FfH2 0.32 Bug Thread

We could not cancel the Secret Codes resolution in the Undercoucil, although all members voted against it. Furthermore, we recieved a second great sage instead of the cancellation.

Edit: The remark "passed" was removed after the voting, but we could still not trade techs with non-members.
 
I played with patch a, but i didn't see any of these listed in the first page.
I was playing the civ with Loki as the hero, with the non-insane leader (sorry real bad with names).

1. Starting the game, I had to disable movies or i crashed to the desktop (I assume thats what CTD means?), I played the entire game that way.

2. You can't go directly from the screen to screen using the F1, F2 ... keys. - I really miss that! Maybe not a bug.. but a feature that is gone with this mod :(

3. The automatic build gov. doesn't work, - maybe this is intended?

4. I somehow got a Goblin worker (i think from a barb town) and i could not que up his work orders... it looked like i could until i let go of the shift key and they he lost all of them. - normal worker was fine.

5. The picture of the catapult is cow in the city build screen. I never actually built one...

6. The city build screen said i needed nightmares to build horsemen, when what i needed was stables (i had horses). Once stables was built it was all good. Maybe if the order of the options was changed in the code it would default to non-hellish needs?

7. My hidden nationality unit (elephant) had problems using the roads when crossing the border from my territory to neutral territory. - It acted like the road was not there. - The elephant that i had declared nationality with had no problems.

8. This game has totaled my last week. Thanks - I think.
 
3. The automatic build gov. doesn't work, - maybe this is intended?
So much has been changed that the Governors really have no clue how to handle things. Also, quite honestly the AI for it sucked to begin with. Why would you ever want it to mismanage your cities?

5. The picture of the catapult is cow in the city build screen. I never actually built one...
Then do so. You're playing as the crazy clown civ, so give things a try.
Spoiler :
The catapult fires cows.


7. My hidden nationality unit (elephant) had problems using the roads when crossing the border from my territory to neutral territory. - It acted like the road was not there. - The elephant that i had declared nationality with had no problems.
By neutral territory do you mean unclaimed, or that of another civ at peace? Hidden Nationality means that ALL territory is considered enemy except your own and unclaimed territory, therefore you cannot use the roads contained therein.
 
Well, I can answer some of your questions, I think.

1. That sounds like an install gone wrong, since the movies work fine for me and certainly aren't going to bust even a slower computer.

2. Sorry.

3. I don't know for sure, but logically I'd imagine it's just too much work to build an AI from scratch that properly understands how all of FfH's buildings, wonders, and units work. Wait...then how do the comps do it? huh.

4. Sounds like a bug.

5. It's a cow catapult, and it's because you're playing the Balseraphs. DO build one. :)

6) sounds like another bug...maybe linked to horses elsewhere in the world becoming nightmares, or something?

7. Again, not sure, but I don't believe I've ever seen barbarians use roads effectively. If barbarians can't use roads,t he answer is simple: in your borders, HN units you control can use roads because the game checks to see that they're your units before it checks to see that they're barbarians. In neutral territory, the game checks to see if they're barbarians first for some reason. Anyway, if another player sees an HN unit using a road, he might catch on (in the rare case that an HN unit isn't instantly recognizable for what it is *coughdrowcough*)

8. I know the feeling. I'm trying to get my two RL friends who play Civ into it - they generally prefer normal civ so far, but the one really likes dwarves, and the other really likes things like heroes, so I have high hopes.
 
Interesting corner case: If Losha Valas is killed by direct damage(AKA, pyre Zombies) while immortal, she doesn't ressurrect.
 
The Summon tiger spell summons a tiger if the number of 'priest' units is greater than the number of tigers.

Problem is, it doesn't check for a 'type' of priest unit. So my single Priest of the Leaves can summon a tiger for each Ritualist that I've got.
 
Interesting corner case: If Losha Valas is killed by direct damage(AKA, pyre Zombies) while immortal, she doesn't ressurrect.

This was an issue in v0.30 back then, I mean Immortal units not being able to cheat death when they die in non-combat ways, and it was supposed to be fixed. Then again, it looks like they weren't :(.

By the way, I've mentioned the War Chariot vs. Knight deal earlier, but it seems it got lost in the thread. So, I'm gonna repeat myself and ask again, why are War Chariots more powerful than Knights when they come one 6.4k research earlier? Are the Knight UUs balancing this? Or the Knights are there to bypass the national limit? I mean to have 8 of the strong mounted unit? Either way shouldn't their places be swapped or something like that?

And one more thing, units with 1 base movement can not obtain the Blitz promotion, this bug has been persisting since v0.30, will it be addressed any time soon? Or is it intended?
 
Is there a link to the media pack for this version ?

PS: apparently svartalfar hunters can't be upgraded to assassins. Must be an issue with the special hunting lodge ?
update: I could not upgrade my hunters to assassins with Thariss' hunting lodge, but I could in another town when I built it. O_o
 
Python Exception when I had a constellation event pop-up.

Traced it to CvMainInterface.py line 1506 actions = CyInterface().getActionsToShow().

Checked the DLL, and getActionsToShow() doesn't exist. But getActionInfoIndex() seems like it might be appropriate.

I'm getting this exception all the time - it's pretty much a game-breaker for me.

getActionsToShow() does actually exist, simply not in the SDK (see here). The problem must be somewhere else, I just have no clue where... :(
 
Just started a new game as Balseraphs (Keelyn), using 0.32 patch d, running on Windows XP.

Experiencing some weirdness with the unit action buttons... it looks like they completely disappear from the bottom of the screen whenever my units are in a forest (haven't encountered any jungle tiles, so I don't know if it would happen there as well). So far I've had it happen to a warrior, scout, and settler. The buttons reappear once the unit exits the forest. Because of this, I couldn't promote a warrior unit which had just been attacked by a goblin. Was still able to use the settler to build a city in a forest tile by pressing 'b' on the keyboard.

Edit: Continued playing game after waking up in the morning. Initially, I still had the same problem with both a warrior and scout I was using to explore. However, after my warrior (in a tundra forest) was attacked by a bear, I noticed that the action buttons were displayed as normal. Other units I tried moving into forest tiles also displayed the action buttons as normal. Not sure why I had the problem, or why it suddenly went away. Weird.
 
Same problem as you, Bonedog - are you using the new Fall Further?
It's incredibly annoying and I desperately want it to stop...keeps me from promoting when I need to, or ever exploring a ton of lairs.

So I need to get attacked by a bear...

Played as Calabim and Sheiam, on Vista (ugh, I know), using patch .32d and Fall Further .30a, although I guess it's not an FF problem.
 
In my game Great Wall -like graphics of the Elohim Sanctuary includes a tile of Hippus territory. It's just graphic thing, because units can be moved to the tile.

yea, sometimes that great wall graphic loops wierdly or renders funny. If the tile appeared after the elohim worldspell was triggered and still active, it's just due to an old property of the great wall graphics in that it doesn't change from border changes. However the effect remains.

That would go in the cosmetic issues thread though.
 
For those people that are having the command bar problems, which version do you guys have? I have the latest D patch and I'm not seeing this. Although I got the D patch from Kael when he released it, it may have gone bad or something later.

Although I'm not using the FF modmod, so might want to see if it's the FF modmod.
 
I'm not using the FF modmod, and I've got patch D. I am getting the "command bar problem" when units are in jungles and forests. I'm running Windows XP. I tried with a few other leaders/civs than just Keelyn (since my initial report and bonedog both happened to be with her) with the same results.

With python error pop-ups enabled, the game is completely unplayable - as soon as I click away the pop-up (attached in report above), another replaces it, seemingly indefinitely (I clicked between 100-150 error messages). I have to alt-tab, then kill the process from task manager. When I have pop-ups disabled, I'm able to play, but have no "command bar" for any unit in a forest or jungle. Unit abilities still work with hotkeys.
 
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