FfH2 0.22 Bug Thread

under rare circumstances, cities are catching fire when a forest nearby burns down
It looks like you've built the Genesis ritual, which will put forest on any grasslands city.

The problem here, if any, is with that ritual.
 
Whenever I have units with the hidden nationality, and I automate them to explore, there is a chance they will declare nationality. This happens more often when I use the keyboard then when I use the mouse.
 
I searched this thread and didn't see this issue reported - AI Settlers don't seem to understand that they can't build cities on City Ruins. I burned down a Kuriotate city that was built in a stupid place, and about 5 turns later he had a Settler and a Warrior that he parked on the City Ruins and left there, at least for several turns.
 
I've searched this thread and it seems this has not been reported before.

During *my turn*, I saw this:




It's an enemy naval unit traveling on land during my turn. I checked its name, it's not the Flying Dutchman. :crazyeye:

I moved the view to SE to find the boat... I found it parking along the shore -- but then it started to move NW along the same line it traveled before!

It finally stopped far NW, near the pole, and seemed to be bombarding one of my cities.

It's the first time I saw anything like this. :lol:
 
What could cause a memory allocation failure (- exiting program. reason: bad allocation).

Darklor


Memory allocation problems can be avoided by lowering your graphics settings and screen resolution. Its caused when the computer is unable to process all of the events going on due to the memory being filled up by intense visual effects.
 
Memory allocation problems can be avoided by lowering your graphics settings and screen resolution. Its caused when the computer is unable to process all of the events going on due to the memory being filled up by intense visual effects.

Most MAF's are a vanilla civ problem saving/loading large maps with lots of objects. If you have this problem the MAF will usually occur between turns (when the autosave runs) and disabling autosave will keep it from happening (at least until you need to save your game).
 
Please fix Loki - he is still not working properly. Every time he is attacked, he fights, is "destroyed", and then runs to a nearby open space. It then reports that I have created Loki.

One problem is that this will still trigger war weariness, and furthermore it gives experience to the unit who destroyed him. I'm now facing a Combat III Orc Spearman in year 100 because of this.

Please make him go back to the way he was when he automatically fled without all the weirdness that came along with... ermmm... whichever patch the new mana effects and all that other goodness came along with. He is a very important part of the Balseraph toolbox.
 
Please fix Loki - he is still not working properly. Every time he is attacked, he fights, is "destroyed", and then runs to a nearby open space. It then reports that I have created Loki.

One problem is that this will still trigger war weariness, and furthermore it gives experience to the unit who destroyed him. I'm now facing a Combat III Orc Spearman in year 100 because of this.

Please make him go back to the way he was when he automatically fled without all the weirdness that came along with... ermmm... whichever patch the new mana effects and all that other goodness came along with. He is a very important part of the Balseraph toolbox.

Yeah, its on the list. But I can't go back to the old way, its not that simple. The python routine that I used to perform that function in has been removed (onAttack) because it was way to slow to shell out to python on every combat. But I will find a new way to do it.
 
Can you use some variant of the code that is used for invisible units being pushed around? I don't code, I'm just pulling stuff out of the air.
 
Most MAF's are a vanilla civ problem saving/loading large maps with lots of objects. If you have this problem the MAF will usually occur between turns (when the autosave runs) and disabling autosave will keep it from happening (at least until you need to save your game).

does it deal with the objects? I always thought it mattered on the combined poly count of the many objects i.e. a large object (like say hyborem) would count as two or three standard units

Or i could just be over-complicating a not too complex diagnosis
 
I've searched this thread and it seems this has not been reported before.
It's an enemy naval unit traveling on land during my turn. I checked its name, it's not the Flying Dutchman. :crazyeye:

I moved the view to SE to find the boat... I found it parking along the shore -- but then it started to move NW along the same line it traveled before!

It finally stopped far NW, near the pole, and seemed to be bombarding one of my cities.

It's the first time I saw anything like this. :lol:
Looks to be a simple Vanilla graphics error - you usually get it with land units crossing sea squares but I guess the other way could happen. The unit isn't actually travelling across those squares, just a weird glitch in the graphics during combat.
 
Each object got a savestate, like Coordinates, Promotions, level, experience, etc etc. Which is saved in the savegame. Polygons doesen't matter for the saves. (Only matters for the graphics load which is handled on the fly with your graphicscard memory)
 
I think fireballs' deaths are causing war weariness. I can't tell for sure, but I'm not losing any units and war weariness is increasing faster than I would expect.
 
I think fireballs' deaths are causing war weariness. I can't tell for sure, but I'm not losing any units and war weariness is increasing faster than I would expect.

In a game where I used many mounted units with high Withdrawal rates my war weariness rates went up a lot too. Kael said he was looking into it.
 
Most MAF's are a vanilla civ problem saving/loading large maps with lots of objects. If you have this problem the MAF will usually occur between turns (when the autosave runs) and disabling autosave will keep it from happening (at least until you need to save your game).

I strongly recommend that you do Not disable autosave. This was a step that i tried and I would play for awhile and lose waaayyy to many turns as you can and will get the MAF error while performing a normal save. You can go into CivilizationiIV.ini and lower the standard autosave from every 3 turns to something you can live with but until BTS comes out the MAF error will still hit you on the larger maps.
 
There are two sorts of unit maintenance: normal unit maintenance, and military unit maintenance. You only have to pay military maintenance when you're running Pacifism.

There are two tags in CIV4CivicInfos.xml: <iFreeUnitsPopulationPercent> and <iFreeMilitaryUnitsPopulationPercent>. Do these both affect normal unit maintenance, or does <iFreeMilitaryUnitsPopulationPercent> only affect military maintenance? If it's the latter, then the two civics who affect unit maintenance will only have an effect when you're running Pacifism. When happens to be impossible while running Social Order.
 
Hey all,

I've been playing this game for a little while, and got a few hundred turns into it when my savegame wouldn't load. When trying to load the save, the 'Fall From Heaven 2' screen pops up, with the loading bar, and it gets as far as 'init graphics' then crashes to the desktop with the standard "Sid Meier's Civilization 4 has encountered a problem and needs to close. We are sorry for the inconvenience." I don't know if this helps, but the details listed by Windows are:

"AppName: civilization4.exe AppVer: 1.6.1.1841 ModName: cvgamecoredll.dll
ModVer: 0.0.0.0 Offset: 000a9c60"

This has happened twice. The first time I bit the bullet and loaded the second newest auto save instead of my hard save file and played from there. I would have loaded the newest auto-save but that one had the same error as the hard save. Now its happened again and the two most recent hard saves as well as the last auto-save don't work.

Please help! I really like this mod and would like to continue to play, but without being able to load my save games there's no point.
 
This likely is not a bug, but ignorance on my part of religion alignments.

I am playing as Perpentach. I founded and have FOL. I am still Evil.

All the good civs have been wiped out or gone down to Neutral. So, when Hyborem was hatched, I was surprised when I was permitted to build the Mercurian Gate - never had the chance as I don't often play as an Evil Empire.

I built it and brought in Basium. I was surprised when my alignment changed to Good...and, 5 AI civs (Hyborem, Hippus, Auric Ulvin, Charadon, and Svartalfar) all declared war on me.

Did my alignment change from Evil to Good because I was aligned with Basium?

He had no religion, but even though I had the Song of Autumn in my only city I took over, I converted to the Order so I could build Valin. So, my ally Perpentach kept leaves and Basium had the Order. Both are Good.

Thanks.
 
I built it and brought in Basium. I was surprised when my alignment changed to Good...and, 5 AI civs (Hyborem, Hippus, Auric Ulvin, Charadon, and Svartalfar) all declared war on me.

First I though you can only bring in Basium being good, because the angels only cooperate with a good civ.

Playing Malakim and building the Mercurian Gate, all evil civs declared war on me. I thought that Basium declared war on all evil civs - sometimes to one, sometimes to all evil - and being his ally, they responded accordingly to me. I would be happy to clarify this, because it seems Basium brings his ally in war - wether wanted nor unwanted.
 
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