FfH2 0.32 Bug Thread

Kael

Deity
Joined
May 6, 2002
Messages
17,401
Location
Ohio
You guys know the drill. Post any errors you find with FfH 0.32.

Downloads:

Patch "a":
1. Fixed the Enervated promotion button.
2. Fixed the Svartalfar Adept button.
3. Fixed the Wane spell.
4. Circle of Gaelen events now require you to have the Sorcery tech before they will trigger.
5. You can no longer use the 'Spread the Council of Esus' ability in cities that already have the Council.
6. You can no longer upgrade untis beyond your national limits in allied cities.
7. Kuriotates can now build Centaur Guards correctly.
8. Fixed an error with the Omens song.
9. The mushrooms event will now create the mushrooms correctly.
10. Fixed an error with the Song of the Dead Sun song.
11. Fixed the Lion selection sound.
12. Removed the Succubus selection sound (Im not sure why thats not working).
13. Fixed the Parrot and Raven animations.
14. Added Vassal Refuse Attitude Threshold and Vassal Power Modifier to all the leaders.
15. Added the Winterborn promotion to Lucian.
16. Summons can't capture slaves.
17. The Pact of the Nilhorn giants start with Hidden Nationality.
18. Prereq civilziation on Improvements will now display correctly (pedia shows the civ that it needs, civs that dont qualify wont see the upgrade options).

Patch "b": (will break save games)
1. New Mimic model by seZereth.
2. New Svartalfar Hunter(ess) model by seZereth.
3. Centaurs cannot cast Sprint when fatigued.
4. An Empyrean disciple is now correctly rewarded when a player learns the Honor tech.
5. Elves can remove jungles.
6. Combat limited units (catapults, illusions) can no longer attack indefintly.
7. Grave discoveries dont refer to villagers anymore.
8. Units can cast bloom on improvements if their civ supports improvements on features (ljosalfar and svartalfar).
9. Casting delayed spells will move the selection to the next unit (instead of staying on the now immobile unit).
10. Limited the amount of disciples that the AI will build.
11. Ability to select a random good, neutral or evil leader (extremly awesome code by Sto!).
12. Added AIAutoPlay (for AI testing, code by jdog5000!).
13. Moved the declaration of the traits array into CvPlayer() instead of ::reset (no idea why it was in ::reset).
14. Changed the way the Adaptive and Insane traits trigger (Insane will now be a flat 2% chance per turn instead of being modified by other events).

Patch "c":
1. Fixes an issue with random leaders.

Patch "d":
1. Fixed an error viewing leaders in the pedia.
2. Fix so that the shim random good/neutral/evil leader doesnt showup in the game (fixed by Sto!).
3. Damage icons will now show the correct damage type (instead of fire all the time).
4. Reduced the effect of pestilence a bit (from 0-5 + pop/2 unhealth to 0-5 + pop/4 unhealth).
5. Armageddon Count requirements will now be displayed in the pedia correctly.

Patch "e":
1. Fixed a problem that kept the poisoned promotion from being removed if applied to uninjured units.
2. Fixed the looping sound when worldbreak is cast.
3. If you vote to disable the gambling ring, secret codes, slave trade and smuggling ring resolutions they will correctly turn off.
4. Voting to disable the secret codes resolution wont grant you a free sage.
5. Mezmerize Animal allows the animal to retain its old promotions.
6. Fixed a CtD if you create a Pirate Cove when you don't have any cities.
7. Spiders from the Spider Mine event now start with Hidden Nationality.
8. AI: The AI won't invest so much on settlers/workers in the early game, prefering to build up defense/military infrastructure.
9. AI: The AI will more highly value techs that enable unit enabling buildings (training yards, etc) rather than growth bonuses.
10. AI: The Bannor will rush for their Training Yards.
11. AI: Fixed a problem in that the warrior/scout filter correctly applies to civs with non-standard training yards/hunting lodges (bannor/svartalfar).
12. AI: All leaders flavors redone with much higher values (0-100 instead of 0-10).
13. AI: All techs flavors redone with much higher values (0-100 instead of 0-10). Bteween these 2 changes leaders are more likely to pick techs based on their personality.
14. Fixed an issue with art define of Lanun Champions.
15. New art for Lanun Berserkers.
16. Removed some espionage strings (since they arent used anymore).
17. AI: The Doviello will rush for early axemen.
18. Great People have 3 flavors each (for example an engineer prefers production techs, wil will drop to military or groth lightbulb techs as well).
19. Marble converts to Sheut Stones on hell terrain.
20. Fixed a problem that keep action buttons from being displayed in forests.
21. Fixed an issue that could cause AI cities to stop producing anything.

Patch "g": (will break saves)
1. Fixed an issues that would cause spells with any miscast chance to always miscast.
2. Fixed an issue that would cause equipment to dissapear if it is owned by a player that leaves the game.
3. Added the Wonder spell (Chaos 3, does 3-5 random effects).
4. Removed the Enervated promotion (effect combined with the withered promotion).
5. Removed the Enervation spell (Wither spell does a combo effect of the two).
6. Removed the Law Bringer unit.
7. Removed the Random Personalities game option (caused some issues with optiosn baqsed on specific leaders).
8. Reviewed and adjusted all the leaders raze probability.
9. Summon Pit Beast moved from a Chaos3 spell to an Entropy 2 spell.
10. Pit Beasts moves reduced from 2 to 1 and strength reduced from 10 to 5.
11. Rust spell moved from Entropy 2 to Entropy 1.
12. The Withered promotion gives -10% combat,-50% xp and is dispellable in addition to its other effects.
13. Teutorix doesn't require the gunpowder resource to be built.
14. Wither spell is now Entropy 3 and does everything the old Enervation and Withered spell used to do plus an additional -10% strength.
15. Valor promotion never wears off and it grants +10% magic resistance.
16. Valor spell changed form a rank 2 Law spell to a rank 3 Law spell.
17. Summon Hosts of the Einherjar spell changed from a rank 3 Law spell to a rank 2 Law spell.
18. Charm Person spell moved to a rank 2 mind spell and resistance lowered from +40% to +20%.
19. Inspiration spell moved to a rank 1 mind spell and research bonus lowered from +4 to +2 and it now gives +1 sage GPP.
20. Hope spell now gives courage for free to all units that pass through the city (so the caster doesn't have to cast it).
21. Hosts of the Einherjer unit reduced from moves 2 to 1 and strength 10 to 5.
22. Stoneskin promotion grants 2 points of defensive strength.
23. Religous units that abandon you will now be re-buildable by other empires with that state religion.
24. Infernals get all their free buildigns (demonic citizens, elder council, training yard, obsidion gate, forge, mage guild) in citys they capture.
25. Ressurection no longer requires or consumes a life mana node.
26. New Wizard model by seZereth (Govannon now uses the old wizard art).
27. New Amurite Archmage model by seZereth.
28. New water art by seZereth.
29. New Dwarven cannon model by AA.
30. Made the following unit attributes into ints so multiple promotions can grant the effects (for modmods): alive, boarding, doublefortifybonus, fear, flying, hiddennationality, ignorebuildingdefense, immortal, immunetocapture, immunetofear, immunetomagic, onlydefensive, targetweakestunit, targetweakestunitcount, twincast and waterwalking.
31. Converted to BtS 3.17 (fixed racial models in the unitpane, game options now default to the last way you had them set, and other issues).
32. Fixed an issue causing group withdrawls when a defending unit flees (fix by Teg Navaris!).

Patch "h":
1. Fixed an issue that kept Barbarian trait leaders from starting at peace with the barbs.
2. Fixed the Amurite Archmage art.
3. Fixed Govannons animation.
4. Wonder now correctly does a random 3-5 effects (instead of always 5).
5. Fixed an issue that could cause immortal units to stay immortal forever.

Patch "i":
1. Reduced Brigit to normal size.
2. Fixed an issue which was keeping "causes war" warning popups from occuring when you cast spells.
3. Fixed an issue which was keeping global spell warning popups from occuring when you cast spells.
4. Fixed an issue which would cause the infernals to lose the fallow trait when Hyborem died.
5. Fixed an issue that would cause the first unit to always be picked for events (fixed by Sto!).
6. The Kuriotates can't build Stables anymore (they dont need it for their centaurs).
7. Updated the German translation.
8. New Infernal Worker model by seZereth.
9. New Infernal Settler model by seZereth.
10. New Infernal Scout model by seZereth.
11. Reduced Griffons from 5 to 4 strength.
12. Removed the requirement for units to have more than 1 movement to select blitz promotions.
13. Fixed an issue that allowed the Kuriotates to promote settlements when they were out of city slots.
14. Updated the Spanish translation.
15. Dwarven Cannon effect fixed, they now look like AA intended.

Patch "j": (will break save games)
1. New Fire Elemental model.
2. Mimic's can't steal weapon promotions.
3. Hall of Mirror illusions get +2 duration if the player has the summoner trait (Nikis-Knight).
4. Added the Corrupt Merchant event (Nikis-Knight).
5. Removed the Acrobat unit (it was exactly like a hunter).
6. Removed the Sect of Flies unit (to simliar to the base champion).
7. Water Elementals and Tar Demons now split into 2 smaller versions when they lose in combat.
8. Enabled the Glance screen.
9. Leaders Base Attitudes adjusted, some leaders are more friendly, a few are less firendly (on average they were adjusted more friendly).
10. Fixed an issue where the "random leaders" can be selected for empire splits and such.
11. Moved the free Great Engineer back from Engineering to Machinery.
12. Changed the order of the "invisible game option" (like adventure mode) so they are unlikely to conflict with other mod/game option changes.
13. Create Battering Ram Delay reduced from 5 to 4.
14. New Beastmaster model art (I always thought that old aztec jaguar model looked out of place).
15. New Cannon art (the old one was really out of place).

Patch "k":
1. Fixed a CtD caused by a Guild of Nine event that tried to spawn an acrobat.
2. Fixed an issue with Ignore Building Defense (it was being applied to all units).

Patch "l":
1. Fixed a CtD caused by a bad artwork reference in the Gypsy Caravan.
2. Fixed a reference to the Sect of Flies unit in the Hellfire event.


Known Issues:
1. "GFC error: failed to initialaize the primary control theme" error loading the mod. You will recieve this error if FfH isn't installed in the correct location (under Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods). If you don't have Civ4 installed to that location just make sure the FfH is installed in the same directory as Final Frontier, Age of Ice and the other mods that came with BtS. Also make sure you have installed the full mod and not just the patch.
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 3.17.
3. If you are running BtS 3.17 and the game still crashes when starting your computer could be having problems playign the opening movie. Disabling movies resolves the problem.
4. If FfH crashes when starting a game and when you look in the Civilopedia from the main menu and you can't see units, then you have only applied the patch and you need to download and install the main mod (then reapply the patch).
5. While playing if your units look okay when moving but turn back to normal civ4 units when standing still its because you have "Freeze Animations" turned on in your game options.
6. Vista users have reported crashes if they have UAC (User Account Control) enabled.


Reporting Issues:

I have five requests before you report issues:

1. I dont expect anyone to read the whole thread. But please read this post and see if your issue is addressed in patches you don't have applied, in a patch that hasn't been released yet, or is a known issue.

2. Please don't report cosmetic issues here, use the cosmetic issues thread for that.

3. Please don't "chat" in this thread. I hate it when real bug reports get lost in other posts, so please try to keep this thread as on task as possible (just for bug reports) and I will try to make sure everything mentioned here gets resolved.

4. Please don't report issues for other mods in this thread, even FfH modmods.

5. If you are noticing an issue please make sure you have python popups enabled so we can see what the real error is. To enable python popups in your CivilizationIV.ini change:

Code:
; Set to 1 for no python exception popups
HidePythonExceptions = 1

To:

Code:
; Set to 1 for no python exception popups
HidePythonExceptions = 0
 
Yay, its released!

Can we use the 0.31 media pack, or is a new one coming later?
 
A cosmetic bug...

The enervated promotion is showing as a pink square in the civilopedia...
 
Don't know if its just me, but I can't download 0.32. Every time I try, I get a file alright, but its only 2KB in size. I've never had any problems in the past with FFH files. Does anyone else have this problem?
 
Yes, I have this problem too... I think I'll have lunch for now and try downloading once again later ;)
 
Can't download :( . "Internet explorer was unable to open this site bla bla bla" :mad:
 
Yeah, I tried in both Mozilla (got the 2KB file) and Internet Explorer (can't open this site). Been waiting ages for the new version, and the site goes down :mad:.
 
For those of us getting a 2kb file, it's actually a webpage saying it's a 404 error (that it can't find the file).

Spoiler html code :

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
<HTML><HEAD><TITLE>The page cannot be found</TITLE>
<META HTTP-EQUIV="Content-Type" Content="text/html; charset=Windows-1252">
<STYLE type="text/css">
BODY { font: 8pt/12pt verdana }
H1 { font: 13pt/15pt verdana }
H2 { font: 8pt/12pt verdana }
A:link { color: red }
A:visited { color: maroon }
</STYLE>
</HEAD><BODY><TABLE width=500 border=0 cellspacing=10><TR><TD>

<h1>The page cannot be found</h1>
The page you are looking for might have been removed, had its name changed, or is temporarily unavailable.
<hr>
<p>Please try the following:</p>
<ul>
<li>Make sure that the Web site address displayed in the address bar of your browser is spelled and formatted correctly.</li>
<li>If you reached this page by clicking a link, contact
the Web site administrator to alert them that the link is incorrectly formatted.
</li>
<li>Click the <a href="javascript:history.back(1)">Back</a> button to try another link.</li>
</ul>
<h2>HTTP Error 404 - File or directory not found.<br>Internet Information Services (IIS)</h2>
<hr>
<p>Technical Information (for support personnel)</p>
<ul>
<li>Go to <a href="http://go.microsoft.com/fwlink/?linkid=8180">Microsoft Product Support Services</a> and perform a title search for the words <b>HTTP</b> and <b>404</b>.</li>
<li>Open <b>IIS Help</b>, which is accessible in IIS Manager (inetmgr),
and search for topics titled <b>Web Site Setup</b>, <b>Common Administrative Tasks</b>, and <b>About Custom Error Messages</b>.</li>
</ul>

</TD></TR></TABLE></BODY></HTML>
 
I started a thread for gameflood issues so they don't clog this thread - this seems to happen every time there is a new release. I just think Gameflood can't keep up with the raving horde of FFH fanatics!
 
Have the requirements for shades been changed?
I have a lvl 6 warrior and the button to wane him is missing...
 

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The leader Decius is available to the Bannor, Calabim and Malakin. Is this intended or a glitch? How can he be available to all three races? This might create problems for people like me who set random custom games with all 19 races as you might be fighting the Bannor under Decius as well as the Calabim under Decius. Kind of weird...
 
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