FfH2 0.30 Bug Thread

Not exactly a bug, but shouldn't the Calabim leaders hate the Empyrean? They have no weighting against it, and adopt it rather easily (I think they should have a -100 weighting towards it, and that the Empyrean should trigger nasty events in Calabim cities)

Overall I think the diplomoatic modifiers may be too small.
 
I am having a CtD a couple of turns after this attached save game. I think it has something to do with the skeleton attacking my capital, but I am not sure. I have a lion (of declared nationality) parked in the capital, waiting for a carnival, but I tried moving him out and the crash still occurs.

This is .30, I can't remember if it patch e or f.

Thanks!

Josh
 

Attachments

Playing patch f as the Malakim. It seems the Citatel of Light does not spawn fireballs due to the threat of naval units. I built them in coastal cities to protect against privateers, but they don't seem to spawn at all (not even for regular enemy ships). Is this intended or a bug?
 
I'll report this in here: Smuggler's Ports aren't working, they don't appear at all after the Council resolution is made.

Possibly the same deal with the Gambling House price reductions.
 
I have two bugs to report:
first, any of the religon techs i reaserch give me the desciple unit for that religion, regardless of wheater or not its allready been founded.
second(and i think this is a python issuse)certain events that happen to me dont have the popup window, they just happen.
i am playing Falamar of the lanun and running shadow without patch f.
 
Everything on patch f:

-I had Guybrush Threepwood (who was sailing around on the Black Wind) attack a nearby enemy pirate ship. Imagine my surprise when the newly captured pirate ship ended up in the same square as the Black Wind, leaving Guybrush swimming out all alone. The Black Wind sailed over and picked him up of course, but it was very odd.

-When you hit the "merge with flesh golem" option it doesn't ask you which flesh golem to merge with.

-Also (different game), I was able to build Courtesans even though Esus was not my state religion. Note that Esus did exist in the city she was built. Is this intentional, or a bug?

-Units sometimes withdraw when being attacked (e.g., on the defensive). Is that supposed to happen? Was it always that way and I just missed it?

-The Mines of Gal-Dur allowed me to upgrade to Iron Weapons even though I had not research Iron Working (or even smelting, I don't think). Is this intentional?

-The computer never seems to buy Mercenaries. Does it know how? Twice I crushed Rhoana (did I spell that right?), and she didn't send a single mercenary my way (and yes, she had the guild. Founded it even).
 
Guybrush is known.

Esus in the city is enough to build Esus only units.

Yes, units can withdraw on the defense. It is the best use of the promotion on your initial scout (many a hill giant have I survived due to this).

Yes, the Mines of Gal-Dur provide you Iron Weapons, that is because they give you Iron resource. The reason you need Iron Working normally is in order to get the resource to actually show up in your cities. If you were to get Iron through trade you could also get Iron weapons without even having Mining researched (though that would be odd to see).
 
Not sure if this stuff is reported already, but--
1. Dispel magic doesn't dispel the charm person from my units.
2. Dispel magic doesn't work to counter blinding light, which it should. this is because the unit has its movement points reduced to zero by blinding light.
3. Entangle doesn't actually keep you from moving at all. 100% sure about this because the Ai used it on me.
 
Has anyone else had trouble with the restore city spell courtesy of Law II divine?

My unit is on city ruins and the spell isn't available for some reason.


My guess is that there is another city too close to the city ruins. The restore city spell in written so that you can only restore a city if it far enough from another city that you would be allowed to found one there normally. You can't use this spell to pack the map full of cities.
 
Donating an adept (at least, to amurites) gives +1 promotion (not level). Back and forth (team) you can get all available mana types, combat 5, etc.
 
Details on the mana bug reported about a week ago (patch f):

Mana nodes that have been build by another Civ but then end up inside your cultural border do not produce any mana (at least for you, not sure about the original owner). You can however then build a different (but not the same type) of node over the top.

I may have also seen this from a node that I built that temporarily fell outside my borders due to unrest in city, but I'm not 100% certain.
 
Details on the mana bug reported about a week ago (patch f):

Mana nodes that have been build by another Civ but then end up inside your cultural border do not produce any mana (at least for you, not sure about the original owner). You can however then build a different (but not the same type) of node over the top.

I may have also seen this from a node that I built that temporarily fell outside my borders due to unrest in city, but I'm not 100% certain.
But I just did. I was building the Tower of Necromancy when I suddenly couldn't continue with it because my shadow mana (built by me) fell outside the borders due to a revolt in the nearby city. My solution was to raze the "fake" shadow mana and then I could rebuild a real shadow mana.

Me as a player can handle this, I wonder if the AI can?
 
The flames mechanics seems broken in .30f:
- flames going out naturally will produce burnt forest even if none existed previously
- putting out flames with spring spell means loss of forest if one previously existed
- exploit for non elven players to have forested improvements: either build improvements during flames, or generate flames on already improved plots

Easy fix: direct state transition from all types of forest & jungle to burnt forest while flames are ongoing, rather than upon flames going out

Note: the transition from forest/jungle to burnt forest should take a few turns, then another few turns should be required before flames go out. While flames are ongoing the tile should become unworkable (except for infernals ?)
 
Bugs with Haste:

1. Can cast haste after move has been used to gain more movement than if cast before moving (Move 1 unit moves into forest, costs 2 move, so now at 0 & stopped. Cast Haste now to gain +1 Move and go past the forest, where you should only be able to reach with move 3)

2. Hasted units do not gain bonus movement in specialty terrain. (Malakim adept with Move =1 can move 2 desert tiles. Cast Haste, move is now 2, can move 2 desert tiles only. Not 4. Exploiting Bug 1 as you can manage to move 3 spaces.)
 
My game keeps crashing right after the into screen where it says "The Age of Ice has ended". On the fourm it says this is caused by not having patch 3.13. I've checked and rechecked, and as far as i can tell i have that patch. I also have patch "F" downloaded, and installed for the mod. the only think i can think of is that i did not install the media pack (1. I'm not too sure what file to put it in 2. I really, really just wanted to start playing). I dont remember install a media pack for the other FfH2 mod, and that one still works just fine. Any ideas on what i might have missed?
Thanks,
dk809343
 
Does anyone else get a "Failed to Uncompress game data" message if connected to a host who is loading a multiplayer save?

Happens even if I am host, and load the save. My friend gets the error. If I connect to him, i get it.
 
Barbarian World or whatever its called when map starts with Barb cities seem to be bugged, I opened map editor to see the different map scripts in action and very often all Barb cities are concentrated on one tiny tundra-island.
 
Hello, I am receiving the error:

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). If you don't have Civ4 installed to that location just make sure the FfH is installed in the same directory as Final Frontier, Age of Ice and the other mods that came with BtS.

The problem is when I go to my BTS\Mod folder the FFH 2 folder is the only mod present. When I play BTS and go to load a mod, all the other mods show up, however. I'm using Vista so Civ IV installed to my documents/my games/Civ IV etc. instead of the program files way, or at least I'm guessing thats why it installed there. I've looked in all of the directories and can't seem to find the other mods. Has anyone encountered this problem before or can anyone offer some advice? Thank you.
 
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