FfH2 0.25 Bug Thread

I was playing a long game (still new to the game, so all games are long) and managed to reliably lock up the game at the end of this turn.

Bad Save

It's turn 477 and nothing special has happened that I can see. Anyway, hopefully this helps, I love the mod.

NB: This is patch l and I had the debug popups on, nothing popped.
 
Playing game tonight as elves w/ FotL, 0.25l, I researched fanaticism and the computer asked me if I wanted to change civic to crusade, i said no and it crashed to desktop. Also, my elven workers are not able to build any elven improvements on a Forested or Ancient Forest hex that has Tundra underneath the trees.
 
you can't cottage on tundra, and you need fresh water for farms. So yeah, unless you can get some irrigation down there, or a terraformer, you're pretty much stuch with 2-1-0 tiles
 
.25l I came up to the Red Dragon's city without being pelted with Meteor Shower and when I was next to the city, Acheron attached my Hunter and lost. Following Acheron's death a Meteor Shower from the city attacked me and killed me. I sent troops down to capture the city and the hoard, which could be seen by its' special icon still in the city tile (pile of gold w/ sword) though it wasn't seen in the city unit mouse over list. Upon capturing the city I did not get the hoard.
Two things, first there should have been a hoard to capture.
The other thing is why did Acheron attack before sending his meteor shower out to soften me up? I'll sometimes do this to gain the experience, could Acheron be doing this to get experience? I thought his motivation would have been survival which would have him sending his meteors out first. (Save available upon request)
 
You are actually getting an AC reduction from removing the AV from that city, but you also still get the AC penalty for killing all those people. I'll change it so that razing a city with a AC spreading religion doesn't cause population AC.

I'll add a little to tis issue - I met the save problem, but...

Let's see:
I had AC=63, and was willing to lower it.
So I attacked AV holy city.
Had a save game before, so tried 2 scenarios.
When I raze it - AC become 69. Seems like it was 'killing population' penalty.
But when I just capture it, AC also had been risen to 67! Why?
 
yeah, in this version there doesn't seem to be any way for a good civ or even neutral civ (save for the Elohim) to lower the armageddon counter.
 
yeah, in this version there doesn't seem to be any way for a good civ or even neutral civ (save for the Elohim) to lower the armageddon counter.

I had to resort to systematic use of my inquisitor. Either capture the cities and forcibly "process them" or remove unwanted religions from your allies' cities.
 
is it possible to make it impossible for the unique features to spawn on one tile landmasses? last game i could not reach or even harvest the goods of the feature because it was on a one tile island that was outside of culture boarders.
 
Hi all,

First, let me say that this mod is fabulous.

I noticed a funny thing. Our favorite barbarian dragon spawned and let some fireballs fly.
One of my workers started building a farm on a burnt patch. The result was a farm in a forrest.
No extra hammers, just the food. Still, bug or feature? :-)
 
Hi all,

First, let me say that this mod is fabulous.

I noticed a funny thing. Our favorite barbarian dragon spawned and let some fireballs fly.
One of my workers started building a farm on a burnt patch. The result was a farm in a forrest.
No extra hammers, just the food. Still, bug or feature? :-)

If you were the Ljosalfar then thats alright. If you weren't then its a bug.
 
Is there anything to be done about Barbatos? I always play with more then the standard number of Civs on a map and every single game without fail the first turn a Civ is destroyed because it spawned right next to Barbatos. Its very frustrating to setting up a game when a random Civ dies especially when your trying to do perm alliances from the start of the game. @_@
 
Here I am, late to the party again. Here's what I've found so far, minus those that have already been reported (though some have not been fixed or acknowledged):

- Celestial Compass didn't give me a bonus to the Hallowing of the Elohim ritual.
- had no upkeep for Education civic while Cardith Lorda was Expansive and Financial.
- Alter of Luonnotar gives Blessed to any unit that stays in the city for one turn (the text says it only gives it to those built in the city)
- Fatigue (centaurs) wears off even when not fully healed (despite what promotion text says)
- horsemen retreat while defending
- attacking units lose all movement when defender retreats
- a stack of units 'retreated' when the one defending horseman retreated
- Regenerate can be cast on fully healed units again
- animals not healing, they just keep wandering around
- tree-top defense works (i.e., you get the first strikes) even outside of forest
- animals (or, at least, bears) do not gain tree-top defense when you cast it on them
- AI seems really inconsistent in its trade expectations. I had a Friendly Cardith Lorda who had more points that I asking for 6 or so things in exchange for one resource. The really odd thing is that he would offer me a 1-to-1 trade (e.g., Cows for Wheat), but if I negotiate to get a different resource he again goes to the 6 or so things (and won't even give me his original trade option).
- Have had AI diplo screens appear when I haven't called them up, and they aren't making any requests/demands.
- Python Error:
Code:
File "CvSpellInterface", line 13, in cast
File "string", line 0, in ?
File "CvSpellInterface", line 639, in spellEarthquake
AttributeError: 'CyCity' object has no attribute 'steHasRealBuilding'

The following apply to the attached images (in order)
- This event shouldn't give me the option to possibly lose population, since I only have 1 pop
- The adjusted STR and the resulting combat % don't add up for this fireball combat
- Perpentach is willing to give me mana for free though he is treating it like some sort of deal. We were not on good terms and not at war. The AI generally values mana poorly (even trading away Law mana for a few gold per turn when it likely costs them more gold per turn in lost maintenance savings)
- I got an event that referenced my Theatre, but the city didn't have one. My best guess for the reason I got this event was that the city had the Heroic Epic.
- I was unable to select a military unit to take care of bandits, even though they were stationed in the city. For some reason, the event singled out my worker.

Edit: Forgot to mention this was all on patch 'k'. Some of it was while playing Nikis-Knight's Erebus map, some if it playing Sureshot's map, and the rest on a random map.
 

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I do not know if this is FfH or BtS but troops are being pushed out of my city when a ship of a friendly AI [with open boders] is passing throu it, the city works as a chanel. The AI has Council of Essus but I havent seen anything about hiden nationality in those ships. They had no cargo either.
 
Kael :If you were the Ljosalfar then thats alright. If you weren't then its a bug.

I wasn't playing Ljosalfar, bug it is then. The title for these posts don't stick apparantly....
 
just got quite a nice CTD: i wanted to try out the full power of a well-running infernal power, so i made a pangea with nothing but evil civs, and gave my civ infernal pact through the world editor (instantly giving me control over the infernals). This also gave the town the AV, as normal.
When i had finally researched the AV tech, i figured my capitol would become the holy city. But, since my capitol already had AV, i got a pop-up asking me which religion i wanted to pick. after chosing some other religion (OO or CotD, i can't quite recall), the game crashed.
 
Kael :If you were the Ljosalfar then thats alright. If you weren't then its a bug.

I wasn't playing Ljosalfar, bug it is then. The title for these posts don't stick apparantly....
Since I have noticed this too, I always thought it was because my religion was the nature one (called leaves something).
 
Thanks Vorshlumpf, I have the following issues fixed in 0.30 based on your feedback:

1. Fixed a python error with the Earthquake spell.
2. Fixed an error with no upkeep civics and the adaptive trait.
3. Fatique isn't marked as requiring the unit to be fully healed.

Im still looking into the rest.
 
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