That will be fixed in the next patch.
 
Not sure if its specific to os gabbela or not, but i had her at friendly and the entire game, no matter how high relations are she never goes out of red for any trades.
 
Back
Top Bottom