FfH2 0.22 Bug Thread

Hi Guys this is my first time posting.
I love this mod. Probably the best mod for Civ I've ever played. However since converting to O.22 the last couple of times playing, Hyperboram has not appeared. He is meant to appear when the Ashen veil is founded but he has not. Is this a bug or am I just missing something really obvious? On the last game I was playing an epic game on a large map, 8 others civs and 0.22d patch. The Ashein veil was founded by the Calabim but no Hyperboram anywhere and I checked with the world editor. I was playing Perpentach.
 
Hi Guys this is my first time posting.
I love this mod. Probably the best mod for Civ I've ever played. However since converting to O.22 the last couple of times playing, Hyperboram has not appeared. He is meant to appear when the Ashen veil is founded but he has not. Is this a bug or am I just missing something really obvious? On the last game I was playing an epic game on a large map, 8 others civs and 0.22d patch. The Ashein veil was founded by the Calabim but no Hyperboram anywhere and I checked with the world editor. I was playing Perpentach.

He appears at a tech just after the Veil is founded. No bug here.

Oh, and welcome to the forums!
 
City has 14 food with nobody on the tiles.
(0.22d, Calabim, AV, Sacr the Weak, Selfdom, standard, shuffle, monarch)
Spoiler :
food.JPG


I have this situation with 2 cities of 9, both were feasted by vampires few turns ago (but not only they). One has breeding pit, other has no.

Have a save.
 
I know it has been mentioned before with the starting settler losing his promotions after regenerating a map, but the Khazad also lose their 50 bonus gold from ingenuity.
 
World builder reveals (after me waste WAY too much time trying to play it) THOUSANDS of wolves/bears but mostly wolves. The entire map is covered in every untakened space by me or the other cpu's, in WOLVES! come on. my idea of fun is not having to micromanage rangers for 500 turns to win.
This is on the latest patch, gravitygroove?
 
City has 14 food with nobody on the tiles.

Isnt the food comming form your food luxuries?
 
I can't build the Shrine of the Champion as Charadon (Doviello). I just lost the War Machine yet the Shrine does not appear in the build menu, not even greyed out.

:hmm: they were never able to build the Shrine actually...
 
This my first post here and hopefully you guys can help me. I got this yesterday and it is really awesome, but for some reason I can't load my save files form it. Whenever I try to load my save from yesterday the loading bar gets to the civs then goes back to graphics and civ 4 shuts down? Any ideas on what I can do or did wrong.
 
When I played FfH2 0.22d in Grigori, he get Way of the Forests and Way of the Earthmother.
I don't know it's a bug or not.

Is it right?

Bug. Grigori should not be able to research 1st or 2nd tier religious techs... or at least they can't in every game I've played in 0.21 and 0.22...
 
Pretty sure he can still trade for them though - that might be where he got them.
 
Somewhere between 0.22b and 0.22d, CHAOS_MARAUDER_BETRAYAL_CHANCE was raised to 100. I assume that this was injected for a test, and never reverted back to 20 (or so).
 
It seems that while wolves do not turn into wolf packs outside of the Barbarian Player's control, Wolf packs do spawn Wolves regardless of owner.

Even a badly wounded Wolf can turn into a Wolf Pack.

Similarly, a wounded Tar Demon that doesn't have the default strength can increase in strength.
 
If memory serves, devouts can also move through rival territory. That can be quite useful at times. Personally I still think that the way hell spreads needs to be changed so that sanctify is more needed. (why should the good players care about its spread when it doesn't effect their territory. Except for preventing demons from getting defensive promotions, helping out allies, and pure impatience I don't see why they should use it)

Personally I think that Devouts should have a different prerequisite tech than assassins.

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.
 
I am playing as Einon Logos with Basium as my ally. One strategy I like to use is to build the Council of Esus to gain the Hidden Nationality units. Then, in the later game I build Shadows in that city as HN and send them out to wreak havoc.

However, this doesn't seem to work when you have an ally like Basium as he keeps picking off my HN units.

OK, I can see, I guess, why he would be attacking HN units like everyone else, but if he is my ally should he be doing this? Shouldn't your ally know you have built the Council of Esus and are producing HN units and to lay off? ;)

But, the thing that really gets me is how can he see the Shadows? They are invisible to all the other civs, but the Mercurians identify and kill them quickly.

Is it because the Mercurians can see any stealth units? Or is it because my ally is able to see all my units even the invisible ones?

If the latter, again, I would think being an ally, the Mercurians would be able to identify the Hidden Nationality and leave the Shadows alone? :)

I'm not sure if this is a bug or just another HN and/or Basium quirk, but I have had to really micromanagement the movements of my HN to avoid my ally rather than the other AI civs.

PS. I even tried putting a HN Shadow in the Trojan Horse, but the Mercurians saw him in the horse and killed it. The Mercurians did not have any Hawks or other units that should be able to detect stealth.
 
(just opened game in patch d, within the first 100 years, there are already about 100 wolves on my boarders or in my boarders paralyzed thusly makes my workers all stupid. the game is broken in this state. depressing.)
i
'm on patch c in the game with 871389798123 wolves.

ill be trying again in d, normal speed, standard map size, prince.

if this happens again, im going to be extra annoyed.

killing 20 wolves a turn and getting no where is not even remotely fun. all my hunters/rangers had 100/101 xp.
 
0.22d, large map, Alexis, normal speed, Noble.

Bug: The Graft Flesh spell is broken: tried to combine a spartatoi with an archmage. A flesh golem is created properly, but just with the promotion of one of the units. Unit strength is not being calculated properly either. Also, one of the units is not consumed in the process (the unit that the flesh golem does NOT inherit the promotions from, that is).
Edit: the caster was a High Priest of the Overlords. It might be worth to mention that this unit was selected as being part of a grouped stack (three High Priests of the Overlord, just one of those was capable of casting the Graft Flesh spell).

This bug is reproducable.

After reproducing this several times, I came to the conclusion that the unit that is not consumed was always the one which had been selected second in the dialog frame. (Is it possible that the selection method returns the selected units ordered by which one was clicked first? :hammer2:)

Python stack trace attached.

Spoiler :


Along came a cryptic sound error. Don't know if that helps fixing the problem, but I figured I'd attach it anyway. ;)

Spoiler :


Nota bene: when grafting in the cauldron city, two additional flesh golems were created (this is intended, right?).

--Halgost
 
Patch "e" is uploaded and linked in the first post. It resolves the following issues:

1. Angels can now correctly be upgraded to Angels of Death.
2. Baby Spiders growth chance decreased from 5% per turn to 2% per turn.
3. Wolf pen no longer gives +1 happiness and culture boost is reduced from +3 to +2.
4. Wolves only grow to packs and spawn wolves when controlled by the barbarian player or the Doviello.
5. Animals will stop spawning on a continent if there isnt enough room (1 animal per 3 unowned tiles on the continent for most animals, 1 animal per 5 unowned tiles for wolves).
6. Chaos Marauder Betrayal chance reduced from 100 to 20 (it was at 100 for testing).
7. Fixed the Graft Flesh spell sound.
 
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