FfH2 0.30 Bug Thread

Im unable to reproduce this with patch "d". Its probably one of the issues that have already been fixed.

@desemondez: ill fix that event in patch "d".


Hopefully you got it then..thanks for looking at it Kael!
 
5. Reduced inflation rates to BtS Levels.

YEAH!!!

In the late game inflation is often several times more than all my other expenses put together.


About boats going across land, I know they can go into forts, castles and citadels which might be what people are talking about. It can be exploited by making a like of forts across an isthmus creating a channel.
 
There seems to be a problem with the sight from fort/citadells. I walked onto the fort on the last turn before it became a citadel and something strange happened to the tiles that actually should have been revealed...

(Loki is standing in the mist in the screenshot)

that happened when i tried giving forts added visibility before.. guessing its because theyre built after the game setup, unlike towers.

also about castles and citadels, neither connects resources theyre on like a fort does.
 
I don't if this is a true bug or if just not in the game fully yet but anytime I make a map add nightmares as resource on the next turn they will change to cows or horses. Also cetain features Will change others on the next turn as well, Like the snakes pilers thing that good for AV cities. There few others but I can't remember them all atm.
 
Ver. C Clan of Embers

I had the bandits are stealing food event and only had one one option that wasn't gray (the spend 5 gold option). Couldn't send troops even though the city was garrisoned, couldn't ignore the problem, and couldn't make a deal with the Ratcatchers (I had the guild in my city).

Likely because you didn't have enough food to select those choices. IIRC, you need at least as much food as is 'stolen' or you auto default to the first (payment) choice.
 
This could be intentional, but I'm not sure. I never thought about till I saw the AI do it, but if you are playing AV or plan on being the infernal, it seems like a good idea to put all your cities on desert. Sounds suicidal, but when hell takes over, they turn into Burning Sands, and get a neat fire on top of them that makes it almost impossible to attack.

It could be a valid strategy, and you could get a fire strength unit somehow, or use AoE sanctify like I've changed mine to, but that isnt the point. What I am getting at is that the AI has no idea how to deal with something like this. So perhaps Burning Sand fires should be disabled on city tiles? It really doesn't make sense anyways...
 
Has anyone else noticed that the game crashed alot after a while. When the game makes a CTD, I start over and use a quicksave (I quicksave every turn thanks to this) and then I can play for one or alot of turns then suddenly it crashed again.

I have a save but perhaps it is pointless because if I save right before I should end turn and it crash, if I start over from that save, it doesn't crash.

Yes, I have. I am playing my first Epic speed game and I have had already 6-7 CTDs and one WOC spinlock before turn 750.

However, like you, when I get the crash, I go back to the last save (I save after every turn now) and it loads.

I did one stupid thing in deleting Warlords to gain some disk space. I had problems before re-installing BTS (but not Warlords) and the patch. It seemed to work, but one funny thing is that after each crash, when I go to re-load I get a message to put the correct CD in the drive - the BTS disc one is in the drive. I just open and close the drive and it the game reloads for some turns before crashing again.

As you said, not worth submitting a save game as it does re-load.
 
I don't if this is a true bug or if just not in the game fully yet but anytime I make a map add nightmares as resource on the next turn they will change to cows or horses. Also cetain features Will change others on the next turn as well, Like the snakes pilers thing that good for AV cities. There few others but I can't remember them all atm.
I think those resources are only available in Broken Lands. IIRC each of the normal resources has a Broken Lands/Hell Terrain equivalent. Nightmares and Horses are mirror images of each other. When your lands get overrun by Hell Terrain your Pastures will contain Nightmares instead of Horses, if you sanctify a square containing a Nightmare it reverts back to its original Horse resource.
About boats going across land, I know they can go into forts, castles and citadels which might be what people are talking about. It can be exploited by making a like of forts across an isthmus creating a channel.
I'm pretty sure that canals were one of the intended uses of forts when Firaxis added them to the game.
 
Hello to everybody,
Love this mod but I just noticed a pretty major bug
All cottages,hamlets,villages grow at the rate of 2 per turn
eg.instead of the growth counting down at 1 per turn it goes for 15 to 13
13 to 11...etc.
Probably a leftover from the fort,citadel code
makes for some pretty fast teching!
 
Is an ability to build improvements on forest squares removed from Ljosalfar workers? At least, in my current game they can't. (0.30, patch c)
 
Are we meant to get messages along the lines of "Player X has adopted Undercouncil!"? It seems an obvious way to tell who has founded/adopted CoE.
 
Patch "d" is linked in the first post. It won't break version "c" save games, but will break versions before that. It fixes the following issues:

1. Fixed the Strong and Weak promotions icons and text strings.
2. Fixed a CtD caused by the Malakim World Spell (Religious Fervor).
3. Fixed a WoC error caused by an animal being trapped inside a players borders.
4. Fixed a CtD caused by exessive inflation.
5. Reduced inflation rates to BtS Levels.
6. Fixed a text string problem in the Sallos event.
7. Fixed specialist bonuses granted through civics.
8. You can't duplicate great commanders with the Mirror spell anymore.
 
=O you had deliberately raised the inflation rate above bts levels previously? >.<
 
I have put Nightmares on Broken Lands and it still reverts back so It has to be a bug I tried them all every terrain type and they always revert to a horse or a cow, same with certain features.
 
In further news of specialist bonus woes, the Scholarship civic does not grant the +1 science to each specialist. Once again, the bonus shows up on the specialist itself, but not in the totals. The +10% to science is apparently working and does show up in the totals.

Also, the +5% bonus to GP production granted by Spirit mana doesn't seem to be working. Once again, appears when you mouse over the resource in the city screen, but does not show up when you mouse over the GP progress bar.

Interestingly enough, the +1 science bonus from The Great Library is working fine. :)

I might be wrong, but I don't think the spirit mana has ever worked. (I reported it back in .23(something) and it didn't seem to work in .25.
 
About boats going across land, I know they can go into forts, castles and citadels which might be what people are talking about. It can be exploited by making a like of forts across an isthmus creating a channel.

Nope, they just travel over the land.

Kael - there save game (sorry, it is old one with either no path, or patch 'a', I can't remember). And it is not my boat, but Hippus one.
The situation - I declared war on Hippus, they cast warcry and in next turn I've seen this boat. Neither before no after I din't notice such think.
May be it was triggered by warcry, or world spell.
If you see saved game you'll see workboard is marked 'This unit already casted this turn'.
I tried to replay save from start of war and AI always cast Warcry from this boat, but not not send it to land :( May be patches effect, may be something else.
There 2 saves - one with a boat in the land and one a turn before, when no war yet.

Screenshot:
Spoiler :



Save games:
http://forums.civfanatics.com/uploads/38579/Workboat_saves.zip
 
0.30c

- The Mercurian Gate can be built before the Infernals enter the world.
- Svartalfar elf workers can build lumbermills.
- Blight destroys mana bindings (ie you can build new mana types after Blight).

To add to these, I had a repeated CTD when an AI hunter tried to attack my HN spider. I think the cause was that it was in a stack of 2 HN spiders. Oh, Acheron is not built in patch C.
 
onedreamer said:
0.30c

- The Mercurian Gate can be built before the Infernals enter the world.
-------------------------------
66. The Infernals don't need to be in the world to create the Mercurian Gate, tech prereq for the Gate moved back to Fanaticism.
 
This was reported earlier when patch B was out, but it still hasn't been addressed.

Playing Ljosalfar and I can't get a hawk to rebase to my hunter. It can rebase to cities.
 
Do you need save files with heroes mysteriously gaining power from affinity?

Here are more problems found when finishing up the game under patch b:

1. Undercouncil members listed on Members tab of Victory Conditions screen.

2. Undercouncil founder listed on Resolutions tab of Victory Conditions screen.

3. Manna nodes don't get razed when changing ownership, but don't provide manna either.

4. My Empyrean hero keeps gaining power from affinity while I am playing. This is not seem to be connected to reloading saves, and doesn't follow any other discernible pattern. (capturing cities, cities coming out of resistance, religion spreading, etc.)

5. For the rebellious apprentice, I made him the guildmaster, but haven't received any more events in that chain for over 200 years. Was I supposed to side with old guildmaster for the event chain to continue?
 
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