FfH2 0.25 Bug Thread

Did you kill Hyborem before that? If he dies his civ loses the traits.
 
He won't lose any traits in BtS FfH (well, unless you change that yourself, like I did). This hasn't been implemented yet. Pre-BtS, he would lose all but fallow.
 
heho i noticed some things during extensive playing (hope they haven't been mentioned before)

- the dwarves have lost their dwarven vault. i assume this was intended but it's a great pitty as it gave the race something special...

- i do never find the red dragon in his city. he is always wandering around, leaving the dragon hoard guraded by some orc warriors only

- requirements for grand menagerie are too hard. it is - at least for me - nearly impossible to get all five animals without cheating, and i am playing 'double animals' games. usually most of the animals are gone when my first hunter is able to tame them. especially tigers and gorillas are hard to find

- spiders seem not to create baby spiders after sucessful battle. was this feature deleted or is only the chance to create such a baby spider very very very low?

- ancient watch towers cannot be removed anymore? that means you cannot improve the tile...

- the chance for werewolves becoming barbarian is very nice but then there seems to be a problem with creating new werewolves. are there some races that cannot become a werewolve? at least my baron was unable to 'recruit' any dark elves

- turning the desert/flood plain tiles into plain/flood plain by genesis seems to be very (too) powerful. if this is intended why isn't it working with 'spring'?

- what is fairy wind supposed to do?

- what is the function of the huge stonehenge looking improvement? it doesn't give any bonuses
 
- what is the function of the huge stonehenge looking improvement? it doesn't give any bonuses

Yet, it is saved for future releases, maybe even now in Shadow.

- what is fairy wind supposed to do?

It adds +1 move point to a ship [the caster has to be on the same title to cast it.

The rest was addressed in this thread, if you have time then you can find the answers your self here :P Mostly it will be that this is an 'in-development-phase' product. Wait 2 weeks and then you will get 'Shadow' probably will new bugs but also with most of this problems resolved.
 
heho i noticed some things during extensive playing (hope they haven't been mentioned before)
As noted, most of them have. Briefly,

- the dwarves have lost their dwarven vault.
They have? Only the Khazad get it - you weren't playing Luchuirp by any chance?

- i do never find the red dragon in his city.
Actually he gets disbanded for some reason. Reported many many times and fixed in Shadow.

- requirements for grand menagerie are too hard.
There's at least one whole thread for this one. One of the design contest entries was designed to address this - go vote for it :P

- ancient watch towers cannot be removed anymore? that means you cannot improve the tile...
Deliberate, I believe.

at least my baron was unable to 'recruit' any dark elves
He was probably Hidden Nationality - need to declare it to get werewolves.

- turning the desert/flood plain tiles into plain/flood plain by genesis seems to be very (too) powerful. if this is intended why isn't it working with 'spring'?
Working as intended. Spring is available too early for this powerful effect, unlike Genesis which is deliberately expensive for this very reason.

- what is fairy wind supposed to do?
Fair Winds boosts ship movement, and has a chance to wear off. Fairy Wind would presumably be the smell that hangs around mushroom rings.

- what is the function of the huge stonehenge looking improvement? it doesn't give any bonuses
It's taken from AoI, and will probably be an event trigger or some such in Shadow or (almost certainly) in Ice.
 
A couple of things. This thread is getting pretty long so maybe some of these came up before.

1) Building pirate coves with Lanun workers causes CTD.

2) While playing as infernal, the game seems to constantly want to advance to the next turn, often before I am ready.

3) As infernal, if Dis is captured or destroyed no manes can be created. Is this intentional?
 
2) While playing as infernal, the game seems to constantly want to advance to the next turn, often before I am ready.

Thats because your settings are set to standard (dont wait at end of turn). It fixes itself if you save and reload.
 
just out of curiosity: if you're playing OCC, summon Hyborem, and switch to him... will the infernals be OCC aswell? or is that option resetted aswell
 
Hi Kael and team,

Hate to clutter the thread with this, but the only answer I could find is one I've already tried. I've got the .25 version of FfH2, patch l, version 3.13 patch of BtS, and the media pack for FfH2, but when I start a game it crashes out before the map loads.

As far as I can tell, everything is patched to its latest version and every optional component is installed. Everything is installed in its typical place. I'm running Windows XP Media Center Edition with Service Pack 2. I've not had any difficulties with regular BtS or other mods.

This mod sounds even better than original Civ4/BtS, so I'm eager to try it. I really enjoyed Age of Ice in the BtS expansion. Any suggestions on where to go from here?
 
Totally sure. It was the first thing I installed, then I installed the patch, then I installed the media pack. On all of the installers I left the default path, and Civ4/BtS are installed in the default location. I might try reinstalling the mod and patch from scratch just to be certain, though.

edit: Reinstalled, same steps ... same result. FfH2 comes up and I can select a civ/leader, but when it reaches the "Setup Map" part, it crashes.

edit 2: Also checked to make sure the 3.13 patch for BtS went in okay. The installer claimed the patch was already there and running it again would have no effect. So I guess that's not the problem. Just in case I was missing something obvious, I downloaded one of the FfH2 maps (Land of Dragons) and tried to play using it, but had the same problem.
 
A crash when the map loads means that BtS 3.13 isn't applied.

To check load Fall from Heaven and from the main menu go into Advanced -> About this Build and check the "Civ Version" information.
 
Hey Kael,

Just checked it and it says:

Civ version: 313
Save version: 301
Build version: 3.0.0.91 (74697)
Build date: Thu Jan 28 14:37:52 2007
Build: FINAL RELEASE
Mod: Mods\Fall From Heaven 2 025

And it warns me that applying the 3.13 BtS patch won't have any effect when I try to do so (though I CAN reapply the patch, it just claims the patch is already there.)
 
Hey Kael,

Just checked it and it says:

Civ version: 313
Save version: 301
Build version: 3.0.0.91 (74697)
Build date: Thu Jan 28 14:37:52 2007
Build: FINAL RELEASE
Mod: Mods\Fall From Heaven 2 025

And it warns me that applying the 3.13 BtS patch won't have any effect when I try to do so (though I CAN reapply the patch, it just claims the patch is already there.)

Yeap, that all looks correct. Im not sure whats going wrong.
 
Argh ... I just went back to play a game of Age of Ice, and now that's not working either. So I tried Final Frontier and that's not working either. So I tried a regular game of BtS and ... surprise ... not working.

This must have something to do with the 3.13 patch, which I didn't apply until last night when I was first trying to get FfH2 to work. Ever since I applied it, I can't get anything to work. Looks like I need to wipe BtS (or BtS and Civ4) and reinstall.

So, not a FfH2 problem. Sorry!
 
played as Perpentach in a hotseat game last night. Perpentach had his traits change 6 times in the first 27 turns and 20 times in the 228 turns we played. That was not just insane but pretty unplayable. my friend meanwhile played the Malakim and his adaptive trai never changed once in those 228 turns/
also, I had Loki take away a city from Tebryn Arbandi 2 turns after he founded it, 2 turns later a barbarian warrior came along and attacked Loki, permenantly killing him and capturing that size 1 city in the process. He had all 7 hexes available to flee into, yet he still died.
 
As far as I can remember you can keep the automated workers from building over mana nodes if you disable the setting that automated workers build over existing buildings.
 
kidcarson: He could have been sacraficing population for production maybe. I don't do it myself, so I don't know if you are allowed to drop yourself all the way to population of 1.
Sure you can. Slavery is a very important part of strategy in Vanilla.
 
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