FfH2 0.32 Bug Thread

not sure if it's been noted yet, but i noticed some barbarian units would not attack my units, but instead walk on my unit's tile. I had to move my warriors and hunters to be able to attack them on the next turn. This was as the khazad by the way, so i didn't have peace with the barbarians.
 
I'm not sure if this was repeated in previous versions as I didn't play FOL.

When I got the life node flare event, after it flared all my ancient forests were gone.

There's no outbreak of fire in Fire node flare event.
 
Well I downloaded FfH... However as I'm running Vista 64-bit, and the installer installs the mod in the "Program Files", Instead of "Program Files (x86)". The (x86) folder is where Civ is installed by default. So FfH is in the wrong folder, and hence unplayable if the file path isn't changed.
 
um you can get longshoreman on units that don't have cargo space by doing skeleton crew first
 
Well I downloaded FfH... However as I'm running Vista 64-bit, and the installer installs the mod in the "Program Files", Instead of "Program Files (x86)". The (x86) folder is where Civ is installed by default. So FfH is in the wrong folder, and hence unplayable if the file path isn't changed.

The installer doesn't even try to detect your CIV installation folder. It uses a hard-coded path -- it's doing it the dumb way so users have to know where the files need to go.
 
soo.. I have a save game here (calabim) that consistently crashes to desktop as soon as I hit <enter> to let the AI take its turn.

Any hints on how I can help debug it and find the problem?
 

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soo.. I have a save game here (calabim) that consistently crashes to desktop as soon as I hit <enter> to let the AI take its turn.

Any hints on how I can help debug it and find the problem?

AHA... it has *something* to do with the ton of skellies I summoned with the vamp army near Rosier.
If I let them all go (delete) the game doesnt crash.

help me find the actual technical problem? I'm looking forward to rolling out with my undead army!

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EDIT: more updates.. if I *move* a space away and summon the skellies, I cna go another 2 or three turns.
Seems to have to do with when that stack is attacked.

Some technical help on how to debug this issue would be helpful... I'd love to be able to provide a fix like I did above for the Wane spell.
 
soo.. I have a save game here (calabim) that consistently crashes to desktop as soon as I hit <enter> to let the AI take its turn.

Any hints on how I can help debug it and find the problem?

I've loaded your save a few times now and haven't had any crashing after 10 turns in.... I even raided the sheaim's cities with your undead army without a problem.

Note: it did take awhile between turns....maybe your computer system can't handle the amount of units/combat thats going on.
 
AHA... it has *something* to do with the ton of skellies I summoned with the vamp army near Rosier.
If I let them all go (delete) the game doesnt crash.

help me find the actual technical problem? I'm looking forward to rolling out with my undead army!

----

EDIT: more updates.. if I *move* a space away and summon the skellies, I cna go another 2 or three turns.
Seems to have to do with when that stack is attacked.

Some technical help on how to debug this issue would be helpful... I'd love to be able to provide a fix like I did above for the Wane spell.

what error does it give you. Memory Allocation error?

If so, that's likely because your computer isn't good enough :).
 
Kael, I don't know whether you are waiting for proof or what, but here is some pics to prove to you that there IS a problem with the elves not bieng able to cut down forest because the button is missing.

I've posted a couple times but have not gotten an answer to whether it is an intentional thing or a bug, and you seem to have missed it in the patch.

The first screenshot shows the Ljosalfar (yes I have bronze working) which shows that the clear forest button is missing, the second shows me as the Amurites with the clear forest button there and to round it off, a pic of a qick startup with Svartfallar in the same situation as the Ljhosalfar.

Sorry if I sound rude, but I am annoyed by this.......
 

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Kael, I don't know whether you are waiting for proof or what, but here is some pics to prove to you that there IS a problem with the elves not bieng able to cut down forest because the button is missing.

I've posted a couple times but have not gotten an answer to whether it is an intentional thing or a bug, and you seem to have missed it in the patch.

The first screenshot shows the Ljosalfar (yes I have bronze working) which shows that the clear forest button is missing, the second shows me as the Amurites with the clear forest button there and to round it off, a pic of a qick startup with Svartfallar in the same situation as the Ljhosalfar.

Sorry if I sound rude, but I am annoyed by this.......

Is this new? I don't recall elves being able to cut down FORESTS for a while now, just jungle. 'Course I may have just not noticed because it'd never occur to me to cut them down.
 
well in .31 the button was still there, but now they can't clear forest OR jungle. I know Kael did something to get the AI to recognize that it won't destroy forest when it improves, but still, not bieng able to clear jungle is the part that is annoying me. The not clearing forest I can live with, it's the jungle part because they give the same resource output as a tundra tile. So it atually harms productivity to leave the jungle in.

However, I'm trying to find out whether this is intentional or not.

If it is intentional, then there needs to be some other way of removing jungle besides worldbuilder and using blaze, or make the jungle tiles more productive.
 
She needs it you hear!

Shameless plug: I suggest including my interface upgrade in the next patch. :P
 
whens patch B coming? i know its only 2 things so far.. but svartalfar hunters make it more than enough to be worth a patch itself! :p i needs it

Well, if you are ok without the version that has violet hair, then you can already use the black hair version that seZereth posted in the art thread.
 
The council can also spread naturally without units, that could be why it spreaded to your city.

The holy city is supposed to be hidden, they are the secret religion and you aren't supposed to know who follows essus, a bit easy to tell if you can see their holy city....

Yes, like we other religions, I forget to think about that

thats a good thing to manage the holy city of esus,
but maybe it would be better to show no message of who and where it
was found by a player.

The holy city of esus is shown in the religion screen too, if you
know the location of that city ...
If that could not be changed, its only irritating to not see a symbol
at the town. also the message for nox noctis reveals the location ...
 
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