FfH2 0.31 Bug Thread

no it's just happened randomly.. I ran a single player game with a tiny map 1st just to try out the no settlers option and the cities spawned normally, since then I've played MP and SP games and havn't had them.
Since posting I've tried a few SP games on creation maps with barbarian world on, watched them have two- five cities but not build any more during the course of a full (quick game) Although with wildlands off it did seem to help spawn barbs for the first 200 turns
 
Mana nodes revert to raw mana when their tile culture-flips. The resource (entropy node) changes to a raw mana node, but the improvement (entropy node) remains, but doesn't do anything. Pillaging the improvement allows you to build a new node of any type on the raw node.

What was the purpose of this post?
 
Alright, currently I am experiencing what might be a bug.

I have the order hero (sir whatsisface, the one with the purple dragon knight picture) and he hit 100 xp and I cannot get him to gain any more.

I'll play it a bit longer to see if it is something with all units, or for you to tell me it's a feature. Below is the save, for what it's worth.

View attachment Charlie 1.CivBeyondSwordSave
 
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Answering the report above it. I *think* I read something about that having been altered in .32, though it may have been a modmod, so that the node is reset or destroyed, which is less confusing.

@Charlie - nobody gains XP from fighting barbarians above 100 points, though the +1 per combat from Raiders still applies, as does the great commnder bonus. He needs to fight actual enemies to gain more XP - including that frustrating single point for the next level up!
 
I was bashing ljosalfar or malakim or something, not barbarians. He never gained another point of xp even after cleaning out two cities, finally he got the adventure event, gained two xp, and then after that gained xp normally up to 249 or so atm.
 
Since all of the actions which affect the AC confuse people (by not seeing the advertised effect), and actually seeing the value on the 0-100 scale only causes people to be able to predict what AC event is about to happen.... Maybe it is time to display the true AC and keep the percentage hidden? Then you have to know the formula (and calculate it) in order to predict when Blight will hit you and other things. But you will see the AC change the amount advertised when you do something to change it.

How about just display it as:

totalAC(%AC)

So you can see the total increase, as it does, and the % will tell you when you hit the next event.
 
Hello:)

Me and my friends found out, that whenever someone builds the halls of architecture (player or AI) and/or the guild of smithing (sorry dont know if its the correct translation, i am playing the german version) a few turns later the game goes OOS and relogging does nothing, the quitting persons get the OOS again. It happens one or two turn afer the above mentioned is built. Has anyone experienced the same? or is there a way to disable the tech/wonder/guild ?

Thanks in advance

Foro
 
The description for Archers in the unit data at the lower left of the display is for the vanilla Archer with Str 3.
 
I downloaded the game, and went to play it. The downloading process went fine. I opened the mod folder and loaded the game. I selected my Civ(Calabrim), my Civ leader, and went to play. As soon as the game was loading, Civ 4 BtS had an error report. So I tried again. Same thing. Tried restaring the computer. Same thing. No matter what civ or leader, the game stope due to some error report. I tried to play a normal Civ 4 BtS game with the Germans, and that worked fine without the game shutting down. All of my other mods work. However, this one does not, even though it will open up fine and load fine. I am... furious, to say the least. Any suggestions?
 
I downloaded the game, and went to play it. The downloading process went fine. I opened the mod folder and loaded the game. I selected my Civ(Calabrim), my Civ leader, and went to play. As soon as the game was loading, Civ 4 BtS had an error report. So I tried again. Same thing. Tried restaring the computer. Same thing. No matter what civ or leader, the game stope due to some error report. I tried to play a normal Civ 4 BtS game with the Germans, and that worked fine without the game shutting down. All of my other mods work. However, this one does not, even though it will open up fine and load fine. I am... furious, to say the least. Any suggestions?
 
Known Issues:
2. The mod loads okay, but when you go to start a game it crashes. You experience this error if you aren't running BtS patch 3.13.
 
Also, you may have to manually download it from the download database here because for some reason the autoupdate within the game doesn't actually install the update.
 
1 orthos axe per turn that lich-summons kills whatever grabs axe. Apparently, orthos dying in range of lich is a bad thing. 2 players, mp. Saves are consecutive turns. The lich is my new clan leader; he dupes for me ;)
 
I had a Hidden Nationality Nightwatch with Combat V, Drill IV, Mobility & Commando, and it couldn't upgrade to Blitz, despite the Civiliopedia saying you need Drill IV (got) and Military Strategy (got).
 
I had a Hidden Nationality Nightwatch with Combat V, Drill IV, Mobility & Commando, and it couldn't upgrade to Blitz, despite the Civiliopedia saying you need Drill IV (got) and Military Strategy (got).

Have a look in the civilopedia under the nightwatch list- blitz isn't a promotion they can get, you'll need to get them upgraded before they can make use of blitz.
 
Have a look in the civilopedia under the nightwatch list- blitz isn't a promotion they can get, you'll need to get them upgraded before they can make use of blitz.

Oh. I assumed that since other Archers can get it... Sorry. :blush:
 
I know- odd huh? I wonder if it is a decision or an oversight? I suppose it's a nice added bonus to upgrade to a shadowrider- or an assassin
 
Not really a bug but seems bad. Apologies if already mentioned :

Barbatos used to appears very close from AI (or eventually player although it never happen in my games) so AI is killed on turn 2...

Perhaps insert a script in the next version will be good. Barbatos have to appear minimum ten tiles away from departure spot...
 
Not really a bug but seems bad. Apologies if already mentioned :

Barbatos used to appears very close from AI (or eventually player although it never happen in my games) so AI is killed on turn 2...

Perhaps insert a script in the next version will be good. Barbatos have to appear minimum ten tiles away from departure spot...

I dont have any problem with an occasional AI civ being wiped out early. Its certainly easier than rewriting the player placement code (barbatos is actually placed before the players).
 
I dont have any problem with an occasional AI civ being wiped out early. Its certainly easier than rewriting the player placement code (barbatos is actually placed before the players).

i don't know much about coding, but i remember seeing a bit of the placement code, which said "+1-2 weighting for certain resources, +0,75 for seafood, +0,5 for forests etc (was an attempt at solving the all-forests starts, which stated that forests were placed before some other resources incapable of being placed on forests, thus generating sub-par starts). Couldn't you add other groups to this placement code aswell, and grant the broken sepulcher -2 (or something like that) To compensate for barbatos spawning near your capitol? And +1,5 - +2 for some of the other unique features, to balance those out aswell?

Again, i'm having trouble enough editing the XML, let alone python or SDK, but as far as i can see theoretically it should be possible.
 
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