FfH2 0.25 Bug Thread

I don't think this has been reported. There is an event about bandits pillaging farms.
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.

Unfortunately, once a tile is hit with a bad event it seems to just keep on getting hit. Whenever I play dwarves I almost always have a mine just outside my cap. that gets hit by a mining accident every 20ish turns. Pretty darn regular and dependable time counter, but quite the resource drain (and you would think dwarves immune to such events!).

For example, various Civs automatically capturing my cities without a fight, leaving my troops standing outside the city, unharmed!

This was normally from HN units, so hopefully is now fixed with them no longer being able to capture a city. But if they can still ATTACK a city, then it might continue to occur :(


How about enemy units entering my giant HN spider's tile without combat or ill effect to either unit?

This one is because the spider is an invisible unit. Only scouts and other recon units can see it, so only those units can actually interact with it outside of your choosing. Far as the computer saw things, there IS no spider there.
 
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
Looks like you don't have the BtS-patch 3.13. Try upgrading your BtS-copy as FFH 2.25 needs this patch.
 
So I had started to live with it but now I'm getting annoyed. All the character models in the game keep switching back and forth between there new FfH skin and the original Civ skin. Its really frustrating when my Treants and Giants are just over sized scouts and my Adepts turn into incan quecha. Is there any way to fix this?
 
Turn off frozen animations.

Apparently modders don't have the ability to create frozen animations, so when they freeze they revert back to vanilla units that they are based upon. It took me a while to realize this too, then I forgot about it once BtS came out, and it tok we a while to fix it again.
 
You can not build farms on hell terrain, but you can have working farms if they where already there. Bug or feature? In any case it is inconsistent.

Disallowing farms on hell terrain is very harsh, even for the evil veil worshiping civ who caused it. We all know the grim reaper carries a scythe, but why? Because he works on a farm!

edit: not true, see below
 
I'm pretty sure you can build farms in hell, but not with Hyborem's demonic workers (they can't build farms anywhere, but he can't use food anyway so that doesn't matter)
 
Ah, you are right MagisterCultuum, the real issue is that the farms don't spread irrigation, so you can't build a farm next to another farm.
 
I was just playing a game as the Calabim. There were 2 continents and I ran into an issue, none of my Vampires, Runes priests (forgot there names) nor my single Adept could get into any of my boats. All other units could, I'm not entire sure if it was because of Vampirism promotion or had to do with spellcasting because they were all vampiric and all casters. @_@
 
Hmm...I don't suppose that both the boats and all the other units you tried were HN units (probably from the city with the Council of Esus, unless you just happened to be using only privateers and mercenaries), were they? HN boats can carry only HN units. This is intended, but not well documented.
 
The boats were indeed hidden nationality. I had brought over about 30 mercs to test out the waters and soften up before I declared. When I declared they just so happened to sink the frigate carrying my initial city capturing units so I sent back the rest of the fleet to pick up the vampires. It was an odd coincidence that all my non-casters were HN, but then again they were built probably 1-200 turns after the rest of the army. XD

Anyways, thankies for clearing that up for me. ^^
 
playing .25L Basalphs

Incence is not showing up in the city screen, nor providing the +1 smiley for the Pagan temple. Regents are also missing from the city screen. Calander/Plantations have been researched & built.
 
Both resources require an aditional tech. Incense requires philosophy and reagens knoledge of ether iirc.
 
Only place it states the tech needed for Reagents and Incense is on the map before you build your plantation, so find an unused one if you need to verify which tech you need.


As for other bugs: HN scouts cannot Subdue Animals. Probably pretty rare that people will run into this one, but worth noting IMO (especially if it winds up also being a problem later with invisibility)
 
Are Spider Pens working in 0.25l? I have a giant spider, all the techs, and I have not been able to build it for the whole game length.

Was it captured as a spider, or was it one you grew? I'm pretty sure you can only build spider pens with spiders captured from the wild, not ones you grew from hatchlings.
 
? how would the game know the difference? they're aren't separate units for the two types. I know you could never build pen with the babies, but once they mature you could. From what I've heard, it is simply broken/not implemented yet.
 
Are Spider Pens working in 0.25l? I have a giant spider, all the techs, and I have not been able to build it for the whole game length.

You're right, you cant build spider pens in 0.25. I'll fix it in 0.30 ("shadow").
 
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