FfH2 0.30 Bug Thread

Patch "b" is linked in the first post. It won't break save games. It fixes the following issues:

1. Revelation will now effect neutral units.
2. Warcry no longer grants water walking.
3. Cult of the Dragon won't found until the Sheaim/Kuriotates have Philosophy.
4. Fixed the text string on the Enchanter event.
5. Temple of the Empyrean correctly gives +1 happy with the religion civic.
6. The Carnival Star event can no longer found the Fellowship early (thanks Snarko!).
7. Limited Crossbowmen to 3 per player.
8. The Brotherhood of Wardens is now removed from captured cities.
9. Corrected the options on the Jackpot event.
10. Fixed a python error when Raging Seas puts out fires.
11. Fixed an issue with Privateers still being able to be attacked as HN after declaring nationality.
12. Fixed a python error in the steal spell (isEquipment call on buildings).
13. Fixed the Slave Trade vote (thanks Mindlar!).
14. Fix for the OOS issues caused by Settlements in multiplayer games (needs to be verified).
15. Council elections only allow you to meet other players who are on that council.
16. Halved the duration of the Impersonate leader ability (now 5-15 turns instead of 10-30).
17. Readded the move requirement to missions (units aren't able to pillage multiple times each turn).
18. Added an ability for golden hammers to be sacked to add a free engineer (since adding the move requirement to missions broke the old way of doing it).
19. Fixed a python exception in the SlaveEscape event.
20. The Ratcatchers Guild will wait 20 turns before founding.
21. Immune to Disease will keep units from being diseased through combat.
22. Removed the "Vote for Hillary" button from Losha's jacket.
23. Fixed the specialist commerce modifiers.
24. New terrain textures from seZereth.
25. Boosted XP for killing the Leviathan.
26. The Moroi can now be upgraded to Vampires.
27. Grigori can't build the Temple of the Empyrean anymore.
 
Playing as the Sheaim I was unable to get more than one of each unit type per planar gate (with sub bulding) even after 100 turns at 100 armmagedeon count.

Is this a bug or a change?


Also Worldbreak at 100 armmagedeon was less effective than basium's spell by a significant margin. It appeared to have no other effect than units. I would suggest making it work more like the blight at 40 armmagedeon count.
 
I have following problems,

Svartalfar : Sanitation researched.

My workers do not cut down jungles. They start cutting, but they never finish. That means after the required 6 turns are over the jungles is still there, but the worker is free again. When you order to cut the jungle then the worker will again start to work for 6 rounds.

Svartalfar : Hunting researched :

I can not rebase my hawk to a Hunter or Ranger.
 
When trying to install b patch i got this error. It was only able to continue when i chose 'Ignore'. Thanks for fixing the Moroi to Vamps thing btw.

Error opening file for writing:

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2 030\Assests\CvGameCoreDLL.dll

Click Abort to stop the installation,
Retry to try again, or
Ignore to skip this file.

[Abort] [Retry] [Ignore]

- feydras
 
5. Temple of the Empyrean correctly gives +1 happy with the religion civic.
This couldn't have come at a better time for me. But I'm not certain it's working. Unfortunately I didn't log my unhappiness levels before installing the new patch so I can't know for certain. But I am fairly certain that the Incense bonus isn't working proper. I am running the Religion civic and have Incense. But the Incense bonus doesn't work for all my Temples. In the resource section of the city screen it lists all the Temples that should gain the bonus, but the + :) is less than what it should be.

I can't decipher which Happy face is from what bonus but there seems to be some disparity in what I should have vs what I'm getting. I include a save if you want to poke around and check it out. This game has Extreme War Weariness and I've built a variety of happy providers. So it might be a good one to check out.
 

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Ok in patch B I just had another Domination resisted and this time I lost Mind III and did not lose any XP. So disregard that other report. Must have been a fluke.
 
Using Patch A:

1. Towers/Castles/Citadels are upgrading even when outside of cultural borders. A screen shot is attached.

2. The good elves were the first to have a 'Cult of the Dragon' city. You've already caught the timing aspect, but I don't know if there are supposed to be civ restrictions on it.

Side comment: Is there any possibility of bringing back the golem modifications? I realized after a game where my massive army of fireball chucking heavy iron golems crushed everyone in short order that it was rather overpowered, but it added so much wonderful flavor. Perhaps some sort of equipment that might customize them a bit? Just a thought.
 

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Someone else remarked on Kuriotates settlements being limited earlier in the thread, but I have noticed that Settlements can really easily get overrun/switched via a culture flip to another civilization. This does make sense in a one way in that you're building some little frontier outpost near to someone else's real city -- it's going to be affected.

However, from a game mechanics perspective it makes things difficult. The whole idea of the Kuriotates is using settlements for outlying borders with enemies and to grab far-flung resources. At least that's the impression that I got :). If you can't build anything to add culture they are just waiting to be flipped. I can't imagine if I were playing against the Balseraphs and Loki wandered along!

I was able to work around this by casting "Hope" for 4 culture a turn and leaving the mage in the settlement for a bit. This expanded my borders by at least one square out after a few turns. Once you discover drama you can set the general culture rate and it will slowly add to the settlements. These are both late and difficult workarounds, however.

I am able to add a temple to a settlement by sending a stonewarden in, who converts the city and founds a temple. You could probably do this with any other religion as well... If you can't build it, should you be able to add it later? Perhaps OO would add culture if it was the state religion and the settlement converted.

I'm just not sure what is accidental and what is intentional in relationship to this. I love the monster central cities though!

Josh
 
I'm playing a kuriotate game at the moment, and I've found I can keep them intact using the odd disciple for the 20 culture points. If your settlement is sitting against the edge of a powerful, culture rich city then I think its fair enough to lose it. Best you go take out some of those offending cities!
 
An enemy city had three defenders in it and I wanted them all. So I sent a stack of three Archmages and had them all selected in the stack when I cast the Domination spell. As a result I gained three copies of one unit... ie two units were left in the city and I had three identical Crossbow all with same promotions and experiance. I triple checked this and its worked 3 out of 3 times.
 
Just installed Patch B, started a game as the Svar with all standard settings on Lake map. Ratcatcher guild founded on the 15th turn.
 
This mod is better in beta than many games in their final version. :)

However, there are still some of bugs. Here are the ones I've encountered yesterday. (patch a, Malakim, Standard Pangea, Normal speed, End of Winter, Living World)

1. Empyrean's disciple unit doesn't have button to spread religion in current city, but has a button to automatically spread religion, which sends him to a city of computer's choice.

2. Malakim Adepts don't get a free promotion.

3. The Adept hired from Guild of Nine event didn't have Water I that was promised.

4. There is a notification of a place where the Council of Easus is founded.

5. Religion screen shows who controls Holy City for the Council of Easus.

6. There is a notification when somebody converts to the Council of Easus.

7. There is no option for Open Borders with Doviello, Clan of Embers, or Hyboreum. The option isn't redded out, just absent.

8. After declaring war on me, Doviello stack was stuck in an infinite loop: it would step on a hill next to my city, see the swordsmen inside, and step back the next turn. This went on for dozens of turns, until I got around to training enough swordsmen to occupy that hill. Then they stepped on a nearby copper mine, continuing the same in and out routine until I attacked and destroyed most of that stack, leaving only 3 Beastmen. Only at that point did they pillage the mine. (I guess when most of the stack died, AI switched the mission to pillage, and was finally able to regain the use of the stack.)

9. Hippus started building Settler with capital at size 1. This is bad even in regular CIV, and is even worse here, considering the increased cost of Settlers. They might have been fooled by "end of winter" setting which gives everybody "tundra start".
 
  • Crossbows -- which were bumped up to a T4 unit to replace the removed Heavy Crossbows -- are not national units. Same with Flurries for the elf nations.
  • You can see who follows Esus on the diplomacy screen (top left corner) and in the foreign adviser screens.
For the people with trouble getting open borders with one or more civs: The ability to sign open border agreements was moved to the Cartography tech, probably because that tech wasn't getting much love from us players. Check that, it took me a while to figure out what was wrong (and when you can sign with some but not others, then THEY have the tech).
 
Svartalfar : Sanitation researched.

My workers do not cut down jungles. They start cutting, but they never finish. That means after the required 6 turns are over the jungles is still there, but the worker is free again. When you order to cut the jungle then the worker will again start to work for 6 rounds.

The same is even before sanitation: there is an option "cut down jungles" which engages worker for several turns with no effect.
 
I came across the endless "Waiting for other civs" problem in my latest game (patch 'a'). The most I had to wait before this was about 15 seconds.

http://forums.civfanatics.com/uploads/39005/Dain_the_Caswallawn.CivBeyondSwordSave
For what it's worth, this wasn't fixed with patch 'b'.

I'd like to add my voice to the "where are the 'raging' barbarians?" In my two games so far they've been all but non-existent. If it matters, I had extra animals and barbarian cities turned on.
 
playing on patch B tonight. I was the Clan Of Embers following the Runes of kilmorph religion and I could build Shadows.
 
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