FfH2 0.25 Bug Thread

Some other issues with Patch K (and others before that).

Some of the problems (bugs?) I noticed were "intermittent", in that they manifested themselves in some games, but not in others. For example, various Civs automatically capturing my cities without a fight, leaving my troops standing outside the city, unharmed! Game crashing or freezing at the arrival of either Basium or the Infernals. How about enemy units entering my giant HN spider's tile without combat or ill effect to either unit? Non-marksman units attacking weaker units in a stack. Not to forget units disappearing mysteriously from cities after a few turns (no combat, and not werewolves or other units that become barbarians after a while) -- this happened to a Commander, an adept, unselected promotions, etc... Getting mana through trade or some of the unique terrain features (tomb of wotzsbucket) and not being listed inside the city screen as an acquired resource -- therefore not being to build some of these wonders as a result of the "missing" mana. I observed these hiccups in one game but not in others.

Usually, I just dump the game and start over, since despite the bugs, I'm still very much enjoying the game! Keep up the good work, guys! (gals?)
 
Hehe i know what you're saying... but isn't that also a problem in an unmodded version of civ? (I've been playing ffh for so long that I can't remember)

Not sure, but you may be right on this one. This kind of problem happened way back where they upgraded CIVIII. It happened before, it can happen again.
 
Maybe the Basium/Infernal problem you describe is the reason why my game crashes. I have a two different saves that both crash when i end my turn. I should try to play a game where i go directly towards creating one of them.
 
The issue here is to make sure Barbatos is nowhere near another Civ.

Would it be possible to place him as a 'starting point' of the barb civilisation? I mean that when civs are placed on the map they are equally placed as far as they can be from each other. Barb civ does not have such 'starting point'. What if they had it? Now there can be lots of players in the game, maybe create a second AI barb player just for that purpose...I know Kael will think something out. I have started one game on a large map and the lich was in my setlers sight range.
 
Had my fouth game in a row with the endless "Waiting for other civs" any word on a fix for this yet?
 
- Sometimes in the diplomacy screen I discover that I am in "peace treaty" with someone although I have never declared war to him. I believe that for some reason the game converts a previous trade in this.
- I have discovered that is possible to invent cartography without writing.
- When as a result of a high value in the AC all the farms are destroyed, AI tend to do not reconstruct them but to their place creates only villages!
 
I am running patch K, playing an arboria map, and inflation right now seems a bit insane, it is up to roughly 120% or more, which is getting close to hamstrining my econ, and i think it is brining some AI to a halt.
 

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- Sometimes in the diplomacy screen I discover that I am in "peace treaty" with someone although I have never declared war to him. I believe that for some reason the game converts a previous trade in this.

That is a BtS feature, you get peace for 10 turns after trading so you wont exploit the AI with it.

- When as a result of a high value in the AC all the farms are destroyed, AI tend to do not reconstruct them but to their place creates only villages!

Maybe the AI player just needs more gold than before? There are many complains about inflation and upkeep.
 
Yesterday I had an incident where food was not used to buid Settlers. I had to remove all plots in the city screen and place them again for it to work. Somehow it must have missed the fact that it was supposed to use it.
 
Maybe the Basium/Infernal problem you describe is the reason why my game crashes. I have a two different saves that both crash when i end my turn. I should try to play a game where i go directly towards creating one of them.

...I like to quote myself. I played a game on the easiest difficulty just to check if this really was the problem, and I created Hyborem with no crash. So i guess this was not the case.
 
- When as a result of a high value in the AC all the farms are destroyed, AI tend to do not reconstruct them but to their place creates only villages!

Same here. It's worse when I forget to reset city growth. Sometimes I block city growth for those cities getting too big. After the blight event, most of my cities lose 30-50% of their pop, dropping from, say, 18 pop to 10. You get the picture if this happened to be a city with its growth blocked at 10.

When getting close to that 40 mark on the Armageddon Counter, I usually keep several adepts with the spring spell to revitalize the land, and make sure all of my workers are standing by (un-automated) to rebuild the farms. Otherwise, as you said, they end up filling the destroyed tiles with cottages. I also noticed that blight also permanently removes some of my resources (wine, cattle, etc).

For some reason, I can't get my Gold income back up to its original level either, even after rebuilding farms. It would be nice if the spring (or some other spell) could restore lost resources.
 
Patch "l" is linked in the first post. It will break save games. It makes the following changes:

1. Fixed the Double Fortify error (was causing OOS errors from combat in multiplayer).
2. Hidden Nationality units can't capture cities or units.
 
Patch "K" - cannons & catapults used by the AI against me don't seem to do any collateral dammage (new BtS feature ?)
Edit: for info attacked units were all HN
- Typhoïd Mary does not seem to slow healing of other stack units, expected -20% penalty as indicated in mouseover
Edit: Arthendain was also present in the stack. Maybe his healing ability prevents TM's negative healing.
 
Oh, so you finally decided that HN units capturing cities was too unbalancing. Good call, although I would like it if they could do a little pillaging when they attack a city (perhaps destroying a few buildings and taking some gold, if not being able to raze it entirely). I'd also prefer if such actions had a chance of revealing the unit's nationality and causing major diplomatic problems (probably a war, plus large negative modifiers with many civs), but I guess we can't get everything we want. Maybe in Shadow you could set up a nationality detection system, similar to how spies are caught.

Now that the HN units can't capture cities, did you make it so units that start with HN can? (the fact that mercenaries can never capture cities, even when declared, is extremely annoying. It is also odd that baby spiders can capture cities while the adults cannot). If not, please do so, at least in Shadow if there isn't another patch (I'm pretty busy now, plus I made a lot of changes after patch k and never play multiplayer games, so I probably won't bother with future patches anyway.)


I'm a little disappointed in not being able to capture units with HN units anymore; how an I supposed to get workers now, build them myself?! ;) Can an HN Baron still make werewolves now? I hope so. Also I think that these werewolves should start with the HN promotion. (It would also be nice if HN summons had the HN promotion and the associated ability to declare nationality. Having hidden nationality status without the promotion is a bit annoying, since its easy to forget which units are HN). If spiders can spawn HN baby spiders, I see no reason not to get HN werewolves (especially since they can turn barbarian and be captured by units with subdue animal, so they could be anyone's)
 
With patch K the Armageddon counter did not go down when my Inquisitors removed the Ashen Veil from captured cities. Nor did sanctify ruins lower the counter. And razing Ashen Veil cities appears to have no effect (they were size 4-6 cities so maybe the counter actually rose one less?) But eliminating Hyborem did lower it thankfully. Soon I will learn if eliminating an evil civ will also lower it.

I had a Pirateship with its nationality declared and when moving onto a tile with another civs ship in it, my Pirate attacked it. Luckily this did not cause war. Also a Pirate with declared nationality was unable to pass through a Fort canal when another civ had units in it. Once they moved I was able to pass through. My Frigates were able to use the canal when the foreign units were present.
 
Yeah, I've had privateers with nationality declared be attacked and destroyed by rival non-HN units several times before (and believe that the same has happened with mercenaries in earlier version, but not with the latest patch). You need to make sure that these units aren't HN without the promotion, or if they are meant to always be HN units, you should note it so somewhere (and probably remove the promotion).


EDIT: I just chacked the XMLs, and as I thought Privateers and Pirates (but not mercenaries, the Black Wind, or animals that start with HN) are Hidden nationality units, not just units with the HN promotion. Therefore they will never lose their HN status, although losing the promotion will allow them to carry non-HN units. It also seems odd that Mercenaries with their nationality declared can still move freely though rival territory, and can't capture cities. I think those are holdovers from before the HN promotion was actually implemented, and should be changed. (It might also be interesting and thematically appropriate to use a negative number in the new <iGoldFromCombat> tag to make fighting battles with mercenaries cost a little gold. It seems like the mercs would demand a little hazard pay. I made this change on my own, but don't have time to test it yet)
 
Patch K... Orthus Axe can be used indefinitely within a single turn. A unit can use it, then another unit can take it and use it, then pass it on to yet another unit and so on. In SP games we can just avoid this exploit, but in MP games this could be a real problem.
 
I got back to playing civ4 only yesterday.

Dunno if there has been similar erros in the earlier versions, but the game crashes and the screen goes back to the desktop when I'm trying to start or load a game.
I've installed the Ffh mod .25 with patch 'l' and the media pack.
Playing Beyond the sword with other mods doesnt cause crash, so I guess I'm having problem with Ffh.


Here is the error message i'm getting.


AppName: civ4beyondsword.exe AppVer: 3.0.0.91 ModName: cvgamecoredll.dll
ModVer: 0.0.0.0 Offset: 00121e40
 
I don't think this has been reported. There is an event about bandits pillaging farms. The event allows you to either
  • pay 10 gold to hunt them down
  • use a warrior (immobile for 2 turns) to hunt them and loose 5 food
  • do nothing, loose 5 food and the pillaging event can come back
Well, no matter what i choose, the event keeps coming back. Paying 10 golds, the event comes back the next turn. Using the warrior, the event came back a dozen turns later :mad:
Either the event is buggy, or i have really some bad luck. The event always happens at the same farm, near the capital. So i would rather think it's buggy.
 
The Bandit event is a standard BtS event. But I have noticed that the event comes back on the same spot no matter what you selected, not always but sometimes. I think that this event can sometimes (but not always) get stuck somehow, BtS or FfH.
 
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