FfH2 0.30 Bug Thread

Unfortunately, this more or less always happens in a game sooner or later.

Actually, it's never happened to me (knock on wood) in the dozens of FfH games I've played. :dunno:
 
Unfortunately, this more or less always happens in a game sooner or later. It seems to be a BTS problem which has contaminated FFHII 0.30 as well. Solutions have been discussed but none that works well for all. Sad to say, my favorite game of all times is now on the shelf until this is solved. (Have been through the BTS forums as well and a lot of people have come to the same conclusion. Firaxis, what have you done!!!!?)

Thanks for your answer. I noticed that bug several times before, but I hoped this was a FfH-only behaviour... very sad.
 
Attempting to steal the Dragon's Hoard with a shadow causes the game to freeze. Also the steal option seems to appear when there is nothing to steal, such as in a civ's capital, but not in outer cities.
 
Just loaded patch 'k' and started a new game.
I get the spinning globe and waiting for other civilizations message at turn 32.
Save game attached.
Repeatable error (5 out of 5 reloads).
A long time since I've had this so might be a bug introduced by patch 'k' or just the luck of the draw.
 

Attachments

I found a potential bug with open borders. All of a sudden I can't enter a friend's territory. It's weird. I'm also now getting a "our close borders spark tensions" diplo penalty.

Running patch "k" with a brand new game.

I tried canceling and re-establishing open boarders, and it didn't make a difference. Is there some game concept I'm not aware of that would cause this?

Edit: Elohim world spell, apparently. Wish this mod had better documentation or something to help us newcomers.
 
I found a potential bug with open borders. All of a sudden I can't enter a friend's territory. It's weird. I'm also now getting a "our close borders spark tensions" diplo penalty.

Running patch "k" with a brand new game.

I tried canceling and re-establishing open boarders, and it didn't make a difference. Is there some game concept I'm not aware of that would cause this?

View attachment 170475

View attachment 170476

Did you notice which civ's borders you couldn't enter? That is Ethne the White, of the Elohim. The problem here is not a bug, it is her use of the Elohim World Spell, Sanctuary. This spell kicks all rival units out of her borders and won't let them enter for many (~30?) turns. She will cast this when at war with 2+ civs, so they have no chance to capture any cities.

The diplo penalty is not related to open borders or the spell, it always happens when a civs borders are under enough cultural pressure by yours.
 
Sorry for the bad report. I wish there some better indication that this is what has happened; getting started with this mod is a very painful exercise in trial and error (mostly error).
 
Pirate Coves can be built within 3 spaces (even right next to) Pirate Ports and Pirate Harbors, which I don't think is intentional. I think it's working correctly with other Pirate Coves though.

On the subject, I really think you should make Pirate Coves buildable by work boats on coast tiles instead of by workers. It has already been mentioned that, if one of them is pillaged, you're left with a water tile and no way for a worker to rebuild the cove. Moreover, it seems very strange to me that you could have workers come in and construct a cove which would then give ocean access to a previously landlocked city. You might argue for canal building (though I think the game is better off without it), but a pirate cove doing this?

Just my 2 pieces-of-eight. [pimp]
 
I'm not sure if this is as intended, but warcry (hippus world spell) grants combat strenght to unarmed units like workers and settlers, giving them a base strenght of 1 (my workers actually fended of enemy scouts while working a forested hill).
 
patch k game with spinning globe:

its the very first time i came across this bug. however, i observed something unusual some turns before the never ending "waiting for other players". a barbarian settler moved through my land. there is no civ in the game with the ability to hide nationality (and its around turn 150 in a normal speed game, no game settings set that alter barb behavier, new random seed) so it seems to be truly a barb settler. two turns after that (the settler left my land) the turn refused to end ... so i loaded a autosave and captured the settler this time and the next 5 turns no bug emerged. to check if i could reproduce the spinning globe i loaded the same autosave as before and led the settler do whatever he wanted. again 2 turns after he went through my land the game ended with the spinning globe (perhaps he tries to build a city in this turn).

great mod, i love it!
 
I think I found a legitimate bug this time (still using patch k):

ffh_k_exception.JPG
 
KKlake: Were the Svartalfar in the game and near you? Their world spell would have made all units HN, thus allowing an apparently Barb Settler.

no svartalfar, no wonders build yet, no councel of esus, no refined mana nodes on entire map.
AIs are: Sabathiel, Perpentach, Cassiel, Charadon, Auric Ulvin, Falamar
I am Tasunke. The settler arrived near the boarder to Charadon (with some neutral tiles between our borders) and left near no man's land. Capturing the settler resulted in a goblin worker.

I "lost" the autosave due to overwriting so I can not post it.
 
I'm still getting a fatal crash late in the game, regardless of my graphics at the time.

However, I think I know what may be causing it. At the time of the crashes, I have a lot of the screen on a part of the globe that has burning sands. Most of the world was neutral/evil when the Armageddon Counter wasted the planet and I guess the AI doesn't send folks around to fix these deserts. So the world is just flames everywhere.

I'm wondering if this is causing some sort of overload of my graphics card?

I will apply the new "K" patch and see if this helps but I've had this problem since about the H patch.
 
no svartalfar, no wonders build yet, no councel of esus, no refined mana nodes on entire map.
AIs are: Sabathiel, Perpentach, Cassiel, Charadon, Auric Ulvin, Falamar
I am Tasunke. The settler arrived near the boarder to Charadon (with some neutral tiles between our borders) and left near no man's land. Capturing the settler resulted in a goblin worker.

I "lost" the autosave due to overwriting so I can not post it.

Well, it is incredibly unlikely, but possible, for Perpentarch to have had a settler mutated due to his Chaos Mana from the palace and it happened to gain the Enraged Promotion, and subsequently go barbarian.
 
I had my first Worker go barbarian on me the 2nd turn after I built him, so I don't see it as a stretch having a Settler go barbarian.

I am playing Mahala which also has Chaos mana.

Fortunately, the Worker was easy to catch before he strolled away. ;)
 
Perhaps this belongs in the 'oversight' thread and not bugs, but there is no oversight thread.

Shadows destroy improvements (pillage) like spies in BTS. They pay money with a percent to fail. Not being familiar with spies from BTS recently, I thought that failing would mean the improvement stays.

I lost my hero shadow trying to pillage a deer for 50gold at 40-90% success rate.

I don't know how you might fix this, but you obviously cannot use the sabotage/pillage function, at all, with shadows when the fail = death.

I didn't check to see other spy-like abilities they had (such as from inside city).

Shadows cost alot more than spies in BTS, you cannot risk their death on a fail. The function is not usable.
 
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