FfH2 0.25 Bug Thread

I'm not so sure. I had this happen in one of my games as well, and Orthus was defending a city in a small area with no animals nearby. I suddenly saw a message that Cassiel had recaptured Midgar, sent troops down that way, checked the world builder... long story short, no orthus, no axe, and it was an isolated peninsula.

And Kael, any word on if the AC rising when you raze an AV city is correct? Would really like to know.


That's what happened with me. He capture the Hippus capital. And I have made my way down to that capital and they have taken it back. There was never a notice to me that they captured it. I got a message when the city was captured by the barbarian state, so I should have gotten one when they took it back. I have looked over all the units. NO axe. NO Orthus. And there were no animals left on the world. I'm playing on the Arboria map, so he has no where to hide.
 
Planar Gates don't seem to be spawning critters in my current (patch k) game.

The AC is 49 or so, so I'd expect something in the last 70 turns...

(I have the catacombs & quite a few temples of the veil too.. )


They work just fine. Are you sure you have planar gates in the same cities as the other building needed for them to summon anything (temples of the Veil, mage guilds, gambling houses, carnivals, hippodromes, etc)? I'm only at an AC of 19 and I'm getting more creatures than I know what to do with.
 
That's what happened with me. He capture the Hippus capital. And I have made my way down to that capital and they have taken it back. There was never a notice to me that they captured it. I got a message when the city was captured by the barbarian state, so I should have gotten one when they took it back. I have looked over all the units. NO axe. NO Orthus. And there were no animals left on the world. I'm playing on the Arboria map, so he has no where to hide.

I think cities that aren't visible anymore "disappear" from your map once they are captured. You would then need to trade maps or send an unit there to make the city visible again.
So after the barbarians took the city you couldn't see it anymore and when the hippus took it back you got no message because you don't get messages about cities you don't see on your map.

Maybe Orthus got killed by a fireball or a summon? (killing Barnaxus with summoned units is fun ;))

And I still got problems with the AI, playing with patch k they still refuse to build the buildings needed to get better units. They love to build siege workshops but I didn't see a single axeman or hunter. All they ever build are warriors, catapults, chariots and disciple units.
 
In my current game, iron was revealed on a grassland tile. The only problem is that a city of mine is there also. :crazyeye: Pretty useless. I've never seen that happen before in any version of Civ4 or FfH.
 
That happens sometimes. At least a resource on a city's tile can be accessed, even if you don't get the bonus stuff for working the tile.
 
Actually you do get a bit, just not much - I'd be surprised if the centre tile in that city didn't produce 2 hammers instead of one. Also, definitely not a bug.

Re: Axes, another possibility is that the AI disbanded the unit with the axe. Pretty unlikely though.
 
I think I have a similar, but even more bizarre problem.

I got my CIV 4 copy out of the civilizations 4 gold package. It is installed in my e drive.

Beyond the sword was purchased separately and was installed in this directory.

E:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization 4 Gold\Beyond the Sword\

The mods folder is just \mods\ after the Beyond the Sword.
Full path for fall from heaven is

E:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization 4 Gold\Beyond the Sword\Mods\Fall From Haven 2 025

This is exactly as per the install program's instructions. I manually selected my mod folders for their installation and for Beyond the sword I manually selected the Civilizations 4 base root folder.

All other installations work, only Fall From Heaven 2 is having a problem.

The problem is that when the game is loaded, and a map is generated, the movie begins to play.

The movie goes so far as to say "The age of ice has ended" or something like that, it is literally the first frame. It appears to be the first from of the movie. Then it glitches faintly, shows the world beneath it like you were about to start a game.. then crashes out to an error with the BINKW32.DLL file mentioned which I discovered is related to a video dll. I downloaded the application directly from the Bink software company... I think it's Rand Video, directly after and tried it again to the same error. I think it's because the BinkW32.DLL problem is with the dll file that came with FFH2.

I think the error is related to a directory reference issue for media.

I have the most up to date patches for all versions of the game. I have patch K and all media assets for FFH2 installed in their proper folders. I have FFH version 023 installed on my regular civilizations 4 mod directory and it is working fine.

Any suggestions?

Update: Just watched the video seperately on the bink video player, it does not crash to desktop like the game does. It must be something that loads as the video is playing. I get the brief impression sound is loading also.. before it goes down, sound works in the video on FFH .23. The music plays stand alone also.

Update 2: Uninstalled it all, deleting all folders, and reinstalled. Did not install patch K. Even on the raw initial version of fall from heaven that comes in the package, it says version I, it continues to fail to load at/when the video is trying to play.

Update 3: Selected no movies option. Got to the world map to play. I now strongly believe there is a hard coded media call somewhere in the programming that is calling a specific place on a persons pc that may or may not exist as a path based upon their installation method/style of the game they received on purchase. To verify, I am going to switch my old intro.blk from .023 under civ 4, with intro.blk of version .025 under BTS to see if it makes a different as I believe they should be practically identical, this is to verify .025's intro.blk is not merely corrupted.

Update 4: Game continued to load after patch to version k successfully when there was no video loaded. Replacing video with copy of version .023 video resulted in no change, the game continued to crash on load when opening video was permitted. No later videos have been loaded in game yet, so do not know if turning on videos after passing the load screen would result in videos being successful during play. Next test to make sure it is not a corrupt binkw32.dll will be to replace the dll in the FFH2 file with the one in the BTS file. They are the same version. The BTS version successfully plays its videos. If this fails, it must be something in the programming related to media for FFH2.

Update 5: Discovered there was no different binkw32.dll file and that the games should be utilizing the same binkw32.dll by path. That said, there is an error somewhere in the files for FFH2 that must be conflicting with binkw32.dll on load. Attempting to modify graphics preferences has had no results. The fact that the intro plays for .023 but not for .025K is extremely bizarre.
 
patch k, large map, quick speed, end of turn 241.

I pressed enter and "Waiting for other civilizations..." blinked and the globe spun for literally 2.5 hours before I Alt-F4ed out.

Any ideas?
 
re: the disappearing orthus axe

i haven't seen this one myself yet ....

slim, but is it possible that whoever is carrying the axe is being defeated by a summoned creature? promotion is then disappearing as the unit does
 
good work so far fixing issues.
- no great generals for me, i think AIs got them tho. Didnt see them running around, i suspect they build or spec with them.
- no weapon copper/iron/mith bonuses. Didnt see them on the AI either.
- AI still treats me like a used car salesman, they really dont like trading my stuff.
- AI doesnt concentrate on getting heroes. they either dont prioritise them or get their worst city to build them. combat AI doesnt support heroes enough. seems quite capable of building axeman/catapult/chariot stacks but doesnt seem to them go for war chariot/knight/hvycross/paly stacks in late game.
- AI doesnt know how to use terrain altering spells, seems happy to sit cities in/near deserts and doesnt go for water nodes early. i figure all the work on spell targetting is ongoing. It is a bit tough in mixed ai/hunam wars to cast ring spells (incl contagion), although i suppose they were quite powerful before so a nerf wouldnt be dreadful. could they not hurt allied units maybe? or could you get the 'are you sure you want to declare war?' popup...

thanks again for the work. very appreciated by all.
 
Latest patch -- I ran Kuriotates. I initially shared an island with Flauros, whom I destroyed early in the game. The tags for Kuriotates & Flauros & their victory points were listed properly under the Armageddon counter, in the lower right corner of the screen. When I got around to making contact with other Civs, none of their tags appeared in the list. Very annoying, and the first time this happens so far.
 
When I try to upgrade an Elven adapt or a mage, it shows the default
unit icon instead of the special Elven one. The small icon, where all the
units on that tile are shown, displays fine though. The Civilopedia is also
not displaying these icons correctly.

I also noticed the AI building excessive Cats. and Charriots, while they
are great on offense, it does make taking their cities a bit easer. ;)
 
Yeah...even the barbs! I have been attacked by a lone catapult many times (well, actually I usually initiate the attach before it get close enough to be even remotely threatening.)

HN units being kicked out of boarders is annoying. (although it has helped me out a few times when I didn't have a transport handy and one of my stronger HN units was kicked back to my home continent just in time)


Just so this post will actually contain a bug, I'll mention that I had a CtD when an automated work boat entered a Maelstrom. It probably isn't such a big deal though, since work boats can't enter unowned ocean tiles and Maelstrom is usually far out at sea (I had cheated and added 7 maelstroms around the city of Prespur "of the Storms," even though it wouldn't let me actually change the name to something that long).
 
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