FfH2 0.25 Bug Thread

Some items noticed that are perhaps intended. I'm playing this game at Warlord difficulty with Labruscum (spelling?) enabled on a huge map at Epic speed. Acheron arrived on turn 19 and before turn 100 the barbarians had started a golden age!

Also, I wasn't able to find the very large map size. I think it was called gigantic somewhere in one of these threads. Is there a map size larger than huge?
 
Here's my bugs so far: playing Grigori, Epic speed.

1) I get the adaptive trait dialog way too often. I got it at rounds 4, 6, and 13; then I didn't see it again. I played until round 170 before I quit.

2) Here's a fun bug: clicking on any leader in the foreign advisor dialog (to see what other leaders think of this leader) opens the civopedia at a spell page; it seems to be at an early index in the spells--I got "Add to City" when I clicked myself, and "Bloom", "Bless", and "Become Patriarch" when I clicked the three other leaders. When you close the civopedia the correct leader is selected.

3) Cosmetic: does the background image of the main menu have to be stretched? I'd much prefer it pillar-boxed (with black rectangles left and right of it). Have you experimented with that yet?
 
Game installed on Windows XP Pro in C:\Games, BtS 3.13 and FfH 2.025.

Played as Luchuirp. The other dwarven civ founded Runes of Kilmorph which I took offense to :D So I razed one of their cities, conquered their capital/holy city and then settled for peace, leaving them one city. Oddly enough, they still liked me after that (I had two +4 relations with them and a measly -3 from 'you declared war on us' so +5 total), which felt totally wrong. I haven't studied diplomacy in too much depth so I'm not sure if this is a bug.

Anyway, on to the real bug. Continued playing, ended up with 4 rivals and everyone has Runes as religion and def pacts with all other civs. Runes is at more than 60% of territory so I'm going for that victory.

Except I can't build Thanes of Kilmorph anymore. Whenever I try, they immediately turn into Paramanders in the queue. I tried this in two cities.

In the first city, I tried to build a Thane but it changed to a Paramander every time. Once, I ordered the Thane and rushed it immediately with gold. Next turn, I had a half-finished Paramander in the queue.

My other city is my production city. That one's capable of building Thanes in a single turn, but not Paramanders. When I order a Thane there, a Paramander pops out in a single turn.

I patched to 25a after finding this thread but the issue wasn't solved in my saved game. I also enabled python pop-ups but got none when the swap happened.

I also used Worldbuilder to swap the Paramanders I made back into Thanes, which worked and they didn't morph back.
 
Little note: the character "é" in CIV4UnitInfos.xml line 48067 throws an "invalid token" error when piped through Python's standard minidom parser. I suspect it's some encoding thingie. Bumped into this when running my script to change all iCombatLimits by multiplying them by 10 which I need to do to apply my fair combat patch (really positively cannot bear to play without it anymore).

Additionally, is it intended behavior that flood plains don't count as desert for the purposes of the nomadic promotion?

Yet another observation, shouldn't the Lightbringer be 3 strength like a warrior? I have him here as 2 str.

Also, it seems the +1 to happiness from Charismatic (which I've chosen in an adaptive dialog) is not applied to cities.
 
Bringa: You were having the CTD on startup earlier; how did you fix it? I haven't found a solution yet.
Thanks!
(Sorry for the Off Topic)
 
I've seen a couple bugs but they've all been reported by others. One little thing the Runes music track Enigma of the Absolute is way too loud. I cut the volume in half and it seems about right. Some of the sound effects in the game seem a bit too loud too, but I'll have to pay a bit more attention to identify them.
Great mod! Goodbye weekend.
 
Bringa: You were having the CTD on startup earlier; how did you fix it? I haven't found a solution yet.
Thanks!
(Sorry for the Off Topic)

You're not gonna like this: I reinstalled everything and it worked just fine.
 
After first play (with patch a) I want to say this version looks beautiful on my pc. very impressed, had two events pop up so far and both seemed to work fine, great depth addition imo ...

- Kuriotates no longer have sprawling / settlement trait functioning (appreciate this may be a to do)
- no adaptive leader trait question has come up after 100 turns of play
- couldn't build a Pasture on my cow cause there was an ancient tower there
- Any chance you can make the Balseraphs freak require the same tech as the freak show (ie festivals)? Its a bit daft me looking at building him in turn 1 when I cant get his building prerequisite!

Also, is there any way to incorporate a Quest screen so you can keep up to date on progress vs. tasks?

Love the work @ FFH team
 
Oh, a couple more things. When using the birds for recon, if you recon a square where another unit is standing the bird seems to attack the unit. It does a little attack animation even if it is my own unit. No damage seems to occur to any units or the bird so it's just a graphical thing. Additionally, the viewing range of the bird is tremendously affected by the terrain of the tile reconned. If it is a jungle or a forest viewing range is very minimal (about one square in each direction), if it is a hill viewing range is enormous (about 8 squares I think.)
 
What happened to Starting Settlers (with greater vision range)?

Should Flood Plains appear under the Pool of Tears if it is on a river?

There is not Civopedia text for Cotton.

Has Charismatic been implemented? I couldn't tell that any less XP was required for promotions. Charismatic also does not seem to be adding Happiness.

The Spiritual Mana Great Person growth is not shown in the Great Person bar. (I couldn't tell if it was implemented based on the city screen).

The Pool of Tears shows up in the Happiness sub menu as "We Love Our National Parks".
 
After first play (with patch a) I want to say this version looks beautiful on my pc. very impressed, had two events pop up so far and both seemed to work fine, great depth addition imo ...

- Kuriotates no longer have sprawling / settlement trait functioning (appreciate this may be a to do)
- no adaptive leader trait question has come up after 100 turns of play
- couldn't build a Pasture on my cow cause there was an ancient tower there
- Any chance you can make the Balseraphs freak require the same tech as the freak show (ie festivals)? Its a bit daft me looking at building him in turn 1 when I cant get his building prerequisite!

Also, is there any way to incorporate a Quest screen so you can keep up to date on progress vs. tasks?

Love the work @ FFH team

couple to add to that:
- units do not get the poisoned promotion after losing hP in fights with spiders
- earth elemental graphic is a big red blob (also no civilopedia entry) [edit:see this is now on the patch B fix list :) cool]
- something I think is to add to the 'peace with the barbarians' issue ... Orthus spawned himself in turn 76 two squares away from my Calabim capital (deep in my lands), then marched himself away into a two-square piece of territory next to the sea which was not mine, he then patrolled left and right between the two sqaures until I got bored of watching him and sent a warrior out. He did not enter my lands to attack when I stood next to him, but decided to attack me when I left my lands to stand next to him.
- Faux pas event did not seem to actually affect my relations -1 with Hannah the Irin, though it was supposed to reduce by 1

Also, I find the 'agent has made a faux pas' diplomacy event to be a bit dull (-1 to relations, no actions possible) ...

any chance of giving an option to do something other than accept this ? i.e. (option 1 = accept the faux pas : lose 1 to relations; option 2 = attempt an apology to the ambassador and either succeed gain +1 relations, fail and lose -1 relations, or insult and lose 3 relations; option 3 = offer compensation to the ambassador , 100% lose no relations, cost sum of gold)
 
I got the event about a bad marriage which said my relations with Charadon should take a hit, but I saw no change in the relations (I still only have modifiers for "you are good" and "you refused to stop trading with our worst enemy").
 
1) Got a CTD after lurchi civ got destroyed by babarians (after i ended the turn)
2) So many babarians intendet ? with raging barbs i had a game where every KI was destroyed by barbs, my girlfriend is playing a game without raging barbs and stacks of 7 skellis happen to her

Thats what i have seen so far
 
One of Pepentach's cities was captured by barbarians and then taken by me. It was too far from my lands to bother keeping and Perpentach and I aren't on the best of terms so I decided to raze the city rather than keep it (return to Perpentach was not an option.) Now Perpentach is mad at me because I razed on of his cities. Is this intentional or a bug?
 
Foro, barbs are also influenced by your map settings a lot. Remember that they spawn in unexplored areas; the more unexplored areas there are, the more barbs you will see.

New bug: I'm getting the "We can switch to Crusade" popup even though I'm not playing as Bannor (I'm playing Malakim)

Kingarthur: which part of that would be a bug? Of course you lose relationship points when you raze one of his cities, what did you expect?
 
Tooltip on Eldar Council in build menus doesn't show +2 research bonus, it does apper to be applied correctly once the the building is completed.

Ditto on Obelisks.
This appears to be the case for all buildings for me - raw output bonuses are not displayed in tooltips, but percentage ones are. The effects apply as usual (3 gold from market, 3 culture -1 gold from obelisk, 2 gold plus 10% from Temple of Kilmorph, etc).
I'm also missing the red fist icon for revolts, as someone reported earlier.
 
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