FfH2 0.25 Bug Thread

Great mod.

Playing Ljosalfar (ljusalver):
If an adept (I have only done it with adept) casts Treetop Defense (+2 first strikes), the promotion should only last while the caster is in forests/jungles, but as far as I have seen, it is permanent.
 
I believe that this promotion (like the homeland promotion granted by the defender trait, which grants a defensive and a withdrawal bonus while in the owner's territory) was found to be easier to implement in BtS so that it only grants its bonus while in forests/jungles, but remains on the unit all the time. When not in the forest, it should still be there but not actually grant any first strikes. Personally I like this implementation much better (the old one was only of use if there were large stretches of contiguous forests, now it it works well in scattered forests too)

This is one of the many things which is working as intended, but which has an outdated explanation.
 
Summon Lifespark summons a skeleton when used by Druids

Occasionally I'll have peace treaties with people I never went to war with

Cannot build spider pen with spider

dunno if this is a bug or not but Yvaine doesnt have the terrain improving spell even though he has the proper mana and spell type for it.

Hidden nationality animal units can capture cities, I went on a rampage with a captured bear and took out half an empire.

Im playing Bannor in my current game and the elohim have 3 hill giants wandering around their territory complety ignoring their units/cities/workers (not attacking them).

I was playing as elves and I built the nature wonder that turns all the barbs into animals and archaeron dissapeared.
 
In one of my games, Barbatos the Lich reached level 8 and gained the movement 1 promotion, I didn't notice until four AI civs (mid-game tech wise) disappeared in four turns. Is this working as intended?
 
Well, I'm glad you got it to work. All of my Civ stuff is installed to the default directory, though. If I find the time and energy I may try to uninstall and reinstall everything.

I don't know if this is relevant, but for me the error pops up when the "mod loading" bar is about 2/3rds full, and it says "Initializing Engine."

It stopped for me in the same moment.

I reinstalled the mod -> game started ok
applied the patch -> game started ok
applied the media pack -> game started ok
..so I can reproduce the error. I am writing now from work so I do not remember the exact log I mentioned before but I am sure it contains a different content. Will post it later when I get home. [guests stopped me from doing the research]
 
@ LoStNuMbEr

Have you installed the patches? The lifespark issue should have been fixed in patch b.

In BtS, you get a peace treaty whenever one party accepts a demand/gift request.

Yvain does not have sorcery; vitalize in a sorcery III nature spell.

This is a problem that many people have mentioned, and needs to be dealth with some time. It isn't just true of HN animal, but all HN units (although mercenaries are unable to attack cities whether they still have HN or not. Actually, I don't think that Mercenaries or privateers are losing their HN status when they lose the promotion)

You get 3 free hill giants (named for the 3 stooges) with the wonder Pact of the Nilhorn. I guess that the AI just isn't very effective at waging war while not at war yet.

Acheron has been disappearing a lot lately, so I doubt the Nature's Revolt ritual (it isn't a wonder, but this mod's equivalent of a project) had much to due with it.
 
Thank you MagisterCultuum and xienwolf !!

@jprc, you can no longer load units into boats with hidden nationality, but if you declare nationality then you can load them just fine.

I have removed the attribute "hidden nationality" and I can load without problem.
My suggestion: when "hidden nationality" is selected, maximum cargo load should display = 0, so then you know that you have something limiting you )
 
Hey, this is the best mod ever, but i guess you know that already. Hopefully, the bugs i encountered havent been mentioned yet - couldnt be bothered to read 23 pages.

Playing as Keelyn with OO and Slavery civic, i get Slaves every time i beat a unit. Also, you need a Hunting Lodge to create an Orc Cage, even tho it says you´d need a Freak Show.

If you hover the mouse above the Obelisk, it doesnt say what it does.

Sometimes i have a 10 turn peace treaty with some random opponent, even tho i havent been at war before. This has been mentioned already, i know.

Great mod, cant wait to see what´s coming next. :)
 
Using Patch F.

1. Pearls still appear on land. Can be confirmed in worldbuilder.
2. Played one turn as Grigori. All land suddenly turned to Hell tiles on turn 2. Confirmed entire map had converted. First time this has happened to me with this build.
3. Obelisk in game description states ability to convert 1 person to a bard. No mention of gold cost or culture addition.
 
one very small issue (?) while playing as Clan : quest to build 8 stables before other player, but stable seems to be non buildable for the Clan

another one (maybe it is not really a bug) : always as Clan, when Call of the Deep is found, Holy War was available. I thought that feature was available for Bannor only (label Bannor was still in the message box), though I prefer that all religions can trigger an Holy War :D
 
http://forums.civfanatics.com/showthread.php?t=171398&page=284
>> Originally Posted by Pseudofool View Post
I have the D2D 3.13 version of BTS. I downloaded this mod today along with the media pack and the patch "a".

As the MOD loads it crashes, this pop up comes up:

"Load Error: GFC Error: failed to initialize the primary control theme."

This happens when the loader screen reads "...Intite Fonts 112.42..."

1) Does the Mod work with D2D BTS 3.13?
2) Is it only the media files that are causing the problem, and if I reinstall just the mod will it work?

Thanks in advance.

Edit: I also have the D2D version of Warlords installed.
>>


I have the same problem. FFH doesn't start. I don't have Warlords.

First I tried to get FFH to work with Basic + Media + Patch E -> Error Message BtS won't load.

Then I tried just the Basic -> Error

Basic + Patch E -> Error

BtS works fine. I played a Duel size Map for testing till finish in 1h50m and no Error or anything with the latest Patch. I always activated the FFH2 Mod in the Mod Section of BtS... I love FFH! I want to play it with the new features :(

I guess the last option I have is to reinstall BtS and then take a look after applying patch 3.13 if I can manage to get FFH to work. But I want to post here first, maybe there is a sollution ready for this problem.

>> Originally Posted by [NWO]_Valis View Post
No such file on my file system.

I am using a Polish version of Civ4 but it is in fact an english version with a localisation CD and I did not use the localisation cd. I checked Final Frontier and it works corectly, so is AoI.

On the loading bar I can observe that Python has initialised, XMLs were loded. The CDT comes when the engine is initialised or just after it, I think I saw there something about loading fonts but it was only a blink. Then the debugger questions are comming [Dr Watson].
>>

Try to rename the C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2 025\Assets\XML\Art\CIV4ArtDefines_Misc.xml file to CIV4ArtDefines_Misc.old.

Also make sure that is the actual path to that file. Let me know if you have FfH installed somwhere else.

I play the German/EU Version in English and couldn't get FFH2 to work. Well after renaming the CIV4ArtDefines_Misc.xml to CIV4ArtDefines_Misc.old finally the menu loaded up and I can play now. Without doing that it still crashes when it comes to font loading..
 
Playing the Sheaim with Patch f, I built mines and roads on two copper ressources and several turns later my cities still don't show the ressource and my warriors don't get bronze weapons.

Screenshot:
Spoiler :
Civ4ScreenShot0000.jpg

The copper is right next to the city and connected


Edit: Ok, after researching bronze working I got copper. Maybe I should have checked the civilopedia first :D
 
I got this error message when trying to switch back from Crusade to another civic with the Bannor. Im in Crusade, still at war with the Sheiaim, and when to reduce my economy-turtle (- ~40:gold: per turn, while running at 0% Research)

It just won't switch. I'm not sure it's because Crusade shouldn't end before the complete death of Civ you're at war with, or because of a bug:

tmp-1.jpg


Someone please fix the inflation, by the way. FfH doesnt allow the same commerce development as BtS and I don't think it's been adressed.
Right now at turn 230ish, the inflation is at around 130%. My main cities have gold bonus of +50% (Tax office and money changer), exept my holy city of 30 cities on a tiny map, that also got the bazaar of Mammon... How am I supposed to cope with the inflation ?
 
Thank you MagisterCultuum and xienwolf !!



I have removed the attribute "hidden nationality" and I can load without problem.
My suggestion: when "hidden nationality" is selected, maximum cargo load should display = 0, so then you know that you have something limiting you )

You can load hidden nationality units onto hidden nationality ships. So cargo load still applies.
 
I noticed in my last game (0.25f) that the AI Sheaim player's Galleys were marked as "Not Alive". By design?
 
I believe in the past, you asked for any save with the Cauldron defect. At the dwarven city I have my troops outside in now(in the save, not the screen shot), any living unit killed creates a flesh golem. Under the WB, there is no Cauldron. Later in the game, attacking the next dwarven city, there were no flesh golems formed.

Also, the AI is building towns on mana nodes. No horsemen have shown up, so this isn't a node created by one of them.
 

Attachments

I believe in the past, you asked for any save with the Cauldron defect. At the dwarven city I have my troops outside in now(in the save, not the screen shot), any living unit killed creates a flesh golem. Under the WB, there is no Cauldron. Later in the game, attacking the next dwarven city, there were no flesh golems formed.

Also, the AI is building towns on mana nodes. No horsemen have shown up, so this isn't a node created by one of them.

I cant load this save without a crash, what version is it?
 
Come to think of it, the first time I played dwarves (The money Vault ones) was also the first time I ran into Horsemen. One died attacking my city, and when I went there next turn there was a flesh golem. I blamed it on the Horseman, but I was playing at a low difficulty and building everything, which means I had to have built Mokka's Cauldron as well.

When I later had the Soulforge defect, I was playing as the other dwarves.


Kael, when you tried to replicate the issue, were you using a dwarven race? Seems it may or may not be tied in with them (maybe due to golems? Don't think the Money grubbers had golems though, can't remember making any)
 
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