FfH2 0.21 Bug Thread

"FATAL_ERROR
Memory allocation failure - exiting program.
Reason:bad allocation."

I Had the same problem, this is annoying...

Change this line in the civ ini line:
; Allows some memory savings *** ALT-TAB WILL NO LONGER FUNCTION ***
MemSaver = 0

Put this value to 1 and it's works (for me), but no more game in window...
 
Here's a triple Acheron save for you, Kael. Visited his island about 100 turns later and it was chock full of both skeletons and dragons (3 dragons on one island counts as chock full in my book).
 

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Here's a triple Acheron save for you, Kael. Visited his island about 100 turns later and it was chock full of both skeletons and dragons (3 dragons on one island counts as chock full in my book).

Yeah, its already fixed in patch "c" which will come out today.
 
Yeah, its already fixed in patch "c" which will come out today.

Once again I'm showing up late for the show. Or it might just be you being insanely fast and dedicated. Kudos.

Great not having to deal with the terrible triplets anymore :p
 
Acheron may have appeared 5 times in my first 21 b game. He wasn't on my contenent and I haven't found him yet, so I can't be sure, but I did get a notice of his appearence 5 times.
 
Are we paying maintenance on summoned units? What about psuedo-summoned units (treants and skels)? I watched my gold income drop after summonning a bunch of units. I thought that we were not paying for these units...
 
This may not seem remarkable for many of you posters out there, but I just noticed that this will be my 50th post. For me, as a professional forum lurker, this is big. Just goes to show how much I've gotten into FFH. For those of you who post a lot, scale my 50 by a reasonable factor to suitably impress you...
 
This may not seem remarkable for many of you posters out there, but I just noticed that this will be my 50th post. For me, as a professional forum lurker, this is big. Just goes to show how much I've gotten into FFH. For those of you who post a lot, scale my 50 by a reasonable factor to suitably impress you...

I rarely posted anywhere until FfH I came out. :mischief:
 
I never posted anywhere until here but this game is so good and is getting better its great being a part of its developement. Note I haven't made it to 50 posts yet!!
 
this is something which striked me for a while now, notice how many lurker coming out of the shadows just for ffh2 - but this is prob offtopic here?
 
I have observed that units with the Spirit Guide promotion seem to give their xp to Workers about 40-60% of the time. This seems like a big waste.
 
The advantage of its original stack-based implementation was that it generally went to units you were actually using :)

For those experiencing memory errors, it might be worth checking the page file size - 1-2 times your physical RAM ought to do the trick, but using more than that isn't generally an issue with memory at such a premium compared with HDD space for most users. Of course, it's not very fast.
 
The reason it was changed was that, except for the Elohim's Reliquary units, it was only found on priests of the order. Since it didn't apply when you attacked with them (because there were no friendly units in the tile in which you died), and priests are some of the last units to be targeted when in a stack (designed so that casters who have had a lot of investment don't defend), it seemed quite rare to be effective at all.
 
I Had the same problem, this is annoying...

Change this line in the civ ini line:
; Allows some memory savings *** ALT-TAB WILL NO LONGER FUNCTION ***
MemSaver = 0

Put this value to 1 and it's works (for me), but no more game in window...

ewww! game not in a window?? that might be worse than memory-error crashes! :)


For those experiencing memory errors, it might be worth checking the page file size - 1-2 times your physical RAM ought to do the trick, but using more than that isn't generally an issue with memory at such a premium compared with HDD space for most users. Of course, it's not very fast.

mine is 2x physical memory. however, i don't think civ was running out of physical memory (unless it was trying to allocate 1+GB :eek: ). at the time of the last crash, i noted civ running at about 900-ish MB, with about 300-ish MB of other stuff, and that out of 2GB of physical memory. even then, there was still have been plenty of page file left (again, unless there were some HUGE allocation).

the other wierd thing is that it's seemingly random.

edit: i've also had this error pop up while loading /boggle
 
First of all, great mod! This is single-handedly ruining any chance of productivity I ever hoped to have in the evenings. :)

I noticed a few issues with the "Hidden Nationality" units in version 0.21a; specifically, I built the wonder that comes with "Deception" that allows all units created in one city to start with "Hidden Nationality". This is quite fun to do with heroes, but I digress :)

1. Units with "Hidden Nationality" can pillage in my borders, but cannot pillage in another nations borders. Is this intentional?

2. Units with "Hidden Nationality" cannot raze a city they have conquered (it makes sense that they can't claim the city, but can they also not raze cities?)

3. This one is tricky. If a stack of units (all with Hidden Nationality) conquer a city from another nation (say nation X) and fortify on it, any units from nation X can move onto the city without engaging in combat with the units with Hidden Nationality. Secondly, if you attempt to move another unit with Hidden Nationality and Marksmanship onto this stack (now containing both your units and a unit from nation X), Marksmanship will happily pick out one of your spellcasters over the unit from nation X and the units will engage in combat, even though the units are owned by you. As much fun as it is to level my Elven Assassins off of my Elven Adepts, this can get annoying as I have to check the square a stack is on for enemy units before attempting to add reinforcements.

Let me know if there is anything else I can do to help.

This is my first post and I have to say that I am stunned by the quality of the work that has been done so far, and by the speed of changes / bug fixes. Keep it up!:goodjob:

I have experienced similar issues with the three hill giants as hidden nationality units. I have used them to eliminate all the (early game) defenders in a neighbouring civ's cities and then declared war for rapid (and hence war-weariness-free) conquest:

  1. If I am not at war with the civ my HN giants can attack a city but not bombard it. If I later declare war then they have the option of bombarding.
  2. If I move my giant into a defenderless city I get no option to raze it.
  3. If I leave it there, then the other civ can move new units into the city or build them there without fighting my giant. To attack the units my giant has to leave the city and attack it again.

In my first 0.21 game (upgraded to patch b) I am playing the Grigori and have noticed some features / possible bugs:

Grigori heroes cannot go beyond 100xp fighting barbarians / animals. This makes good game balance sense or they would get XP-rich on easy barbarians. However, should this also apply to Orthus and to Acheron the Red? Both are serious challenges!

I promoted Branding to a Luounatar(?) and was able to attack Acheron at good odds. Luounatar have the command(?) promotion which converts 50% of defeated enemies to your civ. So now I have a pet red dragon. I'm not complaining :lol: but just wanted to check that this was intended. Makes me wonder what would happen if Branding was to beat Basium or Hyberum? It would be odd for the Grigori to control Hyberum. Similarly what would happen to an immortal? Would it be captured and be reborn in its capital? If the captured immortal subsequently died which capital would it be reborn in and under whose control?

My mages with the spring spell cannot upgrade desert / flood plains but my druids with vitalize spell can - to plains / flood plains - which is a plus to food and production. Intentional?

Once again: stunning mod!
 
The reason it was changed was that, except for the Elohim's Reliquary units, it was only found on priests of the order. Since it didn't apply when you attacked with them (because there were no friendly units in the tile in which you died), and priests are some of the last units to be targeted when in a stack (designed so that casters who have had a lot of investment don't defend), it seemed quite rare to be effective at all.

I'm confused, are you saying that it's supposed to go to workers, or that because it's only on a few units, it's not worth fixing?
 
Is it intentional that HN units don't attack each other? I noticed that Black Wind with Guybrush on board was a consistent target for Pirates. Yet they only attacked Guybrush and ignored BW. Um, that doesn't make any sense to me: a water unit attacking a land unit aboard a water unit. How would that work?
 
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