FfH2 0.30 Bug Thread

I'm also getting the man speaking out against his government lets reset the hammers problem

I didn't get far enough into the game to do much else.
 
Also can report that Svartalfar elven workers can't build on forests.

Also got a CTD when I founded the Council of Esus.

Edit: Reloaded and disabled movies and the CTD went away.
 
Got a crash when playing as ljosalfar as Gilden see pic, it crashed when the event was picked but its not there this time, could not reproduce the crash sorry. I believe there was a fourth option, but its not there this time?

Glad i helped, thx.
 
for the Guild of the Nine events, i got a choice between 2 archers with city garrison and adept with water1, i chose the adept, but it didnt have water1.

also the free promotion that the adept got disappeared on the second turn even tho i didnt promote it.

edit added:
another event, this time i got an assassin, it claimed it would have hidden nationality but it didnt.
 
I'm having trouble downloading the mod, when i download it off of GF it only downloads part of it(only a few megabytes). I had this same problem with v.25.:(
 
-Lock up with an event. (Hero exploring ancient site)

-Archeron is moving about

- Tailor gives +1 happy with sheep and +5% :commerce: with cotton. Seems inconsistent.
 

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Ratcatcher's Guild was founded twice early in a recent game of mine. First it was founded in Innsmouth of the Lanun, which I had explored and could see. Perhaps 20 turns later, it was founded again in some other city I could not see, but I noticed that the Guild icon was no longer on the Innsmouth city bar. Playing under Living World setting, perhaps that is part of the issue.


I have started multiple games and played up to 100 turns or so trying to catch early game bugs, and with the Barbarian World option enabled, I have yet to see a single Barbarian city.

Looking very promising so far. Thanks, Kael and team.
 
Playing as Svartalfar my elven workers can build mines in jungles without clearing them first (I have sanitation).

EDIT: Patures too so far. Looks like I can build in jungles. This seems wonky.
 
Just some preliminary "futzing" around before I went to sleep. Castle/Citadel's been mentioned... (Both games I tried out were as Balseraphs)

(*) The Cult of The Dragon event is getting set off in my capital every 3-6 turns (I keep suppressing it). Is this working as intended?

(*) Not exactly deterministic, but, In 8 Warrior in forest/grass vs. spider fights this game I won 6 of them. Is the +1 Poison working properly?

(*) I'm using a slightly modified FFH Smartmap which worked fine with previous version, but this version the resulting maps have no special locations on them.

(*) Barbarians with Raging Barbarians are not showing up until turn 200 (on Epic speed). They used to show up around turn 100. This a new feature?

(*) In the "find an apothecary" event, the option to build an alchemists lab was greyed out even though I had the required cash.
 
I can verify the Find an Alchemist problem concerning unavailability of the option to hire him for 50 :gold:. The event triggered on an elven scout of mine who was quite far from my borders. Perhaps that option is only available when the event targets a unit inside cultural borders?

Ljosalfar elven workers are also unable to build in forests as intended, so the problem is not exclusive to the Svartalfar.

I can also verify that Ancient Towers are upgrading toward castles without being worked or even being near anyone's cities or borders. Barbarians with castles. Just what everyone needs! :dubious:

Looks like you guys have a big day of patching ahead, but I must say the mod is working wonderfully aside from these few minor issues. Excellent work on the thawing mechanics for the End of Winter option! I'm loving that! Going to now test whether hawks can rebase to hunters in the field...
 
Also...

2030 Changelog said:
4. Removed the Cult of the Dragon religion.

Is that an error in the changelog or the game?
 
I have a city with an Order Temple where the Order Religion was founded. Hunter units in the city are given the option to upgrade to Confessor. I assume this is unintended, and if it's not it's not documented in the Civilopedia. Not sure if the effect is coming from the Temple or Order Founding City. Will post if I can determine cause.
 
kael said:
1. "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).

but that location is incorrect for me (for some reason bts/cIV was installed in a diffrent location) Is there a way to fix this with out having to reinstall cIV and bts?
 
gfc error: failed to initialize the primary control theme

Hi again. My experience from 0,25 led me to believe it sufficient to update all my drivers.

But the problem persists

Zailash
 
Hawks still cannot rebase to hunters who are outside of cities.
 
but that location is incorrect for me (for some reason bts/cIV was installed in a diffrent location) Is there a way to fix this with out having to reinstall cIV and bts?
Wherever your Beyond the Sword\Mods folder is, that's where FfH's installer should be pointed. The installer doesn't check the registry, it just defaults to the default location; I have to remove a Firaxis Games\ or something from mine each time.
 
Dont know wheather this is a problem with ffh or more likely bts but in hotseat games only the last player gets too see their defensive battles :(
 
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