FfH2 0.30 Bug Thread

Hi,
this might have come up already, but when playing the mod (with patch d), the animation is very slow and jerky. The strange thing is, when I hit the escape key and the menu appears it speeds right up!

This is very odd, as I have a quad-core processor & a Gforce 7 graphics board (and I've never had any trouble with previous versions of the mod).

Has anyone else experienced this?

Fred F'Tang
Ps. all my graphics drivers, etc are up to date.

Yes, and I think this may be tied to my overall game crash. For instance, when I have ship to ship combat, it doesn't have the normal 'firing' and sinking in the animations that I had before the latest patch (es).

I also have a powerful computer so I doubt it is a resource problem although of course it may be tied to a particular piece of hardware or dirver.

Best wishes,

Breunor
 
They have Nature affinity, so they do gain one strength for each nature mana you have. Maybe it's that?

I only have 1 nature manna and newly built druids are much weaker then those in play for a while.

Just wanted to say that the game feels slower for me to and the ship animations also arn't working. 4800+ with an 8800GTS and 2 gig memory.
 
So there are more than me that have experienced the lack of animation on ships. I thought it was just "lazy animators" or something. I don't have any animation regarding pirates. Can be more but I rarely build something else than pirates and frigates. Can it be something regarding graphic cards (I have NX8800GTS)
 
Not sure if these are Bugs, "features" or if they've ben reported.

1) My Adepts no longer gain Xp (svart, arcane promotion)

2) I was kiling the Malakim using captured HN spiders and letting barbs take the cities....had taken him to his final city (not his original capital). Every time his city emptied, he produced a "summoned" warrior. It was a summoned 3 turn unit... on the unit detail, under the name was written "Unit will die in 4 turns" Needless to say it died in les than that but the AI kept producing more. This went on for almost 50 turns until the barbs could get enough firepower to kill the unit...Is this a bug or a Malakim feature?

BTW.....MERRY CHRISTMAS :) :) :) :D
 
playing with patch C, calabim with AV and got an event. demon father (duke?) needing to tame his daughter. The first option text string seemed broken (TXT_etc_etc... instead of text). the second option (refuse his offer or something) seemed normal. Also, when the sucubus arrived she did not have the enraged promotion, as the text seemed to indicate she would.
 
The man speaking out against government event caused my capital to lose ALL the stored hammers... and I was about halfway to lighthouse :mad: :mad:

I picked "debate his concerns publicly" and got +1 happy

I can't reproduce the error since the save on the prior turn doesn't always seem to cause the event to occur. Please check this though - I ended up just reloading to the prior turn and playing from there with my 13 turns left to lighthouse instead of 30...

My wife actually repeated this error about 5 times on the same settler last night. She finally called me in and told me she kept getting the debate thing after 10-15 turns of settler building and then it would restart it all over again, took her close to 60 turns to finally build it.
 
So I was scanning my borders, and I noticed Capria had 2 workers building on the same mana node. The problem is, they were both building different types of nodes. Have a look, they are one tile right of Tor Yvresse.

For the second image I have a second bug. There seems to be an ivory resource sharing a tile with the dragon bones. I'm not sure whether it makes a difference or not, but I was using the Blessing of Amathaon setting.
 

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I think I found the problem with the Druids. Every time I load up the game they gain 1 strength, I'm guessing that the check to see if they have nature manna affinity gets erased every time the game is closed, but they strength bonus from the affinity does not.
 
Dragon bones always have Ivory, that's a feature. :)
 
@Darkheart: Are your adepts at 100? Probably not, if still an adept. And is it over a LONG period of time? It won't always get 1 per turn, it is just very likely to get 1.

The defender spawning who will die in 4 turns is from the defensive Guild. It can be founded in a city if one of your other cities is captured (maybe just when razed?), and will periodically grant you a free unit who will only live 4 turns.

@rhuntar: was already Fixed in Patch D. Or should have been, are you updated?
 
I also noticed dumb AI workers, a stack of 2 would build a fort on top of elephants, then as soon as its done start building a camp, then as soon as thats done, build a fort on top of elephants, then as soon as its done start building a camp, then as soon as thats done, build a fort on top of elephants, then as soon as its done start building a camp, then as soon as thats done ...... etc etc then I put them and their civ outta their misery, but there was lots of other things they should have been doing, I had a lot of improving to do after wiping them off the map...:crazyeye:

playing patch d
 
Breunor, the Ivory already has a camp on it. If the team could easily make dragon bones Ivory without using the elephant graphic they would, but I'm guessing they can't or it would take way to much time.
 
Xienwolf:- Thanks for the defender Guild Help...didn't know that one.

The adept though has been on 34/37 xp (accquired from combat) for about 50 turns now. He's currently Buffing/Charming so not directly fighting...has anyone else had this problem? Or is it just this this unit has reached his IQ potenetial :)
 
The adept though has been on 34/37 xp (accquired from combat) for about 50 turns now. He's currently Buffing/Charming so not directly fighting...has anyone else had this problem? Or is it just this this unit has reached his IQ potenetial

The chance to gain XP is reduced if you already have a Lot of XP.
So it could be that your chance is already down at 1% per turn (dont know the exact numbers at the moment).
 
Patch d.
A Longbowman got both the Strong and the Weak promotion when mutated.

Workers can still get Enraged promotion when mutated, I don't like that because you can't cast Loyalty on them.
 
Hi,
this might have come up already, but when playing the mod (with patch d), the animation is very slow and jerky. The strange thing is, when I hit the escape key and the menu appears it speeds right up!

This is very odd, as I have a quad-core processor & a Gforce 7 graphics board (and I've never had any trouble with previous versions of the mod).

Has anyone else experienced this?
Actually, I have as well. I didn't think anything of it until reading your post. The most notable delay is when my spiders are using their first strike animation.
 
My baby spider, with declared nationality, grew up into a HN giant spider.
 
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