FfH2 0.25 Bug Thread

Patch K:

-My Lifespark could cast Resurrection instead of Heal.
-The computer is not building decent units. It has the tech for it, but is still just making tons of warriors and catapults.
The Shiem (sp) are not portaling in critters that I can tell, except for one or two Chaos Marauders I saw wandering around.
-My mage miscast a spell, and it showed a purple (missing texture) icon and gave a message stating that it couldn't find the file it needed.
 
I turned on videos and most of the videos worked after you get past the loading of the game.. but Mokka's cauldron ended up crashing the game also. There's something fishy going on with random video media calls I cannot place. View my prior posts in this thread for related problem history.
 
If the mana counter side bar needs to come back, perhaps it can go on the bottom where the unit auto-sort thing used to go. The mana counter always interferred with the leaders/scores that were listed in the same place and would be even worse now that you can play up to 40 leaders.

that mana bar was a pain where it was, and besides, you can see something exactly the same inside the city screen that doesnt block important things (minimized popups cant be used with the mana gui)

what really needs to come back are the auto-sort ui buttons, those were useful
 
FFH2 0.25k + media pack (BTS 3.13 + CVGameCoreDLLpatch-v1.09), on XP, with 3 GB of RAM.

Already got 0.25k to run just fine with a custom game (standard map). Tried one of my favorite FFH2 0.23c custom scenarios: Earth-IceAge map (hey, it fits FFH). Got a CTD with MS 'report crash?' dialog before even getting to the 'here's your character' screen. Got the same result with both Earth-IceAge maps (Civ4 and BTS). I'll go try a huge map in a normal (custom) game. ..fritz..

Played a custom game just fine on a huge map (lost to a cultural victory -- the AIs seem to be getting a bit smarter). Tried custom scenario again with a different map (Planet) and got the same crash as above. ..fritz..
 
Played a custom game just fine on a huge map (lost to a cultural victory -- the AIs seem to be getting a bit smarter). Tried custom scenario again with a different map (Planet) and got the same crash as above. ..fritz..

One last note - I went back and tried a non-customized scenario (picked the BTS Earth Ice Age) and got the same crash. I'd try all the scenarios for you, but the double launch (Civ4->FFH) gets tedious quickly. <grin> ..fritz..
 
fritz. look in the civ4/bts/mods/ffh folder. There is a .exe that will load the game directly into FFH.
 
Shortcut actually, although irrelevant it means you can drag and drop it to your desktop, and it will still work.
 
patch k

I accepted capitulation from Auric.
After opening the borders, I try to trade and click on his mana resources.
Python exception pop up

Error: Python exception
Python_Exception-191007.JPG



How to reproduce:
(I can reproduce on my computer, I do not know for others):

The error will NOT be triggered if you select first one of my resource (right panel), example: copper, then select his resources (ex.: 3 manas)
 
at peace with barbs, intermittantly and apparently randomly barbs attack my dudes.
i dont think they are attacking, they are just moving in and i am not considered allied. i could move into them, get combat odds and then the 'are you sure you want to declare war' dialogue. i choose no and the attack would sometimes still occur. a bit strange.
less importantly peace with barbs does mean you can go around killing barrows that are close and leaving ones for others to deal with, without the barbs caring. i suppose that it is meant to be a racial benefit.
 
patch k

In the same game as the one with python exception (2 posts before this one)

BUG 1

error: Auric (my vassal, blue units) takes the barbarian city of Ahepetr, and the AI says that it is me who took it! (my closest unit -green color - is at 6 squares from it, and it is with a hidden citizenship - giant spider)

FFH-Auric_takes_a_city_and_it_goes_to_me.JPG


How to reproduce:

--------------------------------------------------------------------------

BUG 2:

error: event not recorded, but paid!

Exactly in the same turn (same save game as in BUG 1 as it happens at the same turn; just load it and you should have the event triggered at teh same time Ahepetr is taken)

Here is my status BEFORE the event:
FFH-Rhoanna_before_3_modifier.JPG


I have an event proposing up to a +3 green modifier with Rhoanna.
I say yes to option 3
FFH-Rhoanna_during_3_modifier.JPG


my money goes down : 124 is withdrawn (before: 1111, now 987), but NO positive modifier is recorded!!!

FFH-Rhoanna_after_3_modifier.JPG
 
Druids can pass impassable terrain, that's not a bug. Yvain is a druid hero.
 
Druids can pass impassable terrain, that's not a bug. Yvain is a druid hero.
 
Thank you Bringa: just when I saved it, I realized my mistake and immediately edited my post ... but you were faster than me!!

It has already been discussed before, and I think I red "it comes from patch 3.13". I am very unsure about this theory as I played games in BTS (no mod) and it is only in FFH that my enemies are trying to submerge me with catapults...
FFH-catapult_word.JPG
 
I know that the Homeland promotion is now permanent and is only supposed to work when within your own cultural borders. I just started a game as the Elohim (Ethne the White, randomly) and saw one of my scouts withdraw from combat with a bear. The scout was defending and was several squares outside my borders when this occurred.


I don't think I have ever seen that before. I never heard of a DEFENDING unit withdrawing from a battle.

On the types of barb units appearing in .25, I am into my 5th raging barb game and have seen many types of barb units (Wolf Riders, Axemen, Lizardmen, Ranger, Assassins, Crossbowmen, etc.). However, I note the following:

1. There are more catapaults and chariots than before.

2. Finally, the AI seems to stop making goblins. In the past, they continued to spawn goblins rather than stronger units. As a result the barb attacks, especially the stacks, in mid-game are much more difficult than in previous versions of the game.

3. The withdrawal rate of mounted units seems closer to the listed 25% rate rather than the 75% that was in previous FFH games.

4. I haven't seen any Tier IV barb units yet because I haven't been able to make it that far. The AI civs are woeful in defending and my first four games all ended prematurely with Conquest Victories for me.
 
When I got the trait pop-up screen, there was no mouseover telling me what the traits did. Using patch "k".
 
Here's a little something odd from a game I just got into. An almost completely unguarded dragon horde. Just move Barnaxus and the Wood Golems to the west a step or two. Did the dragon not spawn?
 

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Here's a little something odd from a game I just got into. An almost completely unguarded dragon horde. Just move Barnaxus and the Wood Golems to the west a step or two. Did the dragon not spawn?

It moved. Many have seen Archeon roaming outside his city.

I don't know if that's intended or not.
 
not for me (patch k). I go west, meet Mahala, then arrive at the coastal barbarian city whitout problems (4 turns)
 
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