FfH2 0.25 Bug Thread

Not really a bug, more a question.
I'm still playing my patch e game (don't want to lose the save by changing version), and I have 2 vassals.
Those guys don't seem to know the value of mana. They just give away their manas for anything. Is this normal behaviour for vassals?
I cannot test for non vassals, because I am at war with the rest of the world :lol:, but I think it's just because they don't value manas at all.
 
Isn't the whole idea behind having a vassal that you are more or less "in charge". With normal civs, trading "valuable" resources are more difficult for sure.

What I do not like with the new 3.13 trading system is that the AI tends to break trades per auto after the time expired and then a few turns later, offering it again. Anoying.
 
I'm playing 0.25J and with the Sheaim civilization. I got entropy mana and leveled up my adept with Entropy I promotion, but I was not given any spells to cast. Wither was not an option, nor did it show up when I scrolled my mouse over the Entropy I promotion.

A question as well. Do the towers require all the mana types, or just 3 of the 4 like in 0.23? Which is the bug?


Thanks for a great mod!
 
In my last game (playing as Doviello, patch j) I don't get any weapons promotions. I have iron (from wonder) & copper + bronze working.
 

Attachments

I was able to upgrade 4 rangers to beastmasters in my allies territory. If I had more money, i could have upgraded even more. The next turn, the option to upgrade was removed, but still, if i'd just had some more cash i'd have an army of maybe 15 beastmasters..
 
I was able to upgrade 4 rangers to beastmasters in my allies territory. If I had more money, i could have upgraded even more. The next turn, the option to upgrade was removed, but still, if i'd just had some more cash i'd have an army of maybe 15 beastmasters..

somewhat related :
I had a large vampire army, conquered a size 10 city, moved a bunch of those vampires in it, clicked on feast while having the whole stack selected and obtained a -5 size city :lol: .
It was patch e, so before the size 3 minimum, but I think it's related to the same problem eekhoorn mentionned.
 
How is that related?

I don't think the minimum size of is working. Since patch J, I haven't had the option available even on very large cities. (actually, I haven't tried on small ones. You don't suppose Kael might have accidentally made 3 the max instead of the min, do you?)
 
Patch i, Cassiel just took a city from my Lanun allies with culture and two Trojan Horses were created there.
I attached a savegame one turn before this happened.
 
How is that related?
computer does not upload info on limitation after each event but : for limited upgrade : after end of turn and not after each upgrade, for feast : after end play of stack and not end of available pop.


there was an issue spoken of with game placed in .../my document/...

I've encountered it on some other programs when the path is too long for some files.
Here using .../my doc/... instead of .../program files/... adds some 28 caracters to the path of any file. therefore the path may be longer than the maximum number of bits and it may 'eat' some info on the path for some files, rendering them un-reachable by CiV FFH.
to prevent it you may shorten the names of the folders.... :) that's the only solution I have heard of at the time it happened to me.
 
Probably not a bug, just a suspicion--playing my huge map yesterday, even after 150+ turns there were not barbarian cities on the map, hence no Acheron, despite lots of open space.
Does playing with Labscrum (sp?) option off by chance prevent barbarians from building cities, or was that a fluke?
 
hi, i have two issues with my ffh2 game.
i experienced them on patch h, but they're not listed on subsequent fixes or new features, so i'm firing away.

1. spreading order religion does not erase veil
in ffh2 for vanilla civ, i was able to 'remove' the veil religion from a city by building an order temple with a confessor or by conquering with sphener. this is not happening in bts.

2. hell terrain does not revert automatically to normal terrain
in vanilla, a good civ's hell territory would automatically revert to normal terrain. in bts, i have to cleanse the area with a spell.

i'd like to know if these permanent changes or simply not yet implemented. thanks.
 
0.25 i

1. I can upgrade normal units to golem units (f. ex. warrior to wood golem)

2. You can add an unending amount of units to a flesh golem!!!

However "sorcery", "Summoning" and "Divine" are the only promotions that do
NOT pass to the flesh golem. So you might have a Death 3 golem but cannot
cast the spells involved in Death 3!
 
I tried asking this before, but didn't get the question answered that I was looking for. I wanted to know exactly where the patch is supposed to be downloaded to and if there is some way to tell besides the missing city screen if the patch is being applied.
 
0.25 j

feast appears to be broken.
no vampire nor any vampirized unit can use it regardless of city size
that cripples calabim quite heavy...
 
I tried asking this before, but didn't get the question answered that I was looking for. I wanted to know exactly where the patch is supposed to be downloaded to and if there is some way to tell besides the missing city screen if the patch is being applied.

The patch has to be installed into the \Beyond the Sword\Mods directory inside your Civ4 installation directory.

You can see which patch has been applied by looking into the readme file Civ4-dir\Beyond the Sword\Mods\Fall from Heaven 2 025\Readme.rtf
The first two lines should be:
Fall from Heaven 2
Version 0.25j
 
I tried asking this before, but didn't get the question answered that I was looking for. I wanted to know exactly where the patch is supposed to be downloaded to and if there is some way to tell besides the missing city screen if the patch is being applied.

This is the path you should give to the installer of the patch:

<your relative Civ4: BtS path here>\mods

for example mines looks like this:
D:\Gry\Civ IV\Beyond the Sword\Mods

It will find the ffh mod folder on its own so if you for example want to keep an older version of the game you can copy it under a diffrent name and then patch the oryginal named one.

You have corectly patched the game if the 'Readme.rtf' in the mod folder says so.

FINALLY: There is a FAQ thread in this forum and this is a bug thread for reporting bugs :P

Draconian beat me to it :]
 
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