FfH2 0.22 Bug Thread

That is because High Priests and Inquisitors have no spell spheres (a hold-over from when they were the same unit for all religions. You need to upgrade a prophet/light bringer/basic religious disciple to a normal priest before a high priests if you want magic.
 
You are both wrong. Anyone who does not have the AV state religion can build the gate, with the roper technology once the Infernals are in. Basium's civilopedia entry specifically mentions that he will fight alongside the Calabim just as willingly as the Elohim, as long as the enemy is demonic.

Basium is supposed to declare war on all AV civs (not all evil civs) whenever he can.

Permanent Allies have all the same diplomatic stances, including war/peace, open boarders, and defense pacts. Your alignments, however, are unaffected by such alliances.

FoL never changes alignment, but The Order makes anyone good.

OK, I apologize too for this discussion in the bugs thread. It would be great if it could be moved to its own thread as there seems to be some interest in the Basium alliance.

A couple of points, Magister, if you don't mind.

I find, as you said, Basium will declare war on AV civs, but also others as well. For example, he declared war on Hippus who was Neutral/ROK. Also, that 'whenever he can' is a bit misleading. What do you mean by that? Do you mean, like always?:)

I don't understand your last two above:

As I said, I was playing Perpentach with FOL. I was Evil. However, when I built the Mercurian Gate, I became Good like Basium (who converted to the Order). It all happened in a turn, and, as I said, prompted almost all the civs to declare war on the alliance.
 
A tip: When you discover a tech, you DO NOT both get it at the same time. Your and your ally's turns are sequential and those who gives the last addition to the tech research have all the bonuses: holy cities, great people and ability to start first corresponding heroes and wonders. You can play with it: when there is 1 turn before the discovery of tech, ask your ally to switch to another tech and you will be sure to have all bonuses.

You know, I have seen it as you describe it here. I get the tech first, choose the next tech and my ally agrees, reducing the number of turns. Still, it is a high number, especially in Marathon.

But, I have also seen it where the ally will get it first and chooses the tech. Then, I have a choice: go with the ally's choice (often I disagree with this) and reduce the number of turns, or choose another tech to research. If I do the latter, both of us will have to research for 100s of turns before we can get the techs, so you tend to stay in sync.

How can you tell your ally to switch? I'm not familiar with any way you can communicate with an AI-controlled ally. Thanks!
 
Hi :mischief:
I have a problem with FFH1&2
I seem to miss some fonts - all the text, even on the first page are missing :cry:
" " instead of "Start Game" and so on..
I've got Russian version of Civ, I'm not sure I can find English version if it is solution.
Would be very gratefull for help.

Only 5 languages are supported for FfH (English, German, Spanish, Italian and French). Unfortunatly because of the way the translation works all the text files have to match, so the base text files that come with the game have to match the languages in the FfH files. So if I add russian I will break everyone who is playing the american or european version.

There is 2 possible solutions:

1. Make a seperate download (or patch) that is compatible with the russian version of the game. This isnt a huge deal for someone familiar with the editor (they just need to make the exported languages match those in the russian version fo the game) but I cant commit to producing multiple version of the game for different civ versions. Maybe a community member or russian civ fansite would be willing to do the conversion?

If not once we complete FfH2 I will be glad to provide compatible versions for each civ language version.

or

2. As you said if yut get a hold of the english version of civ it will resolve the problem.
 
Should'nt now the Tablets of Bambur need a Great Engineer?

Darklor
 
Targetable Spells Appear Bugged

After reading the recent guide on magic users (I never knew the combat promotions increased spell damage!), I was inspired to play Amurites. However, I found that occassionally (and inexplicably) I was unable to use targetable spells (specifically crush, charm, or contagion). When I selected the spell I got the target mouse icon, but mousing over nearby targets had no effect and I was unable to cast them. This occurred only intermittently.

In one instance I had a large stack of wizards, some with death two, along with some other melee units and the wizards could not cast contagion on a city in the adjacent tile. I opened the editor and created a wizard with death II on the opposite side of the city and he was able to cast contagion. I then created another identical wizard on the tile with the huge stack but he was unable to use the spell. So it appeared to be somehow related to the stack.

I had this problem numerous times versus Malakim, Elohim, and Basium with both cities and units in the field. Any ideas?

PS-Kael I love the new mod pimp icon!
 
Sometimes that's because there are no valid targets (e.g. if everyone's already rusted or been hit by contagion, etc). Otherwise could be a bug.

You ally's research will never slow yours down since they're added together - I regularly ignore Basium altogether and let him get on with researching crap I skipped at really slow speed if he wants to.

Under "Let's discuss something else..." are lots of options for directing allies in war, research and so on. Being able to tell them to stop building wonders/world units in a really stupid place would be a huge addition if Firaxis could still be bothered with interface improvements. Don't hold your breath too long.

Basium will declare on anyone following the AV when he enters the world, and usually within a turn or two of his being able to later (peace treaty ending, them switching to AV) - he may feel he has enough on his plate, not sure how forced he is by the code. There's nothing stopping him declaring on people who don't follow the AV if he feels the need, plus they may be brought in by friends or Defensive Pacts against him. He will never sign peace treaties since the human player in a human-AI alliance is given control over that; you can sign peace with AV civs if you want, although Basium is likely to redeclare.

I'm sure building the gate doesn't change your alignment.
 
Hi, any ideas from anyone, I'd really like to finish the game :(

Hi,

I have a CTD occuring the moment the armageddon counter reaches 100. e.g. I'm at 99, select a Savant, and click the "spread the ashen veil" button - bang, a window comes up telling me Civ4 has encountered an error and needs to close. I never see the counter go to 100.

I have enabled Python exceptions, but get no message during the crash. I'm running Vista.

Thanks

Thanks!
 
Targetable Spells Appear Bugged

After reading the recent guide on magic users (I never knew the combat promotions increased spell damage!), I was inspired to play Amurites. However, I found that occassionally (and inexplicably) I was unable to use targetable spells (specifically crush, charm, or contagion). When I selected the spell I got the target mouse icon, but mousing over nearby targets had no effect and I was unable to cast them. This occurred only intermittently.

In one instance I had a large stack of wizards, some with death two, along with some other melee units and the wizards could not cast contagion on a city in the adjacent tile. I opened the editor and created a wizard with death II on the opposite side of the city and he was able to cast contagion. I then created another identical wizard on the tile with the huge stack but he was unable to use the spell. So it appeared to be somehow related to the stack.

I had this problem numerous times versus Malakim, Elohim, and Basium with both cities and units in the field. Any ideas?

PS-Kael I love the new mod pimp icon!

I get a similar error often, the game gives me a python error screen (i think i posted it a while back) saying no valid target before i have even selected a target. Contagen seems to be the spell this happens most frequently with, but i have had it happen too with pillar of fire and wither.
 
Not sure if this is a bug or just something unintended.

I captured an orcish witchdoctor while playing as the Ljosofar. I then upgraded the witchdoctor to be an elven conjurer. End result was an elven conjurer with both the elven and orcish promotions.
 
I Have a problem every time a planar gate attempts to create a Mobius Witch I get a CTD. In the current game I am playing I had to use the editor to remove the Planar Gates from my game to continue.
 
Targetable Spells Appear Bugged

After reading the recent guide on magic users (I never knew the combat promotions increased spell damage!), I was inspired to play Amurites. However, I found that occassionally (and inexplicably) I was unable to use targetable spells (specifically crush, charm, or contagion). When I selected the spell I got the target mouse icon, but mousing over nearby targets had no effect and I was unable to cast them. This occurred only intermittently.

In one instance I had a large stack of wizards, some with death two, along with some other melee units and the wizards could not cast contagion on a city in the adjacent tile. I opened the editor and created a wizard with death II on the opposite side of the city and he was able to cast contagion. I then created another identical wizard on the tile with the huge stack but he was unable to use the spell. So it appeared to be somehow related to the stack.

I had this problem numerous times versus Malakim, Elohim, and Basium with both cities and units in the field. Any ideas?

PS-Kael I love the new mod pimp icon!

I too have experienced a couple of minor bugs with spellcasting and unit stacks. The most common one for me is:

You select X magic users in a stack.
You press spell A (which SOME of the magic users have)
All the ones who CAN cast it, DO cast it
All the ones who CANNOT cast it, still become unable to cast anything else that turn.

It's as if they gain the "Spell Cast" debuff for your successful click of the spell icon, even though they don't have that particular spell.

To work around this, I've taken to making sure I don't select more than one dissimilar caster.
 
just some points that i have noticed while playing patch "h":

1. Jonas Endain declared war on me when attacking my kraken (with hidden nationality). might be an issue, because we were at good terms before ("friendly" i believe), could be a conflict with his ability to be at peace with barbarians

2. armageddon count was only sometimes and not always reduced, when killing a stigmata of the unborn unit (couldn't figure out a pattern though)

3. the craft flesh spell applied to an immortal unit will produce an immortal flesh golem and at the same time resurrect both used units at the homebase (havent tried this, but might even be more significant with immortals, that won't lose their resurrection ability, or with losha valas -> multiplying your forces)
 
"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)." (Patch E)

Is this confirmed to be in effect? I'm playing a continents game right now and wolves and wolf packs are literally everywhere*. The only explanation I can think of is that the game is programmed to think that water tiles are "unowned tiles", spawning wolves that have nowhere to go but on the continents (resulting in me seeing so many). Otherwise I may just have an unlucky game.

*This isn't an exaggeration, using only one ranger I've captured 42 wolves/wolf packs.

Edit: I decided to enclose some screenshots of it, I felt some evidence would help (or at least validate my claim). The first screenshot was taken prior to the others.

It's not my intention for this to sound rude, but I ultimately abandoned the game, the amount of wolves was intolerable. I think I'll avoid heavily sea-based games when I have barbarians enabled :lol:
 

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In CvMap::doTurn()
Code:
if (pArea->getAnimalsPerPlayer((PlayerTypes)BARBARIAN_PLAYER) / pArea->getNumUnownedTiles() <= iTilesPerAnimal)
Shouldn't this be unownedtiles/min(1,animals)? As it is now the default limit is 3 animals per tile. It is done the same way in CvPlayer::doTurnUnits() for wolves making their default limit 5 per unowned tile.
 
I too have experienced a couple of minor bugs with spellcasting and unit stacks. The most common one for me is:

You select X magic users in a stack.
You press spell A (which SOME of the magic users have)
All the ones who CAN cast it, DO cast it
All the ones who CANNOT cast it, still become unable to cast anything else that turn.

It's as if they gain the "Spell Cast" debuff for your successful click of the spell icon, even though they don't have that particular spell.

To work around this, I've taken to making sure I don't select more than one dissimilar caster.

Yeah I get that sometimes too. Also, if you select a couple units with a targetable debuff like rust, and you cast it, all of them will use up the spell on a single target.

As for my bug with no being able to target, there definitely were valid targets. Especially in the case of Crush. Boy was I mad when Govannon got Earth III and was supposed to change the course of the war but was unable to use it on anything!
 
Just last week I downloaded .22, along with patch h. However, the patch does not seem to be working as the Tower of Necromancy is still listed as 0 mana provided and wolves breed like rabbits, ruining games that I was really enjoying:mad: ! My first idea is that perhaps patch h does not include the previous patches. Is there a place where we can access the other patches? If that is not the issue involved here, then I have no clue what it could be. This never happened with the previous versions.
 
22h xml\GlobalDefinesAlt.xml If WEAPON_REQ_BUILDINGCLASS_TIER1 is set to NONE the game crashes when a unit upgrades weapons(without error message).
 
Just last week I downloaded .22, along with patch h. However, the patch does not seem to be working as the Tower of Necromancy is still listed as 0 mana provided and wolves breed like rabbits, ruining games that I was really enjoying:mad: ! My first idea is that perhaps patch h does not include the previous patches. Is there a place where we can access the other patches? If that is not the issue involved here, then I have no clue what it could be. This never happened with the previous versions.

They're definitely cumulative. You sure you installed them both and that they were installed with the same target?
 
I Have a problem every time a planar gate attempts to create a Mobius Witch I get a CTD. In the current game I am playing I had to use the editor to remove the Planar Gates from my game to continue.


Is there a solution to this problem?
 
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