FfH2 0.30 Bug Thread

Okay, I just downloaded FfH2 0.30 a few days ago, but can't see anything saying if the patches were included in the installer or not.
I haven't installed any patches for it since I'm unsure if it came with them.

My issue however is not listed in the patches.

I started playing and got a fair ways into the game, and suddenly it crashed.
I waited a couple days then loaded the save file and tried to continue, but it crashed again.

I got no Python exception pop-ups or anything. Windows just remarked about the program crashing and sent an error report to Microsoft, then it was gone.

I don't know if it is my computer, or if it is a glitch (especially since I got the same error upon starting a game in FfH2 0.25).
If someone could test it to see if they can get passed where I crash and let me know, it would be appreciated.

The save file is here:
http://forums.civfanatics.com/uploads/64109/Roy_Current_FFH_II_30.CivBeyondSwordSave

The crash point is upon ending the current turn.
 
The patches are not included with the main download, so you'll need to download the latest patch as well sometime. There have been numerous issues which are capable of causing a crash solved through the course of some of these patches, so most likely whatever the cause is now will be cleared up (though I haven't tested it myself with your save since I would have to re-install everything to get myself un-patched to load it :))
 
The Cave of Ancestors building is currently only granting if you have a certain mana, and not how many. e.g. if you have 3 fire and 1 earth, you get 2 free xp, not 4. I don't know if this is intended or a bug, but it can be fixed by changing this line in CvEventManager.py (ctrl-F 'cave')

Spoiler :
if city.hasBonus(iBonus):
i = i + 1
if i >= 1:
unit.changeExperience(i, -1, False, False, False)​
to
if city.hasBonus(iBonus):
i = i + city.getNumBonuses(iBonus)
if i >= 1:
unit.changeExperience(i, -1, False, False, False)​
 
Playing as Perpentach tonight. I played on normal speed with double events option.
As of turn 270 Perpentach has never had his traits change. (is this a result of selecting double events option?)
I got 3 Freaks that had the diseased promotion. I sent them out to weaken my enemy before dying, however the diseased promotion only passed to the unit that killed my freak not any of the other units in beeri bawl's stack(6 warriors, 2 scouts) does it now have a chance of spreading to all units in the edefnding stack anymore?
 
I had left a 5 strength warrior joined Great Commander in fortify mode quite far from my capital, then I woke him up and got him to move back to my lands. Then he disappeared! I thought I'd just forgotten where I put him so I reloaded the save game, checked the Military Advisor before and after, and found that I went from 13 warriors to 12 warriors. (Just before he disappeared it still momentarily said 13 warriors, but then changed to 12.)

Has anyone found such a bug before? (I think it could be because I left the warrior fortified in another civ's territory or because a Great Commander was attached to the warrior.)

I have a savegame just before the warrior disappears if you would like it.

Best regards,
Steven.

PS: Is it possible that you can get a Peace Treaty when you capture and raze a barbarian-captured city without specifically going to war? (I had an Open Borders agreement with Dain and attacked the last unit in a city with a Hidden Nationality Hill Giant, then the city got captured by the barbarians.)
 
Is the bug with the elven mercenaries fixed in patch l. Didn't see it in the list and it is quite a game breaker (unless you are human and can use an autosave and say no thanks).
 
Hi
I just had the mana node flaring up event. In this case the life mana. It says that tiles are beeing "healed up". This leaves the improvments intact (as far as I can see) BUT all my acient forrest in the area is gone (which totally sucks as an elv).
So is this intendet? "heal up" sounds like a positive effect...
 
Dwarven cannons are still affected by fear. Attached is a save with a cannon that can attack Acheron and runs away in fear.
With patch K catapults and trebuchets are also still affected by the dragon's fear. Golems, however, are not.
 
so here's a bug--i can build pirate coves a close together as i want if i build them on diagonals. so like two tiles which would be adjacent can both have pirate coves on them.
 
With patch K catapults and trebuchets are also still affected by the dragon's fear. Golems, however, are not.

There is a logic in that, living men operate siege machines, living men that can be afraid;)
 
There is a logic in that, living men operate siege machines, living men that can be afraid;)

But it is a bug. See note 24 under the changes for patch K. In one other post, Kael said they went back and forth on deciding whether artillery and ships are 'alive' or not, and decided to treat them as though they aren't. Both positions can be justified.

They have to be consistent. For instance, if catapults are affected by fear, they need to be able to have 'courage' cast on them; in older version, they were subject to fear but they couldn't have courage applied, which is clearly wrong.

Best wishes,

Breunor
 
Slavery bug.

Attacked by perpentach as elohim, running city states, nationhood, apprenticeship, agriculture and basic care. I killed a reveler with the order hero, valin, and got a slave in return. :)
 
Couple event bugs in patch k:
Ransom - None of the crime adjustments seem to be "taking." Changing the EventInfos.xml entries to <bPickCity>1</bPickCity> seems to fix it.
Guild of the Nine Mercenary 4 - This causes CtDs, change PROMOTION_ELVEN to PROMOTION_ELF fixed in patch n
Life Mana Flare - This currently clears new forests and ancient forests from surrounding plots.
Nature Mana Flare - This adds new forests even to peaks and water plots.

[edit] A few more:
The Jade Torc popup image from the adventure event is a little pink circle instead of the correct image.
Dimension Mana Flare - python error when triggered, see attachment.
Holy Child - seems to have copy/paste errors. Option 2 gives you 100 gold instead of subtracting. Option 3 carries over the happy/health/gold from option 2. Option 4 doesn't seem to have a check for OO, though based on the flavor text it sounds like it should. Fixed in patch n
All mana node flares seem to revert the mana. The node stays, but you lose the mana type that was there... may be intended, but if so, destroying the node or something too would be appreciated. Attachment shows the info for a mana plot after a flare. <-- This one seems to be something to do with loading scenarios, rather than the flare events, sorry.
 

Attachments

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MagisterCultuum said:
Sanctify requires both Life 1 and channeling 1; no priest starts with channeling 1. Priests with level 1 sphere spells just have so they can get the next level of the sphere. (Of course, Dwarven Stonewardens can still benefit from enchantment 1, because one of its spels, repair, requires dwarven instead of channeling 1)

Sorry for replying to this post of yours a second time, I just thought I should explain my mistake: I thought that channeling 1 was a prereq for channeling 2, and since priest units start with channeling 2 I had mistakenly assumed that they also have channeling 1. I should have known this from having played this mod before, but I usually don't make religion a central part of my strategy and thus generally don't build priest units until fairly late in the game, so it just didn't register.

Anyway, thanks again for the clarification.
 
Playing the latest patch (k, I think) I got the spider mine event. Choosing the third option crashed my game :mad: Not sure if this is a bug or not, but still...

Was another unit already in the mine's space when the event took place?
 
Both already reported. The event tries to give the "elven" promotion (which doesn't exist( instead of "elf."

I think the Infernal Longbowman ammunition problem has been around for over a year.
 
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