FfH2 0.25 Bug Thread

I cant load this save without a crash, what version is it?

It is patch F, to make sure I checked the dragon's hoarde and it give enchanted blade instead of mithral. It was on BTS and CIV IV both installed from CD.

I'll attach an earlier save (about 10 turns before, but you should be able to run Valin up from somewhere if you can load it), as well as a screen(though that won't do much for you). Let me know if I can do anything else to help.

Edited for proper picture
 

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It is patch F, to make sure I checked the dragon's hoarde and it give enchanted blade instead of mithral. It was on BTS and CIV IV both installed from CD.

I'll attach an earlier save (about 10 turns before, but you should be able to run Valin up from somewhere if you can load it), as well as a screen(though that won't do much for you). Let me know if I can do anything else to help.

Edited for proper picture

Weird, I even reinstalled 025 and patch f and I still cant load your saves.
 
I don't know if it makes a difference, but my install pathway is different than normal. When BTS installed itself, it went to
C:\Documents and Settings\Jeff\Application Data\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword
rather than
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword

Even when I copied all the BTS files to the Program Files section, I couldn't run it from there. I have copied all the FFH files, as well as each update of the assets and python to the application data part. I am not sure if that is why you can't load it. I am not a computer person, so if there is anything I can do to help, let me know explicitly what to do.
 
I have the same path as you jwin, and it crashed for me to.
 
playing sabathiel big-small map 6 random players;
a mutated barbarain spawned within my borders when i created a warrior;
next turn should spawn on load.

i am using .25 patch f media mod.

also about 30 turns later i build a road to my insence with plantation, but the insence is not appearing in my city resources.
 

Attachments

I'm having a consistent problem with Zealots being changed to another disciple unit while they are being built. This starts happening around turns 300-400 of the game. So far, this has been happening with different civs. The latest is with the pirates -- I pick a zealot for a city build, and at the beginning of the following turn I can see the zealot icon in the city bar switching to cultist. Picking different cities does not make any difference (I use patch f).
 
Ambreville said:
I'm having a consistent problem with Zealots being changed to another disciple unit while they are being built. This starts happening around turns 300-400 of the game. So far, this has been happening with different civs. The latest is with the pirates -- I pick a zealot for a city build, and at the beginning of the following turn I can see the zealot icon in the city bar switching to cultist. Picking different cities does not make any difference (I use patch f).

It's fixed in the next patch:

Patch "g": (unreleased)
...
6. Non-obsolete units won't be upgraded in the production queue.
 
The traits passing on between games issue is still broken (FfH 0.25 f). I think it was supposed to be fixed in patch b... I started a 2 player game as a random and got Doviello with the barb trait. We decided to restart and I got Sheaim. In the course of that game, I was allied with the barbs. They would walk through my cities as if we were allied and I could not destroy the ruins.

Great job btw Kael and the rest of the FfH team! This is my first post so apologies if I missed something.
 
It's fixed in the next patch:

What you referenced is not the issue that I described. I'm not talking about a unit that is not being upgraded during build. I'm talking about the zealot forcibly changed to something else.
 
I'm having lots of issues not with 3.13 not specifically related to FfH but I have found in the logs while looking for my video problems instances where AI is stuck in infinite loops.

Do you want that information? And if so what? It BSOD and rebooted so no save available. I'll turn auto save up to 1 turn if you want the save if it happens again. Also I have the MPLog.txt if you want it.
 
What you referenced is not the issue that I described. I'm not talking about a unit that is not being upgraded during build. I'm talking about the zealot forcibly changed to something else.

Ghost Ranger is right, the game is "upgrading" them when they are in the process of being built (ie: in the production queue) because it sees that there is a new version available and it assumes you would prefer that version. I disabled that check on non-obsolete units to fix it.
 
I'm having lots of issues not with 3.13 not specifically related to FfH but I have found in the logs while looking for my video problems instances where AI is stuck in infinite loops.

Do you want that information? And if so what? It BSOD and rebooted so no save available. I'll turn auto save up to 1 turn if you want the save if it happens again. Also I have the MPLog.txt if you want it.

Yeah go ahead and link it, I'll gladly take a look at it. Make sure to incldue the verison and patch you are using.
 
First off I want to say great mod. I have been playing as the Ljosalfar and so far I have not had really any problems beside the crazy inflation. I am at turn 536 and with 0 research I am barely staying in positive gold intake. Besides that I had my first error that closed my game. I am trying to find the cause or replicate it before I post a save. I loaded my auto save and so far it has not repeated.
 
I updated to patch "g" in the first post, it will break save games and makes the following changes:

1. Fixed an error with Graft Flesh.
2. Fixed Hotseat play.
3. Governors Manor's now provide +1 hammer per unhappy population.
4. Fixed an error with the Inquisition spell.
5. Added a unitclass prereq for spells (all inquisitors can now cast inquisition).
6. Non-obsolete units won't be upgraded in the production queue.
7. Fixed an issue that could cause a unit to start mutated even when mutation chance was 0%.
8. Units won't re-mutate on upgrade or conversion.
9. Pool of Tears now removes poisoned correctly.
10. Fixed the FFHAddPopup error on the civics screen.
11. Rewrote trait code to resolve Adaptive and Insane OOS's (needs tested).
12. Reduced inflation across all difficulty levels.
 
Just downloaded, so that's fixed.
Please note that this will break saves on the first page!
 
Is it normal that 'Governors manor' gets a +1 happy face when the calabim uses social order ? :confused:
 
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