FfH2 0.30 Bug Thread

About Out Of Synchro
I played several multiplayer games with my 2 nephews. We use direct IP, direct cable for me on the router (DLink Dir-635) and 300Mbps wifi link for my 2 nephews.
Using patch e, we experienced several OOS during the game (ex.: when one of us picked up Orthus' axe on the floor). Even exiting the game for the oos player and joining it again did not solve the oos. We had to start a new game, with unfortunate oos in early stages of the game (1 or 2 hours)
We decided to revert to patch c (with full reinstall of the mod), and we were able to play 9 hours in a row without problem.
As soon as 1 of us quit, then came back, we had the OOS flashing message back. This time it was solved by all of us exiting then restarting the game from an old saved game. We played again 8 hours yesterday, with patchc and it was fine (OOS coming back as soon as 1 of us exit and try to join again "on the fly").

Question:
- I do not see much OOS talk in Kael's 1st post: is this issue considered as solved or is it still pending?
- Patch c seems more stable than patch e, however, I see nothing related to OOS in the modification logs. Do anyone know if a patch is more reliable than another one concerning OOS problems in LANs/Direct IPs?
 
Blaze spell can't be used to set your own jungles on fire (the spell is greyed out). I don't know if it's a bug or the intended behavior, but it's rather sad as this spell would be a great alternative to sanitation for someone who starts in jungle heavy areas.
I don't have the latest patches as they would break my save game, but i didn't found any mention of the spell in the fixes for any patch.
 
Blaze sure can set jungle on fire. But it creates smoke in the tile, and then it starts burning. I've done it.
 
NOPE the spell is GREYED out, this means i can't even CAST it.
Playing Svartalfar if that matters.
 
Does it require a tech you didn't research yet?

Edit: By the way I remember from a previous version that Priests of Leaves were not able to cast Bloom till I research Divination, in Shadow however the requirement seems to be removed.
 
I think I've mentioned this before, but there are many bugs with group of units, which is serious, since the AI always groups their units, and I think we are lucky they do for performance.
  • If a unit flees defensively, his entire group flees.
  • If a unit has immortal promotion, and is grouped, his group moves out of the city if he died defending one, allowing the enemy to capture it. This might have been the Hidden promotion though.
  • Spells seem to affect the entire group when they succeed, but I'm not sure. It might just be that Charm is extremely successful (too successful IMO). (I get Spell resisted, but there are no units in the stack without charmed)
Of course, there used to be the equipment bug as well.
 
Khazad captured a city of mine, but the next turn I recaptured it. They left a dwarven vault in the city though, since it was empty it provided a permanent -2 happy faces :( It wouldn't go away (well, not until I opened the world builder, that is) Don't think that's working as designed...

Sorry if this has been mentioned but i'm really not going to read all those pages..
 
NOPE the spell is GREYED out, this means i can't even CAST it.
Playing Svartalfar if that matters.

Upload a save and I'll check it out. Most likely there is an improvement in the tile that is blocking it.
 
Another odd bug: Playing in a MP game as the elves. Researched the tech to found the fellowship of leaves. Got the holy city, but am unable to switch to the religion. On the religion screen, it shows I have the holy city, but gives a blank for the year when the religion was founded.
 
Last night I got the event where someone is speaking out against you in the middle of town. I ignored him and didn't get any unrest, but I still lost all production on the wonder I was building. I realized this is actually the second time this happened to me.

Unrest events are annoying enough as it is.
 
Upload a save and I'll check it out. Most likely there is an improvement in the tile that is blocking it.
There is a workshop on the tile. I'll pillage it and see if this helps.
 
Another odd bug: Playing in a MP game as the elves. Researched the tech to found the fellowship of leaves. Got the holy city, but am unable to switch to the religion. On the religion screen, it shows I have the holy city, but gives a blank for the year when the religion was founded.
Unrestricted leaders, by any chance? An agnostic leader wouldn't be able to adopt it.
 
Re: hang at Waiting for Civilizations

I was seeing this regularly in patch b at a certain point. I switched to windowed mode and discovered that there was a Visual Studio JIT debugger dialog open. i.e. the AI was causing a CtD, but Visual Studio was preventing the 'tD' part.
 
Managed to found the Circle of Gaelan when I set the weight to -1 for all 3 events, so the only problem is that they are FAR too unlikely at default settings. However, I was granted 2 Gaelan when I founded it... So some potential bug in there.

Anyway, for Gaelan chain event 2: shouldn't the option 1 event destroy the Mage Guild, or at least reduce it to a total of 0 science? As it is, seems that the text should imply you kick Gaelan out of the guild, since the only effect is removing the bonus science you won in event number 1 by keeping him as the new Head master.
 
not sure if this is a bug or feature and didn't see it mentioned in the patch list, but the svartalfar (dark elves) can build "elven mines" on hills with forest after researching bronze working. seems a little too powerful...
 
im having a ctd here, i think it may have to do with boats crossing over land; but i did not see anything odd here,

there is a calabim galley in a tile with a citadale, not sure what is causing the ctd, it should ctd at end of turn



edit: i am unable to reduplicate the ctd, this may not be any use. also this game was proir to patch f, and it will not load with patch f
 

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playing .30 patch "e"... And somehow, mana nodes that I build are randomly disappearing... for no reason at all. I have workers leave old improvements turned on. For example, I have the tower of the elements built... but zero fire mana. Not sure what is causing this.

Ok, figured out what the problem was last night (still playing patch "e", but didn't see it on the "f" update list, so I will assume it hasn't been fixed. When a worker builds a road over an already developed mana node, all nodes belonging to that player will revert to an undeveloped state. Could be exploited to build all the towers with 4 mana nodes...
 
Playing 2030e, Svartalfar. Can no longer heal in enemy/neutral territory (ie. no heal icon) and can only heal in my territory only. This has happened to me before in a game, and is a pain in the butt as I have to stroll home or conquer a city to heal properly.

Save is just before I loose the heal icon option, but garunteed to loose it before the end of turn. I think it has something to do with Hemah. As soon as it unit cycles to him, if you go back to a wounded unit in enemy turf, the heal icon fades :(
 

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