FfH2 0.30 Bug Thread

Again, not sure if this is a bug or an intentional design issue.

I can build an Arquebusier in any city -- I don't think i built a special building. (I'm the Bannor). This seems very strong. I'm not sure if I have some wonder or civic that let's me do this, though; I don't have crusade on.

Breunor
 
Well, it looks like my experience has come to an end. I can't go on without crashing. I've tried restarting, and also turning off and on the computer. I've had a lot of crashes since 'C' was installed, but now, I can load the file, but if I hit end of turn, it crashes to desktop.

Can someone try it and see if there is something wrong with the file, or if tis a compatibility problem with the hardware?

Thanks a million,

Breunor
 

Attachments

Dyes supposed to give 5 gold when a plantation is made on it, but its not giving any. :mad:

Merry Christmas, Kael and Team, this is a FUN GAME!!!! :D
 
ok Ratcatcher's guild is still found every first turn with advance start (i always go advance start never the standard) said it'd wait 20 turns. (tried four different civs) Clan of Embers has an issue with smart map not sure why. The Elohim (Lagos) upon the first turn I guess they can see all the artifacts in the world, however this gave them 5 contacts immediately on the first turn. Wondering there's somethin' that can be done to eliminate early contacts, the same goes for "For the Horde" kills the clan's economy if done to early but done to late there's no barbarians the only advantage is all the overseas contacts.
 
Elohim will eventually have the "Fog of War" effect on the unique locations to prevent contact issues.

I personally advise you do some games without Advanced Start on occasion. The massive move of the initial settler is great for getting a prime location, ESPECIALLY if you use smaller maps and the Elohim. You can often use 3 turns to get a nice unique feature or 2 in your starting city.
 
I'm not sure if this is supposed to happen, but my Druids keep getting stronger and stronger. One started at ten strength and is now at eighteen.
 
was the goblin --(wolf)--> wolfrider mechanic removed recently, or is it broken?

and my real question:

Are neutral civs supposed to gift twice as many manes as they do angels? In fact, a size 1 neutral city looks like it'll actually gift more manes than a size 1 evil city.

from CvEventManager:

Spoiler :
if gc.getPlayer(city.getOriginalOwner()).getAlignment() == gc.getInfoTypeForString('ALIGNMENT_NEUTRAL'):
for i in range((city.getPopulation() / 4) + 1):
cf.giftUnit(gc.getInfoTypeForString('UNIT_MANES'), gc.getInfoTypeForString('CIVILIZATION_INFERNAL'), 0, city.plot(), city.getOwner())
cf.giftUnit(gc.getInfoTypeForString('UNIT_MANES'), gc.getInfoTypeForString('CIVILIZATION_INFERNAL'), 0, city.plot(), city.getOwner())
cf.giftUnit(gc.getInfoTypeForString('UNIT_ANGEL'), gc.getInfoTypeForString('CIVILIZATION_MERCURIANS'), 0, city.plot(), city.getOwner())
 
I'm not sure if this is supposed to happen, but my Druids keep getting stronger and stronger. One started at ten strength and is now at eighteen.

They have Nature affinity, so they do gain one strength for each nature mana you have. Maybe it's that?
 
Okay, I tested what happens with Barnaxus. It's this:

1) you attack a unit with Barnaxus and lose.
2) the pieces of Barnaxus are spawned where your Barnaxus used to be
3) the enemy unit attacks your pieces of Barnaxus next round and destroys them
4) no profit for anyone

So basically the problem is that when the enemy unit moves on top of the pieces of Barnaxus, it doesn't pick them up but rather destroys them. Which is not good.
 
for some reason, with patch d i cant even load the mod and get to the main menu, it always crashes before its finished loading. no warning or anything. it was workign fine before and all other mods work fine.
 
Now I can't be sure if this a true bug or not but it seems to be a bug to me, In my new game playing with patch D, I have a worker with a bunch of promotions on him. He can fight units ect. One of the promotions Is stoneskin something that is post to ware off after the turn is done or after first combat turn, but it doesn't it seems permanent. there also a bunch other like 5 or 6 in total on him.

I have no idea how he even got all these promotions on him. he was sitting in my city for a long time.

I have attached a save He sitting right outside my city working. my main city Jublie or whatever it called.

Difficulty on Deity if that makes a difference.

http://forums.civfanatics.com/uploads/106566/Bugs.CivBeyondSwordSave

He's got these promotions as a side effect of having chaos mana which the balseraphs start with. Theres a small chance that any unit will start with some random promotions and it just happened to be your worker...
 
Aftr killing several Pyro Zombies, Donal Lugh didnt regain his "Recruit" ability. I think there was someone postin the same issue after killing Hyborem --> it sems that feature doesnt work at all...
 
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...
 
Reagent Bug is still present.
For example, try playing a tiny map with 6 players. No reagents will spawn. Every time.

It seems to be linked to the number of players above the standard # for a given map.

The more players there are than the normal number, the less reagents spawn, eventually spawning zero.

May be true of other ressources too, but reagents is the only one I've done tests with, as it's a needed resource for some civs.
 
He's got these promotions as a side effect of having chaos mana which the balseraphs start with. Theres a small chance that any unit will start with some random promotions and it just happened to be your worker...

Well, if you are octopus overlord religion AND balseraph... you get the mutate spell... are you sure one of your cultists didn't cast this in your worker's city?? :lol: Of course, as previously said... probably just a side effect of that chaos mana they love to use so much... :p
 
Aftr killing several Pyro Zombies, Donal Lugh didnt regain his "Recruit" ability. I think there was someone postin the same issue after killing Hyborem --> it sems that feature doesnt work at all...
Yeah, his ability wasn't working in .25 either. I was killing loads of diseased corpses with him and I still couldn't use him to recuit more troops.
 
Here are a couple bugs I found in patch "d"

A python error relating to a great commander see screen shot.

Also my dwarven druids seem to have got stronger when the AC went from 37 to 45. Screen shot included.
 

Attachments

  • Civ4ScreenShot0004.JPG
    Civ4ScreenShot0004.JPG
    269.3 KB · Views: 79
  • Civ4ScreenShot0000.JPG
    Civ4ScreenShot0000.JPG
    213.4 KB · Views: 66
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.
 
Not sure if this is intentional, but I assume not:

Orc adepts can no longer create barrows.
 
Back
Top Bottom