FfH2 0.22 Bug Thread

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 ?

Yes. You can't patch from 0.21 to 0.22 (patches are just the a, b, c, etc). You will need to download the full 0.22.
 
(Patch A)
At the beginning, the Wolves seem to spawn instead of the regular barbarian units but at a very high rate. (Standard Continents) Nothing one could not handle, but to many to look reasonable.

The Ritual of the Phoenix did not work at all.(i could not find a single unit with the immortal promotion)

After i ended of of my turn (the science bar already showed that i finished my research) the game took more than 10 minutes to do something b4 it was my turn again. i restartet everything and this never happened again.
 
I accidentally Ring of Fire'd Os-Gabella's hunter and she declared war on me. I thought it was supposed to be the other way around.
 
Attacked a city that had only Loki and a Caravel in it. Loki did not run away and was killed. There was a python error afterwards (see screenshot).

 
Attacked a city that had only Loki and a Caravel in it. Loki did not run away and was killed. There was a python error afterwards (see screenshot).


Got the same exact error when I had Loki stationed in a rival city and a hidden nationality pirate killed him.
 

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Spoiler :
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):
ISeeYou.jpg


2) Sentry and the extended site from Towers still stack, giving uber-sight:
StackedSentry.jpg
The AI has to have a unit see you to initiate contact. That means you might not be able to see the AI when they first talk to you (if they used a sentry tower).
 
Actually, I don't think they have to see you, if an invisible or HN unit is in their line of sight they will still make contact.
 
In this save game (731 KB zipped), just press the end turn button. Flauros will move his settler onto the mana source and build a city, destroying the source.
 
2 things:

1. There seems to be a bug with the sound effects from the Flesh Golem spell. (message in first screenshot)

2. How do you mutate the Trojan Horse? Isn't it just made of wood? (second screenshot)

Also, is mutate supposed to only be able to effect attack only? I'm sure there was good reason to separate changes in attack and defense but will the defense ever change from mutate?
 

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2 things:

1. There seems to be a bug with the sound effects from the Flesh Golem spell. (message in first screenshot)

2. How do you mutate the Trojan Horse? Isn't it just made of wood? (second screenshot)

Also, is mutate supposed to only be able to effect attack only? I'm sure there was good reason to separate changes in attack and defense but will the defense ever change from mutate?

giant wooden horses don't do much killing, that means whoevers inside must be 1.2X as pissed off as what they were before
 
Hello guys, I am currently looking for patch "h" for FhF 2.0, I need this for a PBEM. I know where to get 2.0, but I don't know where to get the patches... I already sent a PN to Kael, and another one after some weeks, but he didn't actually answer them. -.- Would be nice if anyone of you could help me.
 
Hello guys, I am currently looking for patch "h" for FhF 2.0, I need this for a PBEM. I know where to get 2.0, but I don't know where to get the patches... I already sent a PN to Kael, and another one after some weeks, but he didn't actually answer them. -.- Would be nice if anyone of you could help me.

http://lewser.mine.nu/FfH2020h.exe
 
Spirit Guide spell can give experience to workers and settlers while they cannot use any promotions.
 
When I loaded the game it crashed to desktop without warning. I reloaded a few autosaves with the same result but after five saves I successfully loaded the game, 10 turns earlier or so. I tried to reload a later save and got this error:

FATAL_ERROR
Memory Allocation failure - exiting program

Reason: Bad Allocation

http://forums.civfanatics.com/uploads/115184/AutoSave_AD-0229.Civ4SavedGame
 
Hi all,

A few things caught my attention since playing 0.22.
- Ljosalfar cities no longer preserve the forrest they are built in. I think this used to be the case.
- Some strange thing seems to happen from time to time. I've seen units running/gliding across my known world. These units were other players units which had taken some action in my LOS. They moved from the right to left, to stop on the square where their action takes place. Last time I saw this was in 0.21.
- I've installed FFH2 on 2 pc's. On 1 pc it takes some time before the cultural background music is played. The other pc has no such problems. Setting are identical AFAIK.
- Since 0.22 the intro music accompaniing the start of the game is gone. Probably replaced by the intro movie, nut he, I miss it :)

My 2 cents for now. Thanks for a great mod.
 
Have you reinstalled Civ4 gandhi rules? I had this happen with ViSa. I had to uninstall Civ4 (and Warlords) and the mod, then restart the computer. Then reinstalled the games and their patches. And I restarted the computer again. Then installed the mod and its patchs. After all of that everything worked fine.

Good luck!
 
(Patch B) The message when Archeron appears missed in my last game.

(while it didnt in my last patch A game)
 
Hello All,

Fantastic game! The movie just caps this amazing experience.

I have found a bug. My soon to be crushed opponent, the Dwarves cast Enchant Weapon. I know this because it enchanted my Melee weapons too.
I can post a save game tonight if folks would like.
 
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