FfH2 0.30 Bug Thread

I'm not sure if this is a bug or not, but the trading of resources seem to not work for me. If I connect to another civ via roads I will be able to trade with them for a few turns, but then I can never trade with them again (technologies are listed, but not resources), and all this happens well after Trade has been researcehd by both of us. In my game as Elohim I summoned Basium and was unable to gift him with resources (and vice versa), and when he converted to Runes, I couldn't tell him to convert to Order (after his cities already had the Order in them).
Another thing which I;m sure is a bug (it might be because my alignment is good?), when I take a vassal state, I am unable to demand anything from them (mana, resources - again, they don't show up in the trade menu). Each of these have stayed quite late in the game (after I have every feasible trading tech, and connected by roads), and I remember in a previous patch none of these were issues (when I was playing as Hyboream).
 
It is currently possible to cast spells that generate buildings in cities that already have the building.

I added the following code under CvUnit::CanCast in CvUnit.cpp (between getConvertUnitType and isGlobal checks) to fix this:
Spoiler :
Code:
	if (GC.getSpellInfo(eSpell).getCreateBuildingType() != NO_BUILDING)
	{
		if (!canCreateBuilding(spell))
		{
			return false;
		}
	}
 
Bambur cannot get the Blitz promotion.

I checked the Civilopedia, and it lists Melee as one of the unit types that can get Blitz. Bambur is a Melee unit, but he cannot get Blitz. I double checked his available promotions and Drill as not listed. Imagine the disappointment after spending promotions for Drill I-IV and Mobility as well as the time to research Military Strategy only to find that the plan was flawed from the get go.

So far, Bambur is the only hero that I have found that cannot get Blitz. Is this an oversight?
 
Bambur cannot get the Blitz promotion.

I checked the Civilopedia, and it lists Melee as one of the unit types that can get Blitz. Bambur is a Melee unit, but he cannot get Blitz. I double checked his available promotions and Drill as not listed. Imagine the disappointment after spending promotions for Drill I-IV and Mobility as well as the time to research Military Strategy only to find that the plan was flawed from the get go.

So far, Bambur is the only hero that I have found that cannot get Blitz. Is this an oversight?

I think the reason is the bugged Blitz promotion:

I've noticed if i get a unit (or hero) Drill V before I research Military organization (The tech that gives you blitz), I can't ever give them the Blitz promotion, even after I research military org.
 
I just bought and installed BtS. I downloaded and installed FfH2 v.30 along with patch "g". Everything looked ok, but when I went to load the mod it goes to a discolored main menu screen that says "Fall from Heaven 0300" in the upper right hand corner. What happened to the original burning angel that use to be on the main menu? Did I do something wrong? Also, when I went to play the game I got the beginning of the intro movie for FfH but then it crashed to the desktop. This is the first time I tried this mod since I bought BtS. It says that all I need is BtS patched to 3.13. I have that. Do I also need Warlords? I do not see that stated anywhere. What could I be doing wrong? I have been playing FfH with vanilla Civ4 for a long time without any issues. Installation and setup has always been a breeze thanks to the team here. I just got done playing the .23 version on vanilla Civ4 without a hitch. I'm hoping I am missing something simple. Any help here would be appreciated.

Thanks for your time!
 
I just bought and installed BtS. I downloaded and installed FfH2 v.30 along with patch "g". Everything looked ok, but when I went to load the mod it goes to a discolored main menu screen that says "Fall from Heaven 0300" in the upper right hand corner. What happened to the original burning angel that use to be on the main menu? Did I do something wrong? Also, when I went to play the game I got the beginning of the intro movie for FfH but then it crashed to the desktop. This is the first time I tried this mod since I bought BtS. It says that all I need is BtS patched to 3.13. I have that. Do I also need Warlords? I do not see that stated anywhere. What could I be doing wrong? I have been playing FfH with vanilla Civ4 for a long time without any issues. Installation and setup has always been a breeze thanks to the team here. I just got done playing the .23 version on vanilla Civ4 without a hitch. I'm hoping I am missing something simple. Any help here would be appreciated.

Thanks for your time!

There's a trouble shooting guide (and a whole sub-forum actually) over here. The first post details how to install from scratch (so you can check that you didn't miss anything, the other posts detail some common problems that may occur and how to resolve them).

I don't recognize the issue you describe off the top of my head, but that forum is dedicated to resolving just this kind of problem - hope it helps.
 
I just took a closer look to the previous pages and i am surprised that no one noticed/mentioned it: The cost of settlers has been INCREASED to 220 (at least in some cases)...bug or on purpose?
 
I never had this problem before, but it is really frustrating.

I tried to load a saved game and got quickly kicked out of FFH2. There was a popup that flashed briefly. I had to go through this a dozen or so times so I could finally read it:

LOAD ERROR: FAILED TO UNCOMPRESS GAME DATA

I tried several saved files from the same game with the same result.

Any ideas?
 
I think the reason is the bugged Blitz promotion:

In my game....I had a warrior (now champ) who I gave combat 5, and drill 3, then I Researched military thingy, and then promoted to dirll 4, and Blitz still wasn't available, so I'm not sure why or what the determining factor is
 
Casting Ring of Flames with a privateer in range of the spell causes the pop-up warning that casting the spell will start a war with another civilization. I don't know if the same happens with other HN units or with other similar spells (e.g., Whitefire, Crown of Brilliance).
 
Not sure if this is a bug, oversight or just a change I missed, but the Lanun doesn't appear to have any penalty to Farms anymore.
 
Hi
I noticed that extinguishing the fire on burning forrest/jungles with the lvl1 water spell causes the tile to be cleared (no more forrest at all). If you just let it burn it becomes burnt forrest wich turn into new forrest and so on.
I don't know if this is intentional but it seems kind of strange...
 
I'm playing as the infernals and the 'Create Hellfire' spell isn't working. I don't think the AC event that spawns hellfire actually spawned any, either.
 
You know, I noticed that, too. I don't remember which patch I was playing, though. Still, nothing in the patch logs indicates that any problems involving Hellfire were fixed.
 
1. Using the sanctify spell on city ruins does not appear to affect the Armageddon counter. At least, not immediately. It may be factored into the total after the turn ends, but it is really hard to tell, since you may not know about other factors affecting the total count. Would it be possible to make the action of sanctify have an immediate effect, much like razing a city?

2. The right arm on the civilopedia figure for the Belseraph courtesan is... dislocated? It may effect the actual in game figure, too. Is this intentional? I realize this is a cosmetic issue, but boy does it look wierd.
 
Hyborem's death removes the Fallow trait.

I just had the problem where Basium's spell killed 90% of my army including Hyborem, and then Hyborem wasn't resurrected. Perhaps the loss of Fallow was something to do with Basium's spell killing him?
 
When Hyborem dies the Infernals lose all of there traits. Basium's spell is being toned down in the next patch due to just such a problem.
 
Patch "h" has been linked in the first post. It won't break version "g" save games and makes the following changes:

1. Fixed a CtD caused by the Centaur Archer and Centaur Charger buttons.
2. Summoners and the Eater of Dreams can now correctly build Shadow and Sun mana nodes.
3. Fixed an issue that was causing the research bonus from mind mana to be calculated incorectly (thanks to Mu-Dog!).
4. Fixed an issue that was causing the discovery bonus from earth mana to be calculated incorrectly (thanks to Mu-Dog!).
5. Fixed an issue that was causing the enemy negative healing bonus from entropy mana and razor weed to be calculated incorrectly (thanks to Mu-Dog!).
6. Fixed an issue that was causing the healing bonus from body mana to be calculated incorrectly (thanks to Mu-Dog!).
7. Ressurection spell now works correctly for all civilizations.
8. Events that require civilization contact can trigger off your own civ (so Calabim players wont get the Calabim sanctuary event, etc).
9. Events that require civilizations will no longer trigger if that civilization isnt in the game.
10. The Lanun can now build Boarding Parties.
11. The Adventure "Jade Torc" result won't break units anymore (thanks to MagisterCultuum!).
12. Gulagarm now gives +1 happiness instead of -1 enemy healing rate.
13. Dwarven Boar Riders reduced from 6 attacking strength to 5.
14. Abashi packs her angry eyes.
15. Added French translation by black_imperator.
16. Divine Retribution damage reduced from median 75% to median 60%.
17. Demonic resistance to Holy damage increased from -50% to -25%.
18. Added German translation by Kontrollator.
19. Removed the holy damage resistance penalty from Gela.
20. A units combat promotions will no longer make it more vulnerable to Pestilence.
21. The casters combat promotions will no longer make Raging Seas more powerful.
22. Barbs will never betray Barbarian trait players in the first 20 turns.
23. Pestilence event fixed so it won't trigger multiple times.
24. Negative enemy healing will be applied from the plots owner instead of units owner (thanks to Mu-Dog!).
25. Fixed the Malakim Pilgrimage event (both otpions don't have the same result anymore).
26. You no longer get 2 Gaelan from the completion of the Circle of Gaelan event (thanks to xienwolf).
27. Fixed an error in the Hall of Mirrors illusion creating function.
28. seZ removed the saddles from the centaurs.
29. New models for the Sidar Worker, Sidar Settler and Sidar Adept by C.Roland.
 
1. Using the sanctify spell on city ruins does not appear to affect the Armageddon counter. At least, not immediately. It may be factored into the total after the turn ends, but it is really hard to tell, since you may not know about other factors affecting the total count. Would it be possible to make the action of sanctify have an immediate effect, much like razing a city?

I've seen the same question answered in this thread, a few pages earlier... it is said that the Armageddon Counter is scaled according to the game length, so the actual value is not from 0 to 100, but something like 0 to 240 for a standard game (IIRC about the numbers). So the sanctify spell does work, but the effect is hidden due to the rounding before displaying it.
 
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