FfH2 0.25 Bug Thread

A quick question - am I supposed to be able to give cities over to my ally (team member who is a human) in Civ4/FFH2 at all? When playing with a friend that option never appears, but playing with an AI I can ask him to give me cities and give him cities, etc..
 
Okay, how do I kill Loki? I just completely surrounded him, attacked, and he retreated THROUGH my units. Yes, he appeared 2 spaces away. What is with that?
 
Got my first real bug! I don't think this has been posted before. The money system has stopped working: regardless of what my income is said to be in the top left corner of the main game screen, I always gain or lose about 10 gold. It makes no difference what the tax/research rate is set at, I always gain or lose the same small amount.

I saved the game, but I don't know how to post the save.
 
And why do you need to be neutral to make druids?

Druids are the neutral man's (or woman's) paladin or eidolan (sp?). The beauty (although it doesn't make sense) is that you get to keep any and all of the above if you change alignment after they've been created.
 
Working as intended. It's pretty much impossible to kill Loki. He is a god, after all... :lol:

You can kill Loki. Just wipe out his civilization. ;) But you must admit, he's not the most powerful hero unit in the game, so his relative immortality is fairly fair.
 
In the right situation Loki can be the most powerful unit in the game. I've used him to singlehandedly capture cities that were full of battle hardened veterans... without having to declare war. Just bribe a civ to war with a neighbor whose resources you desire. Gift them units and point them in the right direction. Then sit back and wait for the city to fall. Then move Loki in while the city is in revolt and the city will soon be yours. I've not done this much, but I don't think it has ever failed me.
 
Hello,

I keep getting a Bad Memory Allocation error; every few turns my game CTDs. :(

The last time I got this from Vista after the crash:

"Runtime Error

"R6025
"-pure virtual function call"

I'm running Patch "l", v.25, with 2GB RAM on an Nvidia 7300GS. (I got another gig of RAM after this started, but I'm still getting them.)

I'm also playing on OZZYKP's Erebus Map, so perhaps I should report it there?

I also crash EVERY time I try to load from within the game.

I hope someone can help, cuz this great mod is getting to be virtually unplayable now. :cry:

Thanx.


Jeff
 
Just a few notes that I don't think I've seen mentioned much:

My workers keep building forts, mines, etc. on top of already built mana nodes, usually right before I'm about to complete a tower.

Adventurers don't get any free xp after 100 if you upgrade them to arcane units.
 
Just a few notes that I don't think I've seen mentioned much:

My workers keep building forts, mines, etc. on top of already built mana nodes, usually right before I'm about to complete a tower.

Adventurers don't get any free xp after 100 if you upgrade them to arcane units.
do you have the "workers leave old improvements" option ticked off?

I think I noticed something similar with Corlindale a few days ago with regards to arcane units experience, but it may be that I didn't give him enough time (around 20-25 turns I think after he reached 100xp).

Also, my last 2 games (both huge pangaea) have had no reagents - do people have any suggestions apart from worldbuildering?
 
Free XP stopping at 100 works as intended and like it has for a long time.
The same is true for XP from barbs or animals. You won't get over 100 if you don't fight "real-stuff".
 
While I had a army standing in fornt of Acherons city, a vasall of mine intented to attack the dragon with an catapult. As he tried to move this catapult on the same tile my army was standing, the catapult attacked my stack of units! Consider, dispite of this attack no war was declared and the attacker stayed as my vasall. This continued in two following rounds, because the catapult withdrew every time.
So what actually has happend is, that the AI tried to move it's unit on the same tile, but kept jsut attacking me trying to do this, but with no political conequences.

EDIT: Alright, this whole thing got even more weird.
1st I noticed that every time the cdatapult attacked, it only attacked my priest, even though there were stronger units inside of the stack.
2nd I finally got Acheron down an intended to send this priest to another city. So I moved all my units off the tile hoping that my vasall would just move his freaking catapult there und leave my priest alone. But he just continued attacking my priest, even the unit moved to another tile.

So to sum this up: The AI is hunting with a catapult a priest of mine not giving a pap that this AI is actually my vassal. The solution may be easier, then I think, but that seems pretty weird to me :crazyeye:
 
you sure the priest wasn't built in a council of esus city, thus having hidden nationality?
 
Hello,

I keep getting a Bad Memory Allocation error; every few turns my game CTDs. :(

The last time I got this from Vista after the crash:

"Runtime Error

"R6025
"-pure virtual function call"

I'm running Patch "l", v.25, with 2GB RAM on an Nvidia 7300GS. (I got another gig of RAM after this started, but I'm still getting them.)

I'm also playing on OZZYKP's Erebus Map, so perhaps I should report it there?

I also crash EVERY time I try to load from within the game.

I hope someone can help, cuz this great mod is getting to be virtually unplayable now. :cry:

Thanx.


Jeff

I don't think the map works with BTS.... Not yet at least. It should be ready soon, but I'm not sure whether or not that is the cause of the problem.

I had a bug too, probably already reported, but I built the Mercurian gate and switched to them, and now the game is just stuck on "Waiting for other civs". It isn't frozen, but the turn won't advance at all.
 
I had a bug too, probably already reported, but I built the Mercurian gate and switched to them, and now the game is just stuck on "Waiting for other civs". It isn't frozen, but the turn won't advance at all.

Are you sure you are using the latest patch? This problem should be solved since "d" (according to the patch-notes).
 
you sure the priest wasn't built in a council of esus city, thus having hidden nationality?
Well, that the priest got hidden natiionality is the solution, as I already figured out by myself, though I don't get why :confused:
Is this Council of Esus thing not supossed be comming with shadow, so how could I have it within the city?
 
in 0.25, coucil of esus is a wonder, granting hidden nationality to all units built in the city (including heroes!). In 0.30, it'll become a religion. If the priest was the only unit in the stack with hidden nationality, it'd be the only unit which was available to attack. In fact, the AI seems rather determined to whipe out all HN units it comes across, up to the point of sacrificing it's only city defender in an attempt to take one out.
 
do you have the "workers leave old improvements" option ticked off?

I think I noticed something similar with Corlindale a few days ago with regards to arcane units experience, but it may be that I didn't give him enough time (around 20-25 turns I think after he reached 100xp).

Also, my last 2 games (both huge pangaea) have had no reagents - do people have any suggestions apart from worldbuildering?

I have always had the "workers leave old improvements" option unchecked, but I never had a worker build anything but a road on a developed mana node before 0.25. Since 0.25, it happens 3-4 times per game.

And the issue with the adventurers is not the free xp stopping at 100, its that the adventurer arcane units stop getting xp at 100. I'm pretty sure in long games I've had non-hero arcane units getting more xp than 100 without fighting. This last game I played about 350 turns after getting 100 xp without getting any more.

And also, when starting during the medieval era with the calabim and the balseraphs I started with two Barons in addition to all of the other units. A quick check in the worldbuilder showed everyone else starting with two longbowmen instead.

two_barons.jpg
 
I am using patch 'l' and the Soldiers of Kilmorph seem to be being replaced by Paramanders now that I can build them. Is this intended? The discription and wiki still state that Soldiers of Kilmorph do not expire.
 
Back
Top Bottom