FfH2 0.31 Bug Thread

Seem to be getting a repeatable CTD because of burning sands on peaks. At least, it stops when I change them to something else. IIRC the regular maps don't generate desert peaks, but it seems this'll be a constant issue with custom maps unless fixed (this is on one of Rex's).

Edit: Nah, XP. My (quite unreliable, but anyway) memory is telling me the creation script makes desert peaks too, so maybe that's why people have been having issues on it with Hyborem.

No crash for me. Have you installed DirectX 9?
 
Could you check that save that I posted on the previous page? I'm not sure what is going on there, and yea I got the DirectX 9, at least I think I did. Let me check DXdiag to be sure.
 
I did start a new game after that directX install, anyways, the DXdiag still says I have DX 10, but I went and did that install that Kael wanted us to do on that other thread of mine. I did do a reinstall of FfH just in case something got messed up, going to go retry. That gamesave on the previous page was also a custom game, so.... no idea.
 
My friend and I tried playing another game last night, and I have some more bugs for ya.

bug #1:

The AI seems to be insanely bad at defending their cities. I was right next to Faeryl Viconia, and noticed that her closest city was being guarded by 2 scouts. So I declared war hoping to get a quick city or 2 out of her before declaring peace. As I started exploring her territory, I saw that she was using scouts to guard *all* of her cities, with maybe one warrior in the capital. She even started sending her scouts into my territory, I guess to try to attack me? She literally had dozens of scouts, apparently built for combat roles. Here's a couple of savegames (they're multiplayer) from that game. I am the Lanun. Here's one in the beginning of the war with Faeryl:
http://128.36.236.149/JimAD-0209.CivBeyondSwordSave
and one towards the end of the war:
http://128.36.236.149/JimAD-0224.CivBeyondSwordSave

I know that AI programming is not a priority right now, but this really seems quite broken.
[...]

Did you choose the option "No Building Requirements for AI" ?
if not, than it explains why she doesnt build any other units (the AI does not know how to handle building requierements as it seems...)
 
Did you fix the issue where Sanctuary can be resisted? (This stranded the resisting units in enemy territory and left them unable to move or attack, but vulnerable to attack by the evil Elohim enemy. It basically made Sanctuary about 700% stronger than what I take was the intended implementation, i.e. that everyone is pushed out of the Elohim borders)
 
[21. War Elephants reduced from 8 to 7 strength.

What is thought behind that? I think it only reduces the incentive to capture and upgrade a unit that is already weak on defense. You may as well kill them and grab a few xp.

Bug:

patch d. I received a message that roughly stated "You have declared war on Charadon". Now I'm actually involved in a war I want no part of...yet. :) Charadon also declared war on Carditha Lorda (sp?). I had recently left the Overcouncil and still had defensive pacts with the both of them. :confused:
 
What is thought behind that? I think it only reduces the incentive to capture and upgrade a unit that is already weak on defense. You may as well kill them and grab a few xp.

Bug:

patch d. I received a message that roughly stated "You have declared war on Charadon". Now I'm actually involved in a war I want no part of...yet. :) Charadon also declared war on Carditha Lorda (sp?). I had recently left the Overcouncil and still had defensive pacts with the both of them. :confused:

It's possible the defensive pact pulled you in. Also, do you have basium on your team? he could have done that.
 
What is thought behind that? I think it only reduces the incentive to capture and upgrade a unit that is already weak on defense. You may as well kill them and grab a few xp.

In my experience War Elephants were monsters, capture one relativly early and its nearly unstoppable. Ive used them and had them used against me and even with the strength reduction they remain a very nice prize to be won out in the wilderness (in my opinion).
 
Patch "e" is linked in the first post. It won't break save games and resolves the following issues:

1. Evil civs will declare war on those nearing completetion of the Altar of the Luonnotar.
2. Updated Graveyard graphics by seZereth.
3. Pirate coves cannot be built within 3 tiles of each other.
4. Fixed a CtD caused by the Elven Mercenaries event.
5. Fixed an issue with the Citadel of Light (thanks Sto!).
6. Fixed an error when a Beast of Agares kills a Paladin (thanks Sto!).
7. Fixed the Amurite Pilgrimage event, Malakim Pigrimage event, Trent Spawning, Mealstrom, Kidnap spell and Teleport spells so they wont cause WoC's (thanks Sto!).
8. The Ogre Mercenaries event won't trigger automatically with the founding of the Guild of the Nine.
9. Hyborem's Whisper will only trigger in single player games (was causing OOS's).
10. New Ljosalfar Mage model by seZereth.
11. Player options will follow you if you switch players (so you wait at end of turn will be set when you switch to Hyborem).
12. Maelstrom reduced from an average of 25% damage to 15% damage.
13. Tower of Mastery moved from Arcane Lore to Strength of Will.
14. Free Sage moved from Writing to Arcane Lore.
15. Illusions cannot pickup equipment anymore.
16. There is a visual cue (the great wall graphics around the empire) when the Sanctuary effect is in place.
17. Wolves have a 10% chance to upgrade to wolf packs when defeating units.
18. Wolf packs have a 10% chance to spawn new wolves when defeating opponents.
19. Pyre Zombie explosions won't start wars.
20. Hidden Nationality units can create units through combat (not capture, but they can spawn baby spiders, werewolves, wolves, etc).
21. War Elephants reduced from 8 to 7 strength.
22. Dwarven Smith production bonus increased from +10% to +20%, it is half cost with Industrious, and removes the Rusted promotion.
23. Slave hurry amount reduced from 15 to 10.
24. Repentant Angels get -1 strength when they kill living units (instead of +4 strength).
25. Fix to keep Burning Sands expiration from causing CtD's (only seemed to effect Vista, thanks Calbrenar!).
 
In my experience War Elephants were monsters, capture one relativly early and its nearly unstoppable. Ive used them and had them used against me and even with the strength reduction they remain a very nice prize to be won out in the wilderness (in my opinion).

Thanks. It's my general strategy. I spend more time looking for resources like hard to find incense than worrying about subduing animals. Normally I don't grab one until later in the game when there are more powerful enemy units. I'll try what you do and see what happens. It will probably still be a pretty strong unit early game.
 
The War Elephants WERE monters. It does seem odd though that they now get weaker when you capture them and train them...

A better fix may have been to keep their movement speed at 1... so they'd be slow monsters :).


Does the change to wolves and wolf packs work for Doviello spawned wolves? (Because if not, I think this change is pretty ineffective... how often does a barbarian wolf win a combat? Ever?)
 
Play on a high enough difficulty level, and the wolves will often win against scouts because of the Barb bonus.
 
Svartalfar still can't build crossbows, because they can't build the machinist's shop.
 
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