FfH2 0.22 Bug Thread

I just had my first CTD. Bummer. I had destroyed Falamar/Lanun and then a Barb Lizardman moves. The screen goes black, etc. Could patch e have done this? I'm going to remove him in WB and report back.

See attached save if you are interested. Bye...
 

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I tried playing a game patched to e from d and I got a CTD the next turn. I started a new game and a few turns in I got another CTD. I tested the second save twice and the CTD happened both times. Just press enter.
 

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Hello,

Civ4 crashes to desktop immediately upon pressing end turn on turn 1, since installing patch "e".

I'd send the save, but it's not really useful, it's a turn 1 save. :(

Is "D" available from anywhere, so I can go back to playing?
 
Does it go w/o saying that everybody cleared their cache (no clue, just fishing here).
 
I reinstalled to patch d and everything is fine. It's pretty obvious there is something wrong with patch e. If you reinstall don't forget to save your Trophies.DAT file beforehand. :)
 
Patch "e"? I have never heard of such a thing. There is a patch "f" ;) .

(i tested with broken hawk and katika's saves and neither crashes with it)
 
I built a tomb of sucellus and the life mana does not seem to be boosting my health.
 
I don't think this is a problem with FFH but maybe you could fix it.

When playing hotseat it only shows what player 1 has researched in the tech tree. Or only player 2 I forget but the tech tree only shows 1 players tree which screws things up for decided routes for UU and such.
 
1) They no longer destroy New Forests or Jungles.
2) While they gain the XP for the Town/Village/etc., they don't destroy the improvement.

Same Function:
Fire units now put out smoke (instead of cold units)
Code:
    if (getCombatFire() > 0)
    {
        if (pPlot->getImprovementType() == (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_SMOKE"))
        {
            pPlot->setImprovementType(NO_IMPROVEMENT);
        }
    }
 
Devouts cannot move through rival territory unless there is an open borders agreement.

Elohim cannot build Marksmen (much later) so having an assassin-type unit is necessary. Yes, they can build Shadows much later and get the Marksman promotion on units, but most civs can get that early sniper.

Sanctify is not that useful to the usually Good Elohim who will not have the hell crap spreading in their territory. Adepts get Spring from the water mana and can put out any approaching fires.

Maybe making sanctify more important would be better and it is nice for the Elohim to have a different type of unit here. But, that Marksman ability can really come in handy and you miss it in the early-mid game.

Sorry, the Magister was correct - Devouts do have the capability of exploring rival territory.

I was playing an Ice game with the old Elohim version of the Assassin which could not.

Still enjoy playing Ice!:)
 
How are you playing Ice, when it doesn't come out until after Shadow?

Do you have a time machine, or did you mean to say Light?

I hope its the first one, since that would save the team a lot of work. They could skip Shadow altogether and release the mod as soon as BtS is released. ;)
 
In general (not just in this function), VILE_TOUCH (the promotion) should likely be removed. There is no longer any way to obtain it (it was a temporary bonus off of one of the disciple cycle promotions, all of which were removed).

Units in the defending tile when the winning attacker has the Diseased promotion may gain Diseased even if not alive, or Immune to Disease.

Code:
    if (isHasPromotion((PromotionTypes)iDiseased) && bAttacking)
    {
        pPlot = pLoser->plot();
        pUnitNode = pPlot->headUnitNode();
        while (pUnitNode != NULL)
        {
            pLoopUnit = ::getUnit(pUnitNode->m_data);
            pUnitNode = pPlot->nextUnitNode(pUnitNode);
            if (GC.getGameINLINE().getSorenRandNum(100, "Disease") <= GC.getDefineINT("DISEASE_CHANCE"))
            {
                pLoopUnit->setHasPromotion((PromotionTypes)iDiseased, true);
                gDLL->getInterfaceIFace()->addMessage(getOwner(), false, 25, gDLL->getText("TXT_KEY_MESSAGE_DISEASED_UNIT"), "AS2D_DISEASED", MESSAGE_TYPE_MAJOR_EVENT, GC.getPromotionInfo((PromotionTypes)iDiseased).getButton(), (ColorTypes)GC.getInfoTypeForString("COLOR_RED"), pLoser->getX(), pLoser->getY(), true, true);
                gDLL->getInterfaceIFace()->addMessage(pLoser->getOwner(), false, 25, gDLL->getText("TXT_KEY_MESSAGE_DISEASED_ENEMY_UNIT"), "AS2D_DISEASED", MESSAGE_TYPE_MAJOR_EVENT, GC.getPromotionInfo((PromotionTypes)iDiseased).getButton(), (ColorTypes)GC.getInfoTypeForString("COLOR_GREEN"), pLoser->getX(), pLoser->getY(), true, true);
            }
        }
    }
 
Units with Hidden Nationality are unable to attack a unit from native territory across the border with a neighbour if there is neither war no open borders with him (after pressing "let's reconsider" nothing happens).
 
if you are barbarian you cant destroy animal dens but you can just farm them to death.

and using hidden nationality animals you can kill skeletons and such but not destroy the burrows
 
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