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FfH2 0.22 Bug Thread

Discussion in 'Civ4 - Fall from Heaven' started by Kael, May 25, 2007.

  1. MagisterCultuum

    MagisterCultuum Great Sage

    Joined:
    Feb 14, 2007
    Messages:
    15,581
    Location:
    Kael's head
    Is the Barbarian state supposed to get all the benefits from all the worlds mana, not just the affinity? I had assumed it was only affinity, until I found that my Yvain was taking over 2 billion turns to heal in barbarian territory while only one turn if one tile away. (I was cheating significantly to test out the new system, so I had about 6 of each mana type)

    In my last game (also with significant cheating) I built Abashi and did not get the CotD holy city. Cardith was also in the game, but was technologically backwards so He couldn't have built Eurabates first. The holy city listed in the religions screen was still "none," and I'm pretty sure the founding date was when he captured his first city. Perhaps I'll try again without cheating to see if the cult gets founded correctly.

    Could either the mana bar or the tech/religion/civic/production icons be moved soon so that the bar doesn't make the icons unusable?
     
  2. Gamestation

    Gamestation Introducing Servo

    Joined:
    May 24, 2006
    Messages:
    551
    I can't summon Basium. When I completed the Mercurian Gate, I got an error message.

    Well I'm still not sure I like the idea of being able to lure AI warriors out of their cities for an "easy kill" only to get whacked by the giant spider I have sitting next to the baby spider. When are you going to make a balance feedback thread for .22?
     

    Attached Files:

  3. Fezek

    Fezek Chieftain

    Joined:
    Feb 16, 2006
    Messages:
    27
    Location:
    Kyoto
    Regarding the booming noises at the beginning of each turn; I'm fairly sure it's related to burning forests. I can't figure out if it's when they catch fire, or when they burn out, but there's definitely a link.
     
  4. xAlephx

    xAlephx Jack of Clubs

    Joined:
    Mar 16, 2007
    Messages:
    189
    This is probably a result of the changes to prevent various sacrificable unit types from triggering Mokka's / becoming Manes / etc. on sacrifice, but Prophecy Marked Soldiers of Kilmorph do not lower the armageddon counter when they sacrifice themselves to speed production. I noticed this while rushing the Tower in the late game.
     
  5. nicoisgreat

    nicoisgreat Chieftain

    Joined:
    May 22, 2007
    Messages:
    8
    Some things that have happened for me...

    -Game freeze whenever a pirate cove is attempted to be built
    -Illians and Auric Ulvin are not listed when I try and select a Civilization/Leader.
    -The music for the Hippus when I open a diplomancy scroll with them is too awesome; game unbalance issue. :p
     
  6. Gamestation

    Gamestation Introducing Servo

    Joined:
    May 24, 2006
    Messages:
    551
    Illians are unplayable right now, as are the Sidar and the Svartalfar. Those civs are not finished yet.
     
  7. Kael

    Kael Chieftain

    Joined:
    May 6, 2002
    Messages:
    17,400
    Location:
    Ohio
    That boom between turns is an AI player casting fireball. Im looking into how to fix it now.
     
  8. Kael

    Kael Chieftain

    Joined:
    May 6, 2002
    Messages:
    17,400
    Location:
    Ohio
    Patch "b" is linked in the first post. It makes the following changes:

    1. Multiple Acheron fix.
    2. Switched the Mercurians from Body to Earth starting mana.
    3. Switched the Grigori from Life to Spirit starting mana.
    4. Tower of Necromancy correctly provides 1 Death mana.
    5. Fixed the python errors when tar demons split.
    6. Correctly blocked workers and settlers when in a crusade.
    7. Only fully healed Baby Spiders have a chance to become Giant Spiders.
    8. Baby Spiders start at 50% health.
    9. When a Baby Spider grows into a Giant Spider he starts at 50% strength.
    10. Magnadines barbarian capture ability doesn't apply to animals.
    11. Fixed the boom noises between turns (they were from AI players casting fireballs).
     
  9. Love

    Love Chieftain

    Joined:
    Feb 25, 2006
    Messages:
    5,343
    Location:
    On the island of fun!
    Please also fix the cache thing...
     
  10. loki1232

    loki1232 Loki

    Joined:
    Jan 16, 2005
    Messages:
    4,493
    Location:
    New York City
    Is it possible that elephants are not marked as animals?
     
  11. Kettchup

    Kettchup Chieftain

    Joined:
    Nov 19, 2006
    Messages:
    8
    Alrighty, tried the Barnaxus thing again. This time the unit with pieces of barnaxus disappeared when it created barnaxus. Is this supposed to happen?
     
  12. BCalchet

    BCalchet Human, all too human.

    Joined:
    Dec 27, 2005
    Messages:
    500
    Location:
    UmeƄ, Sweden
    Started a game with Patch b: A single Acheron spawned just fine, but his wonder did not.
     
  13. MayNilad Man

    MayNilad Man Chieftain

    Joined:
    Jun 30, 2005
    Messages:
    693
    Location:
    Annapolis
    Not really sure where to put this...

    I was playing a scintillating game as the Kuriotates and noticed that a brewery would not give happiness for sugar. I'm not sure if it has been mentioned but it seems odd that you would leave out rum when vodka, whiskey and sake are in.
     
  14. Grey Fox

    Grey Fox Master of Points

    Joined:
    Dec 19, 2001
    Messages:
    8,726
    Location:
    Sweden
    Rum is distilled, not brewed. :p
     
  15. Locust-71

    Locust-71 King of Athel Loren

    Joined:
    Jul 30, 2006
    Messages:
    129
    Location:
    Eskilstuna, Sweden
    Started with patch a, Kuriotates for the first time. Continued witch patch b.
    Have I missed something? Is Cult of the Dragon gone?
     
  16. vorshlumpf

    vorshlumpf Chieftain

    Joined:
    Dec 5, 2003
    Messages:
    1,096
    Location:
    Victoria, BC, Canada
    Yup. Changelog:
     
  17. vorshlumpf

    vorshlumpf Chieftain

    Joined:
    Dec 5, 2003
    Messages:
    1,096
    Location:
    Victoria, BC, Canada
    1) I still don't know what merits 'contact' in FfH. In the following screenshot, I can see the Bannor unit (because of Sentry), they can't see me, and no contact has been made (as can be seen by the loneliness of the civ name section):


    2) Sentry and the extended site from Towers still stack, giving uber-sight:
     
  18. Locust-71

    Locust-71 King of Athel Loren

    Joined:
    Jul 30, 2006
    Messages:
    129
    Location:
    Eskilstuna, Sweden
    Oooops... My bad. :crazyeye:

    Thanks!
     
  19. Zifnab

    Zifnab Chieftain

    Joined:
    Jul 26, 2006
    Messages:
    119
    Location:
    South Dakota
    I've been playing FfH2 for most of the past year, and had not experienced any MAF crashes until Fire 0.21 and 0.22.

    With 0.21, they were not much problem, occuring around turn 450-500 of a normal game on a huge map with 10-18 players.

    With 0.22, they occur between turns 70-80 in every game I have so far played. When I reload the last autosave, I can make it about 20-40 more turns before another MAF, and upon another reload about 10 turns.

    I have not yet experienced a MAF with any other mod or the original game, but as I have played FfH2 almost exclusively since it was released, this is not too surprising.
     
  20. Allamute

    Allamute Chieftain

    Joined:
    Mar 26, 2007
    Messages:
    19
    Hi ! I'm using an old version: FfH2 0.21f. Will i have problem with my saved game If i replace for this new version 0.22b ?
     

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