FfH2 0.30 Bug Thread

I was playing Sidar on noble, with blessing of A., the event increasing one, and wildlands, Patch A.

I founded the Order, and created the order holy city, and no reduction to the AC occured. When I built the Order Hero, it gave me -3 to the counter instead of -2.

Deeply concerned by the rising counter, and with no apparent way to counter it, I used sanctify on a ruins, and got no reduction for that either.

I noticed that the wonder and the religion no longer specify that they reduce the AC, but the hero still does, so this may have been an intentional change, sorry if I missed it and cluttered the bug thread if it was, but if not, now its posted.

Thanks for the great game :goodjob:
 
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.

No problem here. Raging barbs everywhere. They came kind of late (around turn 200 at epic speed) but then they came in force. (Extra animals and barbarian cities was turned on too)
 
Hi All

I think I've encountered a problem with the svartalfar. I don't seem to be able to chop forest or jungle. This may also affect ljosalfar, but I haven't checked. I have patch "a" installed.

With my own (elven) workers, I can build in forest which I expected. However, I can build anything in forests: including mines, watermills etc, which gives huge production. Is this intended?

More of a problem is an inability to chop jungle. The option appears, and the job can be given, but the workers stop every turn and never actually chop the jungle, no matter how often the job is reissued. Even having enough workers to clear a tile in a single turn doesn't seem to work. Improvements can be placed in the jungle, but with -1f/h and health penalties, it's not worth it.

Strangely, captured non-elven workers don't seem to be able to chop forest or jungle either.
 
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.
Mine could. Is it possible that you already had it in the city?


Deeply concerned by the rising counter, and with no apparent way to counter it, I used sanctify on a ruins, and got no reduction for that either.
Its been working for me but the effect is delayed until I open a city menu or take certain other actions. And if the -1 reduction didn't appear by the time I ended my turn, it always appeared at the start of the next turn. Man, I am so glad Sanctify Ruins and Inquisition work now!!
 
No problem here. Raging barbs everywhere. They came kind of late (around turn 200 at epic speed) but then they came in force. (Extra animals and barbarian cities was turned on too)

Yes, this is exactly what I saw too in my first game (described in the Balance thread).

They had no problem overrunning 5 of the 9 AI civs who continue to expand with only 1 or 2 defenders per city. I find the barb cities are often better defended than the AI civs!:rolleyes:
 
I apologize if I missed this somehow in the Changelog or this bug thread.

I mentioned a similar problem in a prior version of FFH2 and found this in my first game of .30a.

I founded ROK and built the Tablets of Bambur. I got gold for each of my cities with the ROK religion in it.

Some time later I saw a message that Mahala and Sandalphon had converted to the ROK religion. I did NOT see a message indicating the religion had spread to a particular city. However, I opened the World Builder, and sure enough each civ had ROK in one of its cities.

The problems:

1. I did not receive gold for the ROK in those cities. To confirm this was broken I sent Thanes to cities in both civs to spread the religion. The religion spread, but again, I did NOT receive any gold despite having built the Tablets.

2. I was unable to "see" those cities belonging to other civs which had adopted my religion (ROK) which I had founded. This was true also of those cities I 'converted.'

I'm not sure if this is the case with other religions and their special buildings, but the Civilopedia still states you get gold and can 'see' those cities that adopt your founded religion if you built the special building.
 
2. I was unable to "see" those cities belonging to other civs which had adopted my religion (ROK) which I had founded. This was true also of those cities I 'converted.'

I think this is intentional, only the council of esus allows you to see the cities with the religion present, for all other cities i think its waiting for espionage.
 
Ok, I tried to read as much of the thread as I could, but I couldn't see any other examples of my problem. After I installed .30, I encountered the standard GFC error that others have complained of, and I double and triple checked working with the approach others have recommended, but to no avail. It's installed into the same directory as Final Frontier, Age of Ice etc., but I'm still getting the error. I'm thinking that the issue might stem from the odd install directories used by the Complete Edition version of the game, but I can't be sure.

The install directory is: C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods

Many thanks in advance to anyone who can help.
 
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.


I encountered this problem too. I attached a save game to post #397.
 
Spoiler :

Hyborem moved out of the safety of his city Dis to destroy my strongest offensive creature (a leveled up Greater Werewolf).
At first I was impressed, wow strong AI move, but then I saw, that the AI did not move his other units to protect his most important Hero.
Hyborem left himself seriously wounded alone in the citadel where my werewolf had been.

This might even be a different bug: I had left another unit in the citadel - a caster who had cast a spell from there last turn. This caster had been moved out of the citadel (why I do not know - probably a bug). Hyborem would not have been able to move into the citadel and would have remained with his stack
 
Ships cannot use castles/citadels as canals. Not sure about forts, because they were already upgraded when I tried using them.

edit: i was wrong, I think I was trying to use them out of my borders.
 
First of all I would like to give my thanks to the people who made this mod possible, it is great :)

However my game crashes everytime i build a city, making my games fairly short.
Any help at all would be apreciated.

Nevermind I just realised I was using the wrong BTS, was running the Warlords version. Works like a charm now
 
Spoiler :

Hyborem came back in his capital seriously wounded (25 left) again using his immortality. This made him vulnerable to immediate destruction by an Assassin.
Shouldn't the HP be reset to 100?
 
Ok, I tried to read as much of the thread as I could, but I couldn't see any other examples of my problem. After I installed .30, I encountered the standard GFC error that others have complained of, and I double and triple checked working with the approach others have recommended, but to no avail. It's installed into the same directory as Final Frontier, Age of Ice etc., but I'm still getting the error. I'm thinking that the issue might stem from the odd install directories used by the Complete Edition version of the game, but I can't be sure.

The install directory is: C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods

Many thanks in advance to anyone who can help.

That should be fine. Can you get me the following to check this out:

1. A screenshot of your "C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods" directory.

2. A screenshot of your "C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\Fall from Heaven 2 030" directory.

3. A copy of your "C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\Final Frontier\Assets\XML\Art\CIV4ArtDefines_Misc.xml" file.
 
I was playing Sidar on noble, with blessing of A., the event increasing one, and wildlands, Patch A.

I founded the Order, and created the order holy city, and no reduction to the AC occured. When I built the Order Hero, it gave me -3 to the counter instead of -2.

Deeply concerned by the rising counter, and with no apparent way to counter it, I used sanctify on a ruins, and got no reduction for that either.

I noticed that the wonder and the religion no longer specify that they reduce the AC, but the hero still does, so this may have been an intentional change, sorry if I missed it and cluttered the bug thread if it was, but if not, now its posted.

Thanks for the great game :goodjob:

The Armaggedon Counter can be a bit misleading. The reason is that the Armageddon Counter is a percentile os a scale that is based on how many players are in the game. The more players, the bigger the scale, the less any one effect rises or lowers the counter.

So in a game with a lot of players a -1 to the true number may not be reflected as a -1 of the percentile (so it may not bump the counter). Likewise in a tiny game a -1 may reduce the counter more than one.

I know its confusing and one would assume that a -1 effect will be -1 on the AC but we had to change it around to scale better. One fo these days I want to put some mouseover help on the AC that gives the real numbers but I havent done that yet.
 
Some minor things:
1) The Clan of Embers can't get immmortals. The Ogre doesn't upgrade to one and they cannot be build.(and a suggestion: could you give the immortal an orc art from a unit which isn' tused anymore, that is former orc maceman or berserker?)

2) The illians keep on researching religious techs and found religions. I think that this should be blocked somehow because it is enervating that the illians raise the AC by founding and spreading the AV.
 
This might even be a different bug: I had left another unit in the citadel - a caster who had cast a spell from there last turn. This caster had been moved out of the citadel (why I do not know - probably a bug). Hyborem would not have been able to move into the citadel and would have remained with his stack

Hyborem can have fear so your unit just escaped - not a bug.
 
That should be fine. Can you get me the following to check this out:

1. A screenshot of your "C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods" directory.

2. A screenshot of your "C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\Fall from Heaven 2 030" directory.

3. A copy of your "C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\Final Frontier\Assets\XML\Art\CIV4ArtDefines_Misc.xml" file.

Here's all of the above. I put the XML file in a zip folder for transfer:
 

Attachments

  • Screenshot 1.JPG
    Screenshot 1.JPG
    67.3 KB · Views: 61
  • Screenshot 2.JPG
    Screenshot 2.JPG
    65.3 KB · Views: 63
  • CIV4ArtDefines_Misc.zip
    CIV4ArtDefines_Misc.zip
    1.7 KB · Views: 51
Ships cannot use castles/citadels as canals. Not sure about forts, because they were already upgraded when I tried using them.

What I observed is that ships cannot use forts & castles, but they can indeed use citadels.
 
Back
Top Bottom