FfH2 0.22 Bug Thread

Hi all,

I'm playing with the h patch currently and encountered the following situation while playing as Kuriotates.
I had build 3 fully fledged cities and a number of settlements when I decided to rid the world of one of my evil neighbors.
After capturing 1 of their cities, I decided to give this city to the Bannor.
I captured another city, which I kept.
The 3rd city I captured was automatically degraded to a settlement.

Obviously the first to captured cities counted towards the maximum number of possible full cities.

Is there any chance of getting a check which counts the number of city hubs per round? Or will I have to be more carefull in my sequence of capturing cities?

Keep up the splendid work
 
Hi all,

I'm playing with the h patch currently and encountered the following situation while playing as Kuriotates.
I had build 3 fully fledged cities and a number of settlements when I decided to rid the world of one of my evil neighbors.
After capturing 1 of their cities, I decided to give this city to the Bannor.
I captured another city, which I kept.
The 3rd city I captured was automatically degraded to a settlement.

Obviously the first to captured cities counted towards the maximum number of possible full cities.

Is there any chance of getting a check which counts the number of city hubs per round? Or will I have to be more carefull in my sequence of capturing cities?

Keep up the splendid work

Which size of map are you using? The number of cities depends on the map size. I think it's only huge size which allows 5 city hubs.
 
Hi Kjaaly,

I'm usually playing on huge.
The changing number of allowed cities hadn't dawned om me in this equation.
My point would be that if I haven't already reached my limit, how are captured cities being handled?
Maybe a question should be asked on whether I would like to have this city as a settlement or as a city hub from now on.
And if I donate a city hub to another civ, should that city still count towards my limit, or do I get room for another city hub...

After all, I want to conquer the world, it doesn't make sense to have 5 city hubs on 1 continent and only settlements in the rest of the world :lol:

Thanks in advance for your thoughts.
 
A baby spider that has had its hidden nationality removed will regain the HN promotion when they grow into a giant spider.
 
Downloaded the mod Monday - loving it. I've only experienced the wolf insanity reported by others once, and the adjustment to barbs was pretty easy.

I'm currently using .22h and experiencing consistent crashes to the desktop around the year 215 (it varies slightly from game to game) when playing as the Sheaim. The leader I choose doesn't seem to be part of the issue - I crash with both. It may be related to the Armageddon Counter (which hasn't gotten above ~30 in my other games), having the Ashen Vale religion (though exactly how long I've had it varies - the furthest I have gotten down the tech tree is to Infernal Pact before the game goes splat), or building Planar Gates (The Chaos Marauders come out fine, incidentally) - I'm going to go back and see if choosing another religion (or going AV with someone else) does me any particular good some time over the weekend.

A minor complaint that may just be my failing to notice something - I believe I've had lizardmen spawn inside my borders a couple of times while playing as the Sheaim as well. Is this intended?
 
Downloaded the mod Monday - loving it. I've only experienced the wolf insanity reported by others once, and the adjustment to barbs was pretty easy.

I'm currently using .22h and experiencing consistent crashes to the desktop around the year 215 (it varies slightly from game to game) when playing as the Sheaim. The leader I choose doesn't seem to be part of the issue - I crash with both. It may be related to the Armageddon Counter (which hasn't gotten above ~30 in my other games), having the Ashen Vale religion (though exactly how long I've had it varies - the furthest I have gotten down the tech tree is to Infernal Pact before the game goes splat), or building Planar Gates (The Chaos Marauders come out fine, incidentally) - I'm going to go back and see if choosing another religion (or going AV with someone else) does me any particular good some time over the weekend.

A minor complaint that may just be my failing to notice something - I believe I've had lizardmen spawn inside my borders a couple of times while playing as the Sheaim as well. Is this intended?

Can you upload and attach a save game right before the crash so I can check it out?
 
Can you upload and attach a save game right before the crash so I can check it out?

http://forums.civfanatics.com/uploads/106820/Crash_Incoming_-yr_233.Civ4SavedGame

Hopefully I've done that right. You've got one turn to go - it gets through the build queue for one of my cities and then the screen blacks out and I get the generic XP error message.

I am now inclined to suspect the Armageddon Counter of being the culprit in some manner. I loaded a save file from about 50 turns earlier than this which I remembered as crashing ~ 10 turns sooner. I'm fairly sure I pushed the counter a little less this time, which is why it took longer, but the save is a couple days and several games old.

A couple of other notes that may be of relevance:
1 - The game's installed to drive I.
2 - I'm running the Direct2Drive version of Civ4; no CD involved.
3 - Tar Demons have not previously appeared for me, but the one that's there showed up several turns ago.
4 - This is a Continents map made via Play Now. Should be Standard in size. I don't recall choosing anything unusual.
5 - (For my ego's sake) I realize that things are a bit of a mess there on my continent. This is one of my earlier efforts at figuring FFH out. ;)
 
http://forums.civfanatics.com/uploads/106820/Crash_Incoming_-yr_233.Civ4SavedGame

Hopefully I've done that right. You've got one turn to go - it gets through the build queue for one of my cities and then the screen blacks out and I get the generic XP error message.

I am now inclined to suspect the Armageddon Counter of being the culprit in some manner. I loaded a save file from about 50 turns earlier than this which I remembered as crashing ~ 10 turns sooner. I'm fairly sure I pushed the counter a little less this time, which is why it took longer, but the save is a couple days and several games old.

A couple of other notes that may be of relevance:
1 - The game's installed to drive I.
2 - I'm running the Direct2Drive version of Civ4; no CD involved.
3 - Tar Demons have not previously appeared for me, but the one that's there showed up several turns ago.
4 - This is a Continents map made via Play Now. Should be Standard in size. I don't recall choosing anything unusual.
5 - (For my ego's sake) I realize that things are a bit of a mess there on my continent. This is one of my earlier efforts at figuring FFH out. ;)

Its the Mobius Witch crash. But that was fixed in patch "a". I double checked patch "h" to made sure it it included the fix and it does. Try reapplying patch "h", make sure it is being installed where you installed the full game.
 
I got world map from Tasunke when stop the war.
So, I moved cursor on Cevedes.
Why can I see the reseach?
Thats just the tech required for the Reagents resource. Your cursor happens to be sitting on that resource.
It is not the tech that the Amurites are researching.
 
Thats just the tech required for the Reagents resource. Your cursor happens to be sitting on that resource.
It is not the tech that the Amurites are researching.

Thanks.
I thought Reagents need Calendar only...
I must read civilopedia again.
 
I can't build sawmills on Ancient Forest tiles. Is it a bug or a feature?
 
I can't build sawmills on Ancient Forest tiles. Is it a bug or a feature?

Feature, probably. It's pretty hard for the trees to become ancient if you keep cutting them down ;) .
 
AFAIK the Ljosalfar can't build Sawmills.

Can you build them on regular Forests?
 
Yes, but being a Ljosalfar Civ is the only reason I could think that Sawmills would not work unless it is indeed true that Sawmills don't work with Ancient Forests.
 
They are not buildable on ancient forests. Unless you capture elvish workers or slaves, only elves can build anything on ancient forests.

I don't believe there is anyway for someone with Leaves to stop the growth of ancient forests. You would think that a lumbermill would, because you cut down the trees when they get toward ancient.
 
Regarding the missing promotion icons in the techtree then it is a bug that is present in all versions/mods of cIV and I found the cause of the problem.

Chek out my post here for solution.
 
I don't believe there is anyway for someone with Leaves to stop the growth of ancient forests. You would think that a lumbermill would, because you cut down the trees when they get toward ancient.

I don't think that lumbermills can stop the growth of Ancient Forests: I played the Lanun with FotL religion, built a lumbermill on a normal forest tile; but this tile also turned to Ancient Forest after some turns, and the lumbermill even disappeared.
 
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