FfH2 0.22 Bug Thread

I think that whole a.txt thing is just Talchas's debug code. I removed it and trophies are still working fine for me. I'll take it out of the next version and see if that helps run the mod as non-admin users.
 
AI indeed builds three adepts and keeps them in a capital. All promotions are
combat. AI is perfect in sabotage.

Nice to see that Keelyn love me for I own Syliven's Prefect Lyre in a day I have captured her capital with this wonder. :)

I have gained by Domination spell several (four?) units with Prophesy Mark and then kill all of them in one turn. AC did not change. May be it changes when i captured them? Is it intentional?
 
I think that whole a.txt thing is just Talchas's debug code. I removed it and trophies are still working fine for me. I'll take it out of the next version and see if that helps run the mod as non-admin users.

But it worked fine until i reinstalled Civ4 about when 0.22 came out
 
Luchuirp, Emperor, Capital City, Prophecy, Heroic Epic, National Epic.

Have archery range and stables, pigs. Cannot build boar riders or slingers. Options are not greyed out, just don't come up.
 
Patch "c" has been uploaded and is linked in the first post. It fixes the following issues (and won't break save games):

Can you list the "won't break save games" text in the first post next to the patch? I think that's worthwhile information.

PS
 
Giant Spiders with Hidden Nationality can capture barbarian cities. Bug or feature? Just destroyed the Malakim (and soon the Sheaim will follow) by killing all their defenses, let the barbs take the city, and retake it. No war declaration involved -> no diplomatic difficulties.
 
I got another big boom last night after patching to 'c'.
 
Two issues:

1)

Playing as Tebryn Arbandi, Noble, normal speed, Great Plains map style, normal size, 0.22c.

Bug: game crashes quite often (drop to desktop). I strongly suspect this to happen whenever a Chaos Marauder is about to betray me - however, I cannot fully verify this claim since no python error pops up. I could upload the dump file though in case you can make use of it.
Game and mod are running very stable in any other respect than Chaos Marauders (I did a few quick'n'dirty test games with Bannor, Khazad, Lojsalfar, Calabim, Clan, none of which ever crashed). Since Chaos Marauder betrayal is in the changelog, and I never had it happen to me (but a lot of crashes instead), I suspect this might be the reason. Also, I was able to continue an otherwise broken savegame (see next paragraph on what I mean) for a few turns when I deleted a few Marauders.

This bug is reproducable (I could also upload a save game that crashes whenever you hit enter).

Suggested solution: no idea.

2)

Not depending on civ, difficulty, speed or map, 0.22c.

This has been around since 0.21f (first version I had the pleasure to play), not sure if it's been reported though - so if I'm telling you a known fact, bash me. ;)

Bug: when pasting a production queue via #, there is no check if that building or unit is applicable for the current civ. Since copied production queues are savegame-independent, this opens up a HUGE door for exploiting, especially in a MP environment (of course this exploit is pwned by ctrl+w in SP).
To be more precise, there already are appropriate checks in place if the prerequisites are met tech-/building-/terrain-/religionwise, so no cultists for the Runes worshippers, no inland lighthouses, and so on. But you can get Breeding Pits, Governer's Manors and even Vampires that way.

This bug is reproducable.

Example: Start a game as Ljosalfar, select an elven worker to be produced, press crtl+1. Quit game. Start a game as Cardith Lorda. Open up the city screen. Press 1. Voila, you have Kuriotates producing elven workers.

Suggested solution: if possible, add a civ check.

OT: FFH2 is by far the best mod I've ever seen, and I've checked out quite a few mods for Civ4. Keep it up! :)

--Halgost
 
Halghost,

Welcome to CivFanatics!

Good isolation on your first issue (Chaos MArauder betrayal causing crashes), you are exactly right. It will be fixed in patch "d".

As to the second, thats actually a vanilla Civ issue and I won't be able to fix it.
 
Halghost,

Welcome to CivFanatics!

Good isolation on your first issue (Chaos MArauder betrayal causing crashes), you are exactly right. It will be fixed in patch "d".

As to the second, thats actually a vanilla Civ issue and I won't be able to fix it.

untill bts allows civ specific unit models?
 
I noticed patch C was supposed to fix Loki's run away ability. It seems that either that was not accomplished, or it did not retro-actively affect the game I had going. Because my friend whom I'm playing multiplayer with went ahead and built Loki, only to have him summarily slaughtered almost immediately after, even though there was plenty of space to flee to.
 
I started a game after patch c, Loki is slaughtered, same deal.

It even plays the "Run away!" sound effect, has the little circle picture of Loki pointing to a space, and pops up Loki Runs Away. Unfortunately, he's still dead, for all that.
 
TXT_KEY_MESSAGE_PLAGUED_UNIT

This pops up every time Mary attacks someone. I haven't been able to verify if it is just with her or a problem with the plague system, as it doesn't seem to pass from the affected defenders to my attacking stack. I have verified that the defenders are getting tagged as plagued, however.

This was happening in B, and I have recreated (just now) in C, as well.
 
TXT_KEY_MESSAGE_PLAGUED_UNIT

This pops up every time Mary attacks someone. I haven't been able to verify if it is just with her or a problem with the plague system, as it doesn't seem to pass from the affected defenders to my attacking stack. I have verified that the defenders are getting tagged as plagued, however.

This was happening in B, and I have recreated (just now) in C, as well.

Fixed, thanks.
 
Playing a hotseat game, Huge map, normal speed, both players on Prince difficulty. I bring Basium into the world, refuse to switch over to basium and keep playing Bannor. However two difficulties arose.
1. I dropped from Prince difficulty, Normal speed and went to Noble Difficulty and Epic speed while person I played against stayed at Prince and Normal.
2. Basium creates Priests and proceeds to walk through my land and casting Ring of Flames and burning down my forests/destroying my lumbermills. And I can not target his priests with my hidden nationality units.
 
Working with 22c:
Calabim, Emporer, Terra, Standard, Temperate, Medium, Ancient, Normal

2 Bugs:
Kandos Fir's Adept's gave Enchant Weapons to my Melee units and not his.

I captured his Bone Palace but it's not producing any Culture for me. (And this is after the rebelion settled down.)
 
Patch "d" is uploaded and linked in the first post. It wont break save games and fixes the following issues:

1. Fixed the cult of the dragon founding when Eurabatres or Abashi come into play.
2. Fixed the issue with 0 attack strength units being unable to defend (so mud golems defend correctly now).
3. Removed the trophies a.txt requirement (possible fix for interface errors when running as non-admin users).
4. Fixed the CtD when Chaos Marauders betray.
5. Fixed Loki's run away ability.
6. Fixed the plagued messaged when Typhoid Mary attacks.
 
I captured his Bone Palace but it's not producing any Culture for me. (And this is after the rebelion settled down.)

This isn't a bug. It's a feature from Vanilla Civ. It was their culture that accomplished the wonder after all.
 
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