FfH2 0.25 Bug Thread

obelisk.jpg


Cleared the cache, installed patch c, and its still like this.

+2 research does not show up with the elder council either
 
I got the following:

GFC error: failed to initialize the primary control theme

when I was loading it. I experienced this at the init engine part...

Is there something wrong with the game or the computer?
 
Not sure if this has come up yet but after creating the mercurian gate and switching to the Mercurians, the game locks up with a message appearing "Waiting for players"

Single player game, done on standard map, normal speed, nothing special playing as the Bannor.

Also, not sure if this is intended or not but on the same game, while sieging Coombe View it swapped (looked almost like a culture swap) to the barbarian state, with a lone barbarian freak to defend it. This happened as well on the turn the game locked up on another of their cities. They were Ashen Veil at the time.
 
i've got the same graphical bug on obelisks and elder councils. they do function correctly, it just doesn't show in the build list

i got an event that made my archers stronger before i had discovered archery.

longshoremen are not available for my dragonship, but the other crew options are.
 
The Unit upgrade stacking fucntion only shows info for last upgrade (before you could see for example combatI+II+III = +60% strength).
 
Ahh, I see what you guys mean. I was looking at the mouseover help from the pedia. Odd that the build menu uses different help text. I'll check it out.
 
Greetings,

Playing patch 025a

Woodsman I trait may have been dumbed down too far, its no longer a viable early game alternative to Combat I, producing in effect a limited +20 strength vs Combat I's all purpose +20 strength. Perhaps move the double movement in woods from Woodsman II to Woodsman I? Would make it very usefull in the early game.

Watched AI leave a unit next to an undefended barrow 2 squares from his territory for a turn without taking action. I skipped my turn rather than taking it out to see if the unit destroyed it, but no. I have Raging Barbarians & Agressive AI set.

Ahh, just moved to the other side of the unit & found a goodie hut, AI conflicted as to what to grab? Watched for three turns before I took the hut & moved on. Left the Skeleton & the barrow :) AI was Varn Gosam, unit is a Lightbringer.

Food resources appear to be giving maximum food output. Wheat (farm, non-irrigated, agricultural civic) = 5 food, Corn = 6 food (same specs).

Cheers
Matt
 
The Baron does not seem to convert units to werewolves. I used primarily him to take out the Bannor, and he never spawned a werewolf.
 
Probably his nationality wasn't declared, that prevents the werewolves spawning.
 
After installing patch "c" (I didn't use a or b) I get a CTD right after setting up a game (when the map is loading), I did not have this issue with .25 first release.
 
Lycanthropy seems to be working so far for me, though the ravenous werewolves spawn at full health. So far two attacks with the Baron, one spawn.
 
After patch C, using a bear to make dancing bear does not use up the bear, he is still there but the dancing bear building is in the city. My overoall income also went down 1 when I did it. With no patch, the dancing bear worked.

edit: Sometimes uses up the bear, sometime doesn't
 
Patch (a), playing Grigori. I have a horse pasture and horseback riding, but the option to build a horseman is dimmed and it says in red 'Requires Nightmare'.

Since this isn't mentioned in the patch listings, I thought I'd mention it.
 
hi I'm a big fan fan of this mod and I'm not sure this is the thread this post should be in but my computer won't download the whole file off of gameflood and i had this same problem with version .23 is there any other way to download this mod?:confused:
 
Back
Top Bottom