FfH2 0.31 Bug Thread

I too was having crashes as the Sheiam. I think in my case the problem was burning sands appearing under peaks, but I'm not positive.
 
I just encountered an issue with one of the Special Mercenaries events. I founded Guild of the Nine, and soon thereafter got an "Orcish Mercenary Group" event, which gave me an Ogre, an Orcish Mercenary, and a Lizardman. This event worked completely fine.

About twenty turns later, the "Elvish Mercenary Group" event popped up. After saying "Yes I would like to pay 300g to get Mercenaries" the event processed forever and I needed to force-quit Civ4 and reload an autosave. The event however, didnt pop up a second time for verification.

Game Settings:
Standard Terra Map, Arid, Low Sea Level, 16 Civs (No Hyborem/Basium yet).
Playing as Flauros of the Calabim. No Trade Brokering, Reset Random Seed on Reload, Raging Barbarians, Blessings of Amatheon, Wildlands, Living World enabled.
 
just a minor thing, but shouldnt a priest in town give great prophet points...? As far as i can tell, They either give great sage points, or just up the great person counter (when i select a priest, it still says i have 100% chance of getting a great sage when the bar fills). Awsome Game! It's practically taken over my life!

I believe that's because you've already accumulated some GPP via creating a Sage in the city or The Great Library; that means you only have some GPP towards Great Sage at that point. And since Specialists don't create GPP instantly after putting up a priest you would still observe "%100 chance of getting Great Sage". That would change after one turn though. One example for that would be: Let's say you've had a Sage for 9 turns and created 27 GPP towards Great Sage and then you put up a Priest for 1 turn and create 3 GPP towards Great Prophet. If you mouse-over on the GP bar that turn you'll see %90 Great Sage and %10 Great Prophet.

Perpentach's change of traits don't work like Adaptive as far as I was able to observe. I believe it's a fixed chance per turn, like %1. Which would mean you might never get your traits changed in a 400 turn game; or get them change 4 times in a 200 turn game. On the other hand, Adaptive triggers on a set number of turns(multiples of 67 I believe).

About Fawns replacing Scouts, I have an even more annoying replacement to report. Paramanders replacing Soldiers of Kilmorph :(; they are not even the same kind of unit (Disciple - Melee). And the soldiers can come in handy even in the late game because of their hurrying ability; Altar, Tower or any other important wonder.
 
Earlier today I saw Basium switch to Religion without a state religion, even though his one city was the RoK holy city...
 
Quick Reply:

Didn't read the bug thread thoroughly but I didn't see it mentioned anywhere.

Tier 3 Arcane Spellcasters are casting Summon Flame Elemental instead of Meteor.
 
Quick Reply:

Didn't read the bug thread thoroughly but I didn't see it mentioned anywhere.

Tier 3 Arcane Spellcasters are casting Summon Flame Elemental instead of Meteor.

Might want to read the .31 changelog ;)
 
Earlier today I saw Basium switch to Religion without a state religion, even though his one city was the RoK holy city...

He was likely following the Council of Esus. If you open up the worldbuilder and go to "City Editor" and click on his city, it'll show if Council of Esus is in it or not. In a recent game of mine, Basium did exactly that - go religion with no apparant "religion" - but really he was Council of Esus.
 
Really annoying bug, but possibly hard to fix: Whenever you switch control of your civ to the Infernals or Mercurials, the game starts automatically ending your turn once all your units have moved (i.e., when the little green light would turn red, the turn ends instead). Haven't tested if this happens in multiplayer, but it definately happens in single player and is very frustrating.

I simply fix this by making a save, going to main menu and then going back into that game. Sometimes though it seems to fix itself after a couple of turns.

I would still consider this a bug to be looked at even if it is fixable while playing and if it happens in multiplayer, that would suck.

Anyways, I think I also had the same issue with perpentach last night in that he didn't go 'insane' for over 700 turns. Even though I did change over to the infernals a bit after turn 200, I should still see the notification that it happened, right? I don't remember exactly, but I'm pretty sure he still had the same traits by the time I decided to end the game sometime after turn 800. He had won a time victory a long time ago, lol. I was playing a custom game with increased animals, so whether that messed him up or not, I don't know.
 
I often play FFH2 multiplayer online with a friend. We've had problems trying to resume savegames since patch D. This happened on 2 separate games. Basically what happens is we'll get pretty far into the game, call it a night and save. When we try to resume the next day, I load the savegame just fine (I'm doing the hosting), but when my friend tries to join he gets kicked out. This is not a connection issue, it is definitely a problem with the savegame. We've successfully started new games when the savegame refused to work.

Here's an example of a broken 0.31 patch D savegame:
http://128.36.236.149/JimAD-0386.CivBeyondSwordSave

To re-create the problem, load it as a LAN or direct connect game. Then have another person try to connect. He or she will not successfully join the game. It will connect, and seem to start syncronising the data, but then after a few minutes they'll just lose the connection and get kicked out. Again, I'm quite sure this is a problem with the savegame, since starting a new game works fine.

There is one thing in common between these 2 savegame issues: in both games I was Taebryn of the Shaiem (sorry if I'm spelling incorrectly) and my friend was Dain the Casselwain. I'm not sure if that is related to the problem or not... the only game we tried since the 2 savegame problems was a quick game that we could finish in one sitting.
 
Here's a new bug for the Basium alliance...

He kept offering to gift resources to me which I already had. This happened every few turns. It was especially bizarre when he offered resources back to me that I had previously gifted to him. For example, I had 6 Deer. I gave him 1 and a few turns later, he offered me Deer.:confused:
 
Blight does not work correctly.

It ruined already several games for me, not only with higher AC >80, already with 40.

It hit multiple times, and caused about 300 unhealthiness total (so much, that it would never really fix again, and all cities would stay on size 1 forever!!, which is even worse, because your units and heroes die from AC event later...)

At a certain point, AI starts to delete units or attacks another AI without defenses very fast.
 
The Smuggler's Port event (not the Esus vote) doesn't actually give you a Smuggler's Port, even when you select option one.

Pirate Coves can be built within 3 tiles of one another.

The Black Wind dying does not trigger the Shrine of the Champion being able to be built.
 
Yeah, me and my buddy dogshu have been having problems with resuming save games ever since we downloaded patch d. Please see Post by Dogshu...
 
I have a crash bug on my first game. On this save, it repeatably crashes every time I go to next turn. It seems to perhaps be triggered by a privateer coming out of unexplored territory into my sighting range. Thought a workaround might be turning "Show Enemy Moves" off, but that didn't help.

I changed the .ini file to show Python exceptions, but nothing showed.

This save doesn't crash for me.
 
In a Test game of Sheaim 0.31 c im having problems with constant ctds between turns (sometimes by making a full reboot i get on but its annoying. Have this problems for about 3 or 4 Turns now).

Savegame attatched.
Whould be grateful if someone with coding experience could pin down the source of those constant ctds and ideally fix it (vassalizing everyone but one small civ in Worldbuilder seems to work and get me to the next turn (but thats hardly regular playing experience and not fit for testing anything :p), so a possible source is the many battles going on i guess (deity Game with more or less world war going on). Couldn't find an enraged settler anywhere But thats not more then a guess. Not really experienced with coding. Dont have debug messages enabled. )
Whould hate to abandon this game at that stage. Whould be a lot of fun finishing if not for those problems.

Perhaps a bug that is worth fixing not just for that game but some general bug. Could be just an exeptional thing though. (don't usually experience those kind of problems although sometimes ctd at loading a save. Could be related.)

Thanks for trying. :)

Its a Map with creation.py. Mapscript, so that may be required. And its a large map mid to lategame so not recommended on a slow system.

Edit 1: Seeing the above post i reallized something: The problems have started apearing about the time Hyborem entered so maybe its also somehow related to Hell terrain or anything simmilar. (Hes not arround anymore since i finished him the the turn before this save bottom left corner. Will try to erase the hell terrein. Maybe...)

No crashes for me with this save game.
 
I had a caravel set to skeleton crew which has a cargo capacity of three. If I change it to longshoremen it only holds one, but if I load two units into it I can still change from skeleton to longshoremen and it will have two units aboard despite it's one unit capacity.
It doesn't let you change if you have three units so this is probably because the game does check to see if removing a promotion would leave a ship over capacity but not if the new promotion would take away more.
 
Not exactly a 'bug', but does it worry anybody that Kael hasn't posted for a week and his forum title is
"uhwxuqlqj Dsulo hljkwk"?

The title was a Caeser Cipher, translated it read:

Spoiler :
"returning April eighth"
 
The title was a Caeser Cipher, translated it read:

Spoiler :
"returning April eighth"

LOL

Well anyways, welcome back Kael and how was your trip? :)

Sorry for filling up the bug reports thread with discussion about the crashes I kept having. I have no idea why some people don't get the crash. As I figured out and is discussed in another thread, it has something to do with the burning sands terrain. In fact, if I remove all desert and floodplain tiles, I don't have a crash.

I did get a few crashes while trying to go to a few earlier saves, but I think that had to do with which customfunctions the save wanted and somehow it did not like going back a few turns.
 
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