FfH2 0.21 Bug Thread

guardian vines can be summoned on hell terrain
most especially-burning sands while on fire
(this probably applies to water units too)
 
In the case of pre-generated maps (or map scripts), one might want to populate the world with Hell terrain. I'd suggest adding code in the beginning of the game code to alter hell counts appropriately (20 or more for Hell Terrain, otherwise 0).
 
In the case of pre-generated maps (or map scripts), one might want to populate the world with Hell terrain. I'd suggest adding code in the beginning of the game code to alter hell counts appropriately (20 or more for Hell Terrain, otherwise 0).

Okay, I'll add it in 0.22.
 
Howdy Kael, I just pulled out patch F and it looks like the Core has a newer build date. I don't know if you just recompiled for the patch out of habit, or there might be some changes in there. If there are SDK changes, do you know when you might get the source up?

::Edit, I just noticed something, in the BuildingInfos, it looks like all the Strategy/ text keys have been removed.. is that intentional?

Cheers!
 
Howdy Kael, I just pulled out patch F and it looks like the Core has a newer build date. I don't know if you just recompiled for the patch out of habit, or there might be some changes in there. If there are SDK changes, do you know when you might get the source up?

::Edit, I just noticed something, in the BuildingInfos, it looks like all the Strategy/ text keys have been removed.. is that intentional?

Cheers!

Your right, updated source code has been added in the source code thread.

As for the strategy text, there are a couple left, but most of them sucked. There wasn't any need for a strategy text for the archery range that said it allows archers, longbowman and crossbowman when the help text already said that. So unless the strategy text said something helpful I removed it.
 
Is it at all possible to play on a larger map than 'Huge'?
As far as I know, Terra maps are bigger than their selected size. If not, then there is still land 'reserved' for a possible starting point for Hyborem.

My current Terra game hasn't seen Hyborem (and I'm not sure if it ever will since I'm down to one evil civ - darn that early RoK!), so I'm not sure how it goes with the big bad dude.

- Niilo
 
The turn before Cardith Lorda completes the Mercurian Gate I got following phyton exeption. Strangly Basium also didn't come to the game.
 

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I have an issue not sure if it is a bug...it probably isn't. But, multiplayer games work fine IP but I cannot see them on gamespy even with the same patch. I think it may be the installation directory I use. I do not have admin priviledges on the comp I play on but Civ provides a folder for each account so it is loaded on my profile in my civ folders in mods directory...not sure if that would cause the problem. Is there any info you need from me to be able to tell why it causes this issue...Civ4 works fine on gamespy just FFH2 when I try to play it multi through gs. Thanks, in advance.

Should I have posted this elsewhere...
 
envangelist dosent seem to be working right i was playing witht he bannor on a crusade with the order as my state religion and i captured a city with my envangelist inquisitor that only had leaves and either OO or runes ( cant remember which) and it diddent get the order

I'll vouch for this appearing to be a problem. Sphener seemingly just wasn't persuasive enough in my game. (I did move Spehener straight out from the city though, does the evangelist need to spend a turn in the captured city?)

I'm having an unrelated issue in that I can't successfully switch from the Crusade civic. Whenever I try to do it I get a message box for each Demagog I have telling me that they are going to be disbanded and once I click through all of those I get all sorts of problems:
1) selected units aren't highlighted
2) I can't use the mouse to move selected unit(s)
3) I can't end the turn by hitting enter
4) The Demagog's aren't actually disbanded (maybe that happens next turn? I can't find out)
5) various other interface issues. (eg Esc doesn't bring up the game menu)

I'm playing as Capria if that's relevant.
 

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I quite often get the lyncantropy (sp??) has spread message without getting any werewolves. I'm running the slavery civic - but don't get slaves in those situations either)
 

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I quite often get the lyncantropy (sp??) has spread message without getting any werewolves. I'm running the slavery civic - but don't get slaves in those situations either)

after patch d I already encounter that problem so i started a new game,
with patch F no mobility promotion for all my units -
currently am playing amelanchier-ljosalfar
 
after patch d I already encounter that problem so i started a new game,
with patch F no mobility promotion for all my units -
currently am playing amelanchier-ljosalfar

Mobility now comes with horse-riding doesn't it? rather than exploration?
 
I'm not quite sure whether this is a bug, or just a normal gameplay issue. In my latest game, after I became Hyborem I spawned in the north next to Jonas Endain and there was a few barbarian cities north of the two of us. When the AC counter hit 60+ and the horsemen started to appear they were pinned into the area north of us (we were both still at peace with the barbarians). They couldn't come through our territory and have just stayed up there, killing the occasional wanderer from a different civ. It really just removed the horsemen as a gameplay aspect from this particular aspect.
On another note, even though the Clan were in a big points lead for most of the game (until I attacked at least:lol: ), why were they still at peace with the barbarians? In my experience with the Clan, being in any kind of lead has caused the barbarians to attack me. Is this removed for the AI Clan? If so, it can be a big advantage, when the horsemen start to come.
 
Civs with the Bar trait need a 50% lead over the Civ in 2nd place in order to lose their peace with the barbarians. So, if the Clan was at 2000 points and you (Hyborem) were in second place at 1500 points, the Clan would still keep the peace.

- Niilo
 
What if the Barbarian trait were changed so that it allowed civs to negotiate with barbarians the same way as with other civs. You could then agree to open borders so that they can attack you enemies, and then cancel the agreement if they are getting to close to your friends. You could trade some resources and techs to make them more dangerous to your foes. It would also be nice if you could help them decide just which civilization needs to be destroyed first.
 
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