FfH2 0.20 Bug Thread

Downloaded this mod and it looks GREAT

However am having some problems when it loads.

The game load up fine but the blue box round the edge of the ingame screen containing all your action options, city building options and promote options etc is not there. just the map and the units. Also when you move the mouse over a feature .say a resource or a unit the see thru info panel does not pop up to tell you what it is or what it does.

'options' on the drop down menu is not avaialbe to select either.

I can operate the game in a limited way using hot keys but frankly I hate playing this way how do i get the GUI mode back ???

Cheers

H
 
Ravenous Werewolves are created at level zero instead of the normal one. When they get a single exp point (and generally by such get upgraded to blooded) they go up to level one and get a free promotion.

Basically, they get an extra promotion for their level. Instead of level-1 it's level number of promotions.
 
Downloaded this mod and it looks GREAT

However am having some problems when it loads.

The game load up fine but the blue box round the edge of the ingame screen containing all your action options, city building options and promote options etc is not there. just the map and the units. Also when you move the mouse over a feature .say a resource or a unit the see thru info panel does not pop up to tell you what it is or what it does.

'options' on the drop down menu is not avaialbe to select either.

I can operate the game in a limited way using hot keys but frankly I hate playing this way how do i get the GUI mode back ???

Cheers

H
you're not the only one - read through this thread - http://forums.civfanatics.com/showthread.php?t=206324 - and try the solutions suggested, let us know if you still have a problem after that.
 
Playing with patch h, huge map, 16 civs, between normal and the slowest speed (epic I think). I'm at turn 300 and still no Archeron. Orthus spawned at ~130. I've played at this speed before and I recall Archie showing up by now. Has anything changed with his spawn settings? Can anyone else verify this behavior?

In my Epic game I was rather surprised too when the Red Dragon did not appear until around yr. 650. There weren't many places for a barb city then.
 
When you attempt to Dominate and enemy unit, and fail, you get the message "you have lost your caster."

However, this is not the case if you have an escort with you Archmage as well you should. Technically, you are losing the escort. Of course, next turn the traitor will turn on you and likely kill the Archmage - so you do lose the caster next turn, not like before.

It took me awhile (I am pretty dense) to figure out how to work this bug. Just give the Archmage two or more escorts. You seem to lose the lesser one when the Dominate spell fails, so you get to keep your Archmage and stronger escort. Of course, you need to get another escort and hope the enemy and traitor don't kill your Archmage and escort. Then, there are those nasty Assassins...

I find it is much harder in this version to level up your mages/conjurers/archmages, etc. Unless you have the Arcane trait the passive XP for magicians is slow. So, if you want to gain XP you have to kill other units, usually barbs.

This used to be easier as now only Goblins are a sure thing. Barb melee units have the weapons promotion and the odds are not that good for magicians even with Combat V.
 
Hey

hm, I also got some rarities. Using 4 archmages (1 that was dominated) and 3 liches (a total of 7 domination spells) I noticed that sometimes I can get extra immortals, archmages, and other national units from my ALLIES, on my current game I got 5 immortals (3 doviellian and 2 amuritians),
like 7 or 8 berserkers ( 3 doviellians, 2 elohimian and the other are ammuritians),
Many flurries, shadows and marksmen.


Once on a previous game I remember dominating my neighbors' Great people (Great Merchant and a Great Prophet) and one of their hero.

yeah domination spells either rules or needs a check on current limit of units.
 
Congratulations Kael&team, your mod is quite impressive. Great job.

On with a possible bug: each time I zoom out the map and try to visualize military units I get a CTD. I'm playing Khazad and am still stuck to patch d.
 
That's a well-known bug which has been in for several versions unfortunately.
 
In my Epic game I was rather surprised too when the Red Dragon did not appear until around yr. 650. There weren't many places for a barb city then.

Acheron doesn't spawn, he is built by the barbs. Meaning they need a city to build him in. They usually build him pretty early (as he is really overpowered for his cost) but they will have to hold a city to do it.

If you put extra civs on the map it will fill up quicker and make it less likely Acheron will spawn.
 
Congratulations Kael&team, your mod is quite impressive. Great job.

On with a possible bug: each time I zoom out the map and try to visualize military units I get a CTD. I'm playing Khazad and am still stuck to patch d.

Yeah, as BeefontheBone said its a known issue. Also hitting the Religious overlay button will cause a CtD.

The really frustrating part of both of those issues (and the CtD that happens if you have 'Show Unit Heath') is that the code for them isn't in the SDK so I dont know what its asking for, and therefor why its crashing. That makes isolating it really hard.
 
Not sure if this has been reported, I assume it has, anyways to make sure...: I was playing Lanun with OO as a state religion. Attacked a barbarian unit and lost, my dead pirate was enlisted among the enemy lines of Hyborem. I thought only units of evil civs are enlisted into Infernal armies, and I am clearly neutral ?
 
Nah, neither Basium nor Hyborem feel compelled to lose sleep over where their battle-bots come from, so far as I can tell. The good news for you is that manes are puny. :) Good luck in the fight, and may the light prevail.
 
Not sure if this has been reported, I assume it has, anyways to make sure...: I was playing Lanun with OO as a state religion. Attacked a barbarian unit and lost, my dead pirate was enlisted among the enemy lines of Hyborem. I thought only units of evil civs are enlisted into Infernal armies, and I am clearly neutral ?

There is a player alignment and a unit alignment, they both apply. In your case the unit probably worshipped the overlords, and that garuntee's an afterlife spent working in Hyborem's bakery.
 
aaah, I was wondering why that archer had a OO promotion. Now I know... :D
Thanks, and cool stuff !
 
I'm playing the Luchuirp civilization with Garrim Gyr. I've noticed in two games that after building a brewery as my first building after the palace in my capital, all the military units built there have +2 experience. I don't know if the brewery is the "trigger".

I haven't changed my default civics.
 
In my present game as the Khazad I am using the new spell 'Crush'. I like it very much but think its probably too powerful as it is. With 2 druids I was able to kill all defenders, about 8 or 10, I didn't count, in just 2 turns in a city of 32 population. While I was using just one druid many of the enemy units were nearly healed by the next turn but once the second druid arrived on site it was no contest.
 
I'm playing the Luchuirp civilization with Garrim Gyr. I've noticed in two games that after building a brewery as my first building after the palace in my capital, all the military units built there have +2 experience. I don't know if the brewery is the "trigger".

I haven't changed my default civics. My units built in other cities with breweries start with 0 experience.

Yeap, brewerys give dwarves +2 xp. They like their beer.
 
Yeap, brewerys give dwarves +2 xp. They like their beer.

Oh, word? Maybe worth a mention in the pop up? I am usually pretty thorough and I had no idea (Pact of the Nilhorn needs a better description too). At least that explains why one of my Khazad cities produced better units in 0.16 way back in the day. I still remember it as I couldn't figure out why.

A thought on breweries: maybe make them produce a happy resource instead of happiness? Give them a corresponding increase in cost, keep exp bonus for dwarves city specific. Make happiness stack (variety is the spice of life) instead of requiring different grains for more happiness. Access to a grain could be a build requirement. This could be extended to wine as well...

Anyway, on to the bugs:

In my current game, Basium (the unit) just up and disappeared. I didn't see him fight anybody, I don't think he was on a boat that sunk and I didn't see a death message. I just noticed that he wasn't around all of a sudden (btw, I summoned him so I could see him at all times). I may have just missed his death too...

I just killed Acheron and I didn't get a Dragon's Hoard. I suspect he never built one, so taking his city never generated one.

I know the first one is speculative. I also obviously am not going to be able to isolate it for you either, so it is a pretty worthless report. More of an FYI in case someone else sees it too. Save games available upon request.

Oh yes, and the biggest bug of all: this mod is awesome. Is that intentional?

BTW, some questions:

Dwarven Smithies: should they be able to upgrade weapons or not (they currently don't)?

Dwarves in general: it seems a little odd to me that Settlers, Thanes of Kilmorph, etc. are not Dwarven. Maybe Thanes shouldn't be if you aren't a Dwarven civ, but then Soldiers of Kilmorph probably shouldn't be either.

Khazak Adepts: the fluff says that Khazak Adepts are mostly humans recruited to their cause. Maybe Khazak should get normal Adepts (instead of Dwarven)? It also seems odd that they can't promote as level 10 Adepts just don't sit right. Maybe their Adepts should leave the civ after a certain level or they should get a national unit restriction on Summoners and Mages so they can have a few? Maybe 3 max, and 1 max Arch Mage and Conjurer. Or just 1 max Summoner and Mage.

As you can tell, I have been testing Khazak. They are a blast, especially as I usually play Ljosalfar and they contrast them so much.
 
Oh, word? Maybe worth a mention in the pop up? I am usually pretty thorough and I had no idea (Pact of the Nilhorn needs a better description too). At least that explains why one of my Khazad cities produced better units in 0.16 way back in the day. I still remember it as I couldn't figure out why.

A thought on breweries: maybe make them produce a happy resource instead of happiness? Give them a corresponding increase in cost, keep exp bonus for dwarves city specific. Make happiness stack (variety is the spice of life) instead of requiring different grains for more happiness. Access to a grain could be a build requirement. This could be extended to wine as well...

I'll update the strategy tag on breweries.

Anyway, on to the bugs:

In my current game, Basium (the unit) just up and disappeared. I didn't see him fight anybody, I don't think he was on a boat that sunk and I didn't see a death message. I just noticed that he wasn't around all of a sudden (btw, I summoned him so I could see him at all times). I may have just missed his death too...

Yeah, the AI disbands heroes first when it runs high on unit maintenance (easy for the mercurians to do). That will be fixes in 0.21.

I just killed Acheron and I didn't get a Dragon's Hoard. I suspect he never built one, so taking his city never generated one.

Ive never seen that before. If you have a save (before you kill acheron) i'd like to see it.

I know the first one is speculative. I also obviously am not going to be able to isolate it for you either, so it is a pretty worthless report. More of an FYI in case someone else sees it too. Save games available upon request.

Oh yes, and the biggest bug of all: this mod is awesome. Is that intentional?

BTW, some questions:

Dwarven Smithies: should they be able to upgrade weapons or not (they currently don't)?

No they dont.

Dwarves in general: it seems a little odd to me that Settlers, Thanes of Kilmorph, etc. are not Dwarven. Maybe Thanes shouldn't be if you aren't a Dwarven civ, but then Soldiers of Kilmorph probably shouldn't be either.

Soldiers are on 0.21. Thanes have a chance of being dwarven and their settlers arent dwarves yet just because we dont have art for them. As soon as I get some dwarven settler art I will make a dwarven settler unit and give it dwarven.

Khazak Adepts: the fluff says that Khazak Adepts are mostly humans recruited to their cause. Maybe Khazak should get normal Adepts (instead of Dwarven)? It also seems odd that they can't promote as level 10 Adepts just don't sit right. Maybe their Adepts should leave the civ after a certain level or they should get a national unit restriction on Summoners and Mages so they can have a few? Maybe 3 max, and 1 max Arch Mage and Conjurer. Or just 1 max Summoner and Mage.

As you can tell, I have been testing Khazak. They are a blast, especially as I usually play Ljosalfar and they contrast them so much.

I think its probably more confusing to make the dwarven adepts human (though that does fit in with the backstory). I'll probably change the pedia entry.
 
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