FfH2 0.25 Bug Thread

When playing as Perpentach, when I'm given the Financial trait via Insane I don't get the +1 :commerce: on squares with 2 :commerce:. This is in BtS 3.13 FFH2 .25b

Here are the pictures as well:

Spoiler :
perpentach1-174.PNG


perpentach2-ba9.PNG

 
My hidden nationality spider can capture workers.

Using patch C, and ancient towers ARE giving units extra visibility
 
After first play (with patch a) I want to say this version looks beautiful on my pc. very impressed, had two events pop up so far and both seemed to work fine, great depth addition imo ...

- Kuriotates no longer have sprawling / settlement trait functioning (appreciate this may be a to do)
- no adaptive leader trait question has come up after 100 turns of play
- couldn't build a Pasture on my cow cause there was an ancient tower there
- Any chance you can make the Balseraphs freak require the same tech as the freak show (ie festivals)? Its a bit daft me looking at building him in turn 1 when I cant get his building prerequisite!

Also, is there any way to incorporate a Quest screen so you can keep up to date on progress vs. tasks?

Love the work @ FFH team

Second on the Kuriotates. I'm using patch c (hadn't seen "d" yet and no mention of Sprawling in that update list) and I don't get a question for settlement/city and I don't get the 3rd ring useage. It made the One City Challenge I started a little more difficult. :)


Edit: Hit the submit button early since my 2 year old wanted attention. Also wanted to say that I really like the game and I'm very impressed by what you've put together. The only serious complaint that I had about the .23 version was that I had a difficult time figuring out what a lot of things did. There are better labels on items in .25 now (or at least there seem to be). Nice job all around.
 
Suggestion for barbatmos, no summoning trait and a limitation on proximity of spawning points for sides greater than the range of his summons. The other posters that have seen him go crazy got it easy. My first game I built three tiles from him, it was a quick end. My second game, he killed three sides off all by himself, all the good sides as it was. He's a pretty nasty guy with the summoning trait and multiple summons per turn, I was occasionally seeing his troops a couple dozen tiles away, as he killed off his surrounding ai sides they left him roads, every time a unit went past he had quite the range on his response.
 
Version 0.25c

Probably an endless loop of some kind. After ending the turn the next turn does not start, although the program itself seems to respond normally - for instance one can still exit to main menu etc.

I had to reload an autosave and exactly redo my moves to reproduce this effect. The loop did not occur when I slightly changed my moves. The attached savegame is at the moment the loop occurs (i.e. at the end of the turn)

Sheelba_AD-0617.CivBeyondSwordSave

The attached savegame does reproduce the experienced bug in most cases. I experienced that the loop did not occur after I loaded the savegame from scratch, i.e. just after freshly starting FfH2, and ended th e turn. Weirdo thing...
 
It is the first time i am trying to execute this mod.
I have BTS with the lastes patch, and installed FFH and the media pack.

But just after the loading i have the following message :
"GFC error : Failed to initialized the primary control theme"
 
In .25c, I can switch to Public Healers civic even if Neutral or Evil, but only upon discovery. Same song with Crusade when not Bannor. I can't select the options in the civics screen, and I haven't actually tried switching to the "impossible" civics when discovering it's tech allows me to do so.
 
Second on the Kuriotates. I'm using patch c (hadn't seen "d" yet and no mention of Sprawling in that update list) and I don't get a question for settlement/city and I don't get the 3rd ring useage. It made the One City Challenge I started a little more difficult. :)

Implementing the Sprawling trait for the BtS version was moved to Shadow.

- feydras
 
Got the quest to build 11 war chariots, playing as Ljosalfar.
Not able to win, as they are not able to build chariots.
 
Spell extension has some bugs, loki casts charm on entire stacks, but can only cast on adjacent ones.

Edit, many ctd's on reloads too.
 
When playing the Khazad the vault status is missing next to where your gold is displayed in the upper left corner.
 
Tried again. The BTS version of this mod is very riddled with out of sync errors, but they don't surface until about 30-45 minutes in (you know, when it starts getting really fun.) All of the people who play this mod single player aren't going to need to worry about OOS errors but for my wife and I who are fanatical about this mod, it is a big bummer.

BTW When you rejoin after OOS error on the mod, it usually goes OOS again a few turns later.

Also to the person who said that Ancient Towers are not giving sight bonuses, remember that Jungle and Forest will obstruct the view of Hills and Ancient Temples.
 
Ok. I am not using the patches, since I wanted to finish a current game first. I have a Warrior that was created as mutated, with Water Walking and Enraged. I promoted it quite a bit, then upgraded it to a Swordsman.

When I upgraded to a Swordsman, it gained the Empowered I and Heroic Defense promotions.

When I upgraded it to a Maceman, it gained Diseased, Enervated, and Immune to Disease.

I never purposely use mutation. Is it normal for a mutated unit to gain further mutations when upgrading?
 
Using patch c:

When you summon chaos marauders there is a chance that they go barbarian. This works as intended.
So here is the bug: My puppetmasters cast the summon, the marauder spawns as a barbarian one tile to the north, which happens to be my capital. Result: My capital was captured by the barbarian state without any combat as far as I could tell.

Other bugs:
With help popups enabled you can switch to civics which would normally be forbidden to take. In my case I researched the tech enabling the crusade civic with the balseraphs, the popup asked me if I wanted to switch, which I did. I now have merrily crusading clowns.

The free promotion from the shrine of the champions wasn´t given to new units after a certain point.
I´m not sure why. The city in question also had the stigmata of the unborn building, the prophecy of ragnarok and a sacrificial altar. Additionally my perpentach is arcane/magic resistant/aggressive at the moment, so maybe there is a limit to the amount of promotions you can get right from the start?
 
I don't think this is a bug so much as an unintended consequence.

I my last game the barbarians were the strongest force for ages due to the dragons horde giving them Mithril weapons. Orthus was 10/12 strength!!
 
There is a bug with regular civ BTS with Hidden Nationality. In a MOD I had made for myself I added a unit called mercenary. It had Hidden Nationality and when killed in combat would be captured.... The problem was if my explorer was on a TOWN when one was built, it would automatically do combat, and if my explorer won I would take over the town (and mercenary)..... even if the town had other units defending..... even if the town was my ally (hence why I had open borders)

I'm sure your bug is similiar?
 
Might not even be an ffh problem, but the settings in custom game not being kept from one game to the next is irritating. :)

Religion spread with order isn't working very well. It seems to ignore the first couple spreads when popping out a cleric, including not giving you one for the founding tech. It also spreads insanely fast. This last game I was playing malakim and ended up with four of them left over from the conversions. I didn't even get any for the first two spreads, and I only had 8 cities. 6 cities in four turns seems excessive.

I also ended up with a mutated warrior, I most definitely did not have an qualifications for it. Mutate seems to be broken in other areas as well, playing as the balseraphs I tried creating freaks but got tired of it, quite a few of them had no stat alterations at all. Either they were getting magic resistance from it while already possessing the trait, or they are only mutated some of the time despite having the icon.

The arena seems a real waste too, 1xp for 50% death is highway robbery.
 
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