FfH2 0.30 Bug Thread

In the voting window for the Overcouncil the title mentions "Secretary-General" and "U.N. Resolution".
 
the sidar specalist bounus shows up on the right of the screen where the specalist is
but the top right only shows "+3 from specialists" not +4, so you dont acually get the bounus
 
Using the Overcouncil I put forth the motion of Defensive Pacts. Every civ gained DPs with every other civ... except for Cassiel. I wonder if its because he was a Vassal of Perpentach? Or because he voted no? He and I were the only members on the Overcouncil. Cassiel, Einion Logos, and I were the only good or neutral civs. We all three had Empyrean within our borders, but I was the only one to adopt it. All the other civs were Evil.

Shouldn't the Evil Civs have been excluded from the DPs... and all Overcouncil decisions?
And shouldn't Council decisions only apply to civs who have adopted it?
 

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The tiles are too dark. Can't even see the difference between jungle and trees in many cases. If this is intentional, i'm screwed. I've been waiting for this but can't play it. Tried to reload the blue marble but it locked up. Bottom line and prayer: Please revert tiles to ffh .025. Was bright and fun. Else tell me how to do it. The ambience of shadow is not accomplished by dark tiles, but by dark strategy, religions and units which has been achieved. The game deserves to bright and readable. Please tell me which files to revert to. Thank you, anyone.
 
Settler cost is 100 hammers higher than it should be. This problem existed before in Planetfall too. Ellestar says it's because "It adds a value returned by a CvPlayer.cpp CvPlayer::getNewCityProductionValue() C++ function. It was added in BtS so to make a Settlers in later starts cost more."

Don't know why only I am getting this though. :confused: (I'm not using later starts) At least I assume other people would have mentioned this if they experienced this issue.
 
Hi there,

allow me to begin with the obligatory praise. Awesome mod, I didn't expect any less from you.
Doing my duty as beta-tester, here's some bugs I noticed:

> I upgraded a privateer to skeleton crew, it still wouldn't carry any cargo
> the computer players in a multiplayer game didn't research religions until turn 784
> the computer players don't upgrade their units as fast as they could
> the great general didn't appear although the combat experience counter was advanced enough
> in this mp game I play Sidar, my friend plays Svartalfar. For no obvious reasons we suddenly got an OOS error (please see attached file)

Cheers, keep up the good work,

bluepescadero
 

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I can build unlimited crossbowman and they have strength 9/13. Shouldnt they be national units?
 
Settler cost is 100 hammers higher than it should be. This problem existed before in Planetfall too. Ellestar says it's because "It adds a value returned by a CvPlayer.cpp CvPlayer::getNewCityProductionValue() C++ function. It was added in BtS so to make a Settlers in later starts cost more."

Don't know why only I am getting this though. :confused: (I'm not using later starts) At least I assume other people would have mentioned this if they experienced this issue.


I just kind of assumed that settlers were f*in expensive.
 
I love the mod, but it's been reverting to insanely tiny map sizes when I choose Standard/Large/Huge. I did a search for this issue that pulled nothing up, can anyone help?
 
Haven't seen this on the board, though I'm amazed. Big problem with Hippus's World spell.

Warcry allows boats to travel onto land, and land units to travel over water. Somehow Blitz was switched out with "Allows the Unit to Travel over Water Tiles".

Hilarious, but not intended :). My poor worker got destroyed by a galley...

Also, elven workers can't remove jungles. They'll get stuck in an infinite loop if they're automated and trying to remove them.
 
> I upgraded a privateer to skeleton crew, it still wouldn't carry any cargo
I think you have to declare nationality to hold non Hidden Nationality units.
Shouldn't the Evil Civs have been excluded from the DPs... and all Overcouncil decisions?
Yes, I think this is a bug, also you shouldn't be able to stop wars against council members unless they are BOTH council members, imo.
 
Ok so I was messing with FFH2 yesterday trying to get it to work, all it was doing was showing normal BtS when I loaded the mod. I had it in the right spot, in with final frontier and age of ice. I had the patch installed, both 3.13 and patch 'a'. So I uninstalled BtS, also always tell it to uninstall game patches it messes up the .dll file, and reinstalled it and tried again. Still didn't work. So I deleted the FFH2 directory and installed it again without patch 'a' and it still didn't work. I wanted to see if this was a rare but known issue before I uninstall beyond the sword again and delete its entire folder so it will be a fresh start and what not.
 
The spell for the upgrade for blood pet (i don't remeber the name of the unit) does not seem to be working property... the description says that the unit have a 75% of chance of diying the next turn, i had used it almost 10 times and none of my units had died, or i am vvverrrryyyy luck, or it is not working :)


Another thing that i don't know if it is a bug, but does not seens right is that guild that help a civ that is being invaded by giving units.... it give units to you too if you conquer the city, and actually make the invasion easier than if it was not there, as you dont need to let units behind to protect cities, the guild gives to you and the sumons stays there for 4 turns, sufice time for you to get units from your cities....
 
Played Svartalfar/Council of Essus. At one point, I could select units but could not actually do anything with them -- such as moving them, fortifying, healing, etc -- or ending my turn for that matter. See save file below.

I'll also second another poster's opinion that the darker terrain tiles generally make it harder to see details.

I suppose due to all the added features, the game now seems much slower than its previous version.

Had a lot of fun with the new stuff. Thanks for all the work and the speedy patches!

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EDIT

Never mind the frozen game issue (my first paragraph). I must have inadvertently touched the pause button, which caused the effect. No bug there after all.
 

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Got stuck where I could not change Compassion or Membership civics unless I also changed my government civic. I could click the appropriate civics, but unless I chose a new government the revolution wouldn't happen.
 
Ok so I was messing with FFH2 yesterday trying to get it to work, all it was doing was showing normal BtS when I loaded the mod. I had it in the right spot, in with final frontier and age of ice. I had the patch installed, both 3.13 and patch 'a'. So I uninstalled BtS, also always tell it to uninstall game patches it messes up the .dll file, and reinstalled it and tried again. Still didn't work. So I deleted the FFH2 directory and installed it again without patch 'a' and it still didn't work. I wanted to see if this was a rare but known issue before I uninstall beyond the sword again and delete its entire folder so it will be a fresh start and what not.

did you install the normal 0.30 mod file? the correct order is civ 4 => bts => 3.13 = > FFH 0.30 = > patch a. missing any of these steps probably causes the game to malfunction ;) if you missed 0.30, just download it (link should be in one of the 0.30 forum files, first page), then install patch a in the same place you've installed 0.30 (should be your normal BTS/mods folder, the FFH installer requires you to select the BTS/mods folder, no need to select any additional FFH directories).
 
I'm having a large problem with this mod.

It's installed in the right folder, but i still get the "GFC error: failed to initialaize the primary control theme" error. I even uninstalled and reinstalled the game and the mod, but that has not worked either? Any tips on how to get this thing going?

Ah, nevermind, it appears that like last time, i only downloaded the patch and not the main mod. Easy enough to fix though.
 
In the Gambling House jackpot events, the "pay from our treasury" and "dissolve the GH's assets" options have their texts/effects the wrong way around.

Also, fighting the Calabim, and the Vampires appear to be doing something strange like clone themselves (they're down to one city and every turn a new vampire throws himself at my troops and dies), and floating the mouse over them it says "will die in 4+ turns.
 
Had a problem where Alkazan the Assassin's mirror images were making mirrors of themselves...
So every turn, each mirror image resurrected itself, and a new Alkazan clone entered the world. The number stopped increasing once I slew the real Alkazan, but the mirror images would have survived indefinitely had I not hunted them down.
 
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