FfH2 0.30 Bug Thread

Are Kuriotate settlements supposed to build nothing at all? I remember in version 0.23 they could at a minimum build wealth, research, and culture, and I think one or two buildings as well. Now they can't build anything. If that's intended, that would be helpful to know, and possibly update the 'pedia.
 
To the OOS again.
Rehosting the whole Game (Host rehost too) helped to overcome it, but still dont know whats the cause, again (in a 3rd Game) it was between Round 160-170 when it comes. Founding one of the new religions didnt do OOS this time, so maybe at the first time it was bad luck.
 
captured workers do not keep their previous civ's traits (EG captured elven workers can't build forest improvements and captured normal workers, when you are elven, can)
 
I've seen forests and cattle and deer on desert tiles, right at the start of a game.

If you disable (early) religions you can still research the prerequisite techs, is that really necessary or could they be made unavailable?

I got the ratcatchers' guild on turn 14; not exactly sure what it does yet, but I'd like to think that my cap starts out relatively safe.
 
"GFC error: failed to initialaize the primary control theme" error loading the mod. You will recieve this error if FfH isn't installed in the correct location (under Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods). If you don't have Civ4 installed to that location just make sure the FfH is installed in the same directory as Final Frontier, Age of Ice and the other mods that came with BtS.

:mad: I downloaded FFH2 and this error came up so I used the Program Files solution and it wouldn't show up when I tried to load it from the menu. Then I tried the other solution (putting it with the other mods) and it did show up but I got the error again:mad:
 
I seem to be having trouble group-selecting units that have Hidden Nationality. Playing as the Svartalfar, I built the Pact of the Nilhorn and found myself unable to select the resulting Hill Giants as a group. CRTL-click, ALT-click, and SHIFT-click on their icons all do nothing.

However, if I have the giants declare their nationality, I can properly group select them.

I have the latest, .30a patch.
 
i have the same problem as the previous post...

in addition, something must be wrong with the automated workers... they seem to prefer to build forts everywhere, even on already improved resources...
 
Bugs:

  • Evil civs (at least Svartalfar) can adapt Public Healers
  • Castles (and probably citadels) on a resource do not grant that resource
Maybes i.e. possibly as intended:
  • Djinn do not get random spells anymore
  • Corlindale can not build mana nodes
 
Animals are not respecting the barbarian trait.
Definitely intended.
I seem to be having trouble group-selecting units that have Hidden Nationality. Playing as the Svartalfar, I built the Pact of the Nilhorn and found myself unable to select the resulting Hill Giants as a group. CRTL-click, ALT-click, and SHIFT-click on their icons all do nothing.

However, if I have the giants declare their nationality, I can properly group select them.

I have the latest, .30a patch.
I've responded to this one about 68 times by now I think. I'm 99% sure this was a workaround to prevent a spinlock when the AI grouped HN and non-HN units together, and as such you're likely to have to live with it.
in addition, something must be wrong with the automated workers... they seem to prefer to build forts everywhere, even on already improved resources...
If the resources are outwith your cities' fat crosses that's actually optimal behaviour for the AI since it helps it defend the resources, at least on the assumption that the fort will grant access as it does in BtS; that may not be the case. I'd suggest putting it to the Wiser Orcs guys as a suggested fix when they get round to Shadow - only do this if the AI/player has at least one source already and outside fat crosses of the player's cities.
In the meantime, the options menu contains a "Automated workers leave old improvements" option which is your friend.
 
Up until the point which Basium builds his National Unit limits, I can exceed mine by upgrading within his borders. So I checked it out via the World Builder and discovered that this happens with all Teams and Permanent Alliances. But not with Vassals.

When Basium is summoned, all of his allies units are pushed out of the city.

When a Permanent Alliance is signed, units are pushed out of the civs borders.

Immediately upon capturing the Veil Holy City the AC is increased by 5. When it is razed the
AC is decreased by 6. So in actuality, razing the Veil Holy City only lowers the AC by 1.

The Pillar of Fire spell targeted a stack of 4 Workers instead of a Beast of Agares,
or 2 Champions fortified within a city. The spell had no effect on the Workers.

After building a Training Yard I could no longer build Malakims Radiant Guards in the city.
 
Like someone else already wrote, settlers seem unbelievably expensive. Took me forever to build one. First I thought it had something to do with me playing an epic game, but after I read around in the forum a bit I thought maybe it's better to put my weight behind a petition for a closer look at this "problem".

I noticed this, too, playing Sidar. At first I thought it was just the End of Winter option affecting available food and hammers, but, nope, that wasn't it. Settlers seem about twice to thrice as expensive as they should be.
 
Im not sure if there is a bug, Im just really unlucky, or the description is a little off, but what do you have to do to get the Circle of Gaelan? In two games I've gotten the first rebelious apprentice event but never another one after it (I've let him try his experiments as it says in the civlopedia).
 
Feel free to play with the save I've attached then. The difference is I didn't get FoL, Keelyn did. (She hasn't spread it yet but she has a disciple of the leaves in her capital. Next turn she'll convert.)

The reason she got it is the talanted star at carnival event. The fourth option will give a disciple of the leaves even if the religion hasn't been founded yet.

*edit* The problem is the event calls canApplyCarnivalStar4 but the function is called canApplyCarnivalPerformer4.

I am reasonably certain that this is what happened to me. I got an event, chose an option, ended up with a Disciple before religion was founded etc. etc.
 
Chalid seems to be doubling his affinity bonus when I get a new or functional city. Let me explain, not throughout the game, just at this one saved point. I just took a city and its in riots, but the turn the riots stop from an ecclaistic he goes to +29 fire, or if one of the dwarf cities culture flips to me, he goes to that bonus as well. He has Orthus's axe and I have 6 sun mana, and if I get more sun mana after the increase it seems to be fine. Not sure whats going on. A 42 power Chalid is fun and all, but really he was fairly unstoppable before.

Edit- I posted this before, but this is an elaboration and a save included. Also note that the save starts with him at normal strength and sitting on the city I just took (the last Sheiam city). Its in chaos, an ecclaistic should be just to the south of it. Also, I did crash once a few turns after this, but its by no means consistant.
 

Attachments

It's the same thing which was happening to druids in 0.25. When you load a savegame the affinity gets added on again for some reason.
 
Seems odd since it occurs on demand (you can stop the rioting on any of several turns).
 
i have the same problem as the previous post...

in addition, something must be wrong with the automated workers... they seem to prefer to build forts everywhere, even on already improved resources...

this also seems to be a bug in "van bts" I've had the same problems in other mods and all so I don't see this a problem from .25 or .30
 
Oh yes, they love to build forts. In the cities' workable areas, not on resources, and right next to other forts. One city was working seven of them before I noticed and took corrective measures.
 
The cost for a settler on epic speed is 389 :hammers: for me. So it's taking really long to build. I'm not sure if this is a bug or whether it's intended. :help:
 
Hi all. First I have to say what a great mod this is. My "bug" is that, while playing as Sidar Council of Esus, I (a) can't even offer open borders with most civs (possibly intended), and when I declared war on an other civ with units in their teretory, they were kicked. Even my Trojan Horse with Rathus prepared to take out Rantine with sent home. Are these bugs or not? Thanks.
 
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