FfH2 0.21 Bug Thread

If the map size is Large or above, then that's most probably the case.
 
Not really a bug, but I think it's a bit strange and I don't know in which thread to place it:

I was playing the Bannor yesterday. You're able to build mounted units (Valin Phanuel, Royal Guard) while you haven't discovered horseback riding yet. :)

Valin Phanuel is a Hero unit and Royal Guards are National units, thus the lack of need for the Horseback Riding tech.
 
Not sure what's going on here. At turn 400 and I've given way of the wicked away to everybody, but no one is researching ashen veil!! So I entereed the world builder and gave it to the dark elves.

Great veil founded, but Hyborem refuses to put in an appearance. Is there an AC value that persuades him to step out? I can't get him to rise!
 
Hyborem is summoned when Infernal Pact (the tech that requires AV state religion and allows its unique civic, temple, Demon's Altars,etc.) is first researched.
 
Hyborem is summoned when Infernal Pact (the tech that requires AV state religion and allows its unique civic, temple, Demon's Altars,etc.) is first researched.

So why no appearance? the game only has 10 players so there is a free slot of 3.

I've noticed in the past that if I research the veil I don't get asked If I want to play him.
 
It requires INFERNAL PACT, not Corruption of Spirit. Founding the religion does not summon him, you need to convert and then research the tech that your new state religion allows. Then he will enter the world and you can take over his civ.
 
yup its frustrating that you need to convert to ashen veil and get everyone to hate you just to release hyborem/basium :(
 
Hey everyone,

ive got an extremely immobilizing bug, im not sure if other people have had it (and i doubt it, because i had the same problem with another mod and no one seemed to have the sane problem)
but i dont have ANY interface. at all. no buttons, minimap, unit description box, end turn button, tech bar (at the top) gold count, city info screen, tech change screen, no map editor interface either...

Oh god i hope you can tell me the problem, i can post the save game and a pic if you like if it will help.

The wierd thing is that i installed Civ 4 fresh straight before installed FfH, i didnt change ANYTHING in the civ 4 directory. i played 1 game of vanilla to chech it worked, it did. then i installed the mod, it worked fine up until actual gameplay, where there was no interface.

I did have 2 errors at start up (ie when is loading the game from the desktop)
1 was about a Mage_Misc something or other ( ill get the exact error later) and a Mage_offencive. ???

Any ideas kael?
 
The wierd thing is that i installed Civ 4 fresh straight before installed FfH, i didnt change ANYTHING in the civ 4 directory. i played 1 game of vanilla to chech it worked, it did. then i installed the mod, it worked fine up until actual gameplay, where there was no interface.

Did you install the 1.61 patch before FfH?
 
I've had that problem before, and I'm not the only one. I believe it has something to do with the configuration settings or the .dll. I don't remember how I fixed it.
 
i think it might not work correctly without patching the vanilla civ first. just a guess tho.
 
Sentry Towers aren't automatically generated at the beginning of the game if the NO_BARBARIANS option is selected. I'm assuming that this is inadvertent.
 
I'm well into my second 'd' game and have yet to pop a gift from a mine.

Specifically,

Game 1: Einon Logos, Huge Fantasy Map, Prince, Epic, 10 AI civs. I got a Time Victory (I love to let them play out) and built 30-40 mines. Nearly 1,000 turns, no mine gifts. I had ROK religion.

Game 2: Mostly the same as above, except I have added raging barbs. I am at yr. 625 and have 23 mines. No mine gifts yet. I have OO religion.

This is very unusual in that I cannot remember playing any game without a mine gift. Some had many.

Anyone else?

Thanks.
 
I saw where Mud Golems were given a defensive rating of 2.

What about the ordinary Worker, like for the Elohim?

The reason I ask is that I was stunned when one of my Workers defended against and killed a barb Lizardman who sneaked into my borders.

Also, this will affect my strategy with Corlindale in that maybe he is even weaker than a Worker now???

I was sending a couple of Workers out with him and other units to use as cannon fodder for those sniping assassins. However, now I am wondering if Corlindale might be the weakest unit (defensively) in the stack and the first to go. :eek:

I forgot to add that I have had Workers with the Blessed promotion, but the one who killed the Lizardman was not one of them.
 
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