FfH2 0.32 Bug Thread

The "no command bar" problem seems to be some sort of issue with modular loading? If I enable modular loading in the .ini, even with no modules available to load, I have the issue. When I turn it back off, I'm A-OK.
 
Are Elven Workers supposed to be able to build Lumber Mills? I thought they weren't, but they can.
 
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.

I'm also on Windows XP, did you also notice any performance issues in the game? Mine kept slacking after the command bars were gone. It was quite slow, or maybe it was me being selective on perception because the command bar being gone is rather annoying.
 
While this may not technically be a bug, I don't think that Yvain should be referred to as a Regiment.

Edit: Hmm..it seems that screenshot didn't work. It was an event on Yvain, where "the regiment" was found torturing prisoners. I'm thinking heroes should be immune to this event, since they are single units.

Edit2: I got the same event on Yvain a turn or two later. Again, it seems like Screenshots are not working. The picture it is making is just black. This might be a real bug.
 
Same problem as you, Bonedog - are you using the new Fall Further?
No, I wasn't using any modmods. I doubt it makes a difference, but I patched in this order:

0.32 -> 0.32a -> 0.32d (I skipped b & c)

I mentioned earlier that the command bar problem went away for me. Well, it briefly happened again when one of my units got experience from the 'Heroes of the Sword' event. I moved the unit out of the forest, and the problem stopped again.

Maybe getting enough experience to promote while in a forest or jungle somehow triggers the problem? The first time it happened to me was when a warrior was attacked by a bear and got exp.
 
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... :(

Can you provide a screenshot? Im curious about which event triggers it.
 
Traceback (most recent call last):

File "CvScreensInterface", line 717, in forceScreenRedraw

File "CvMainInterface", line 743, in redraw

File "CvMainInterface", line 1520, in updateSelectionButtons

RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface

(line numbers might be a few off, I think it's 1506 in the unmodified one).

It's not triggered by any event, but it is the 'command bar problem' people have been talking about for the last two pages. If you have python popups enabled, the game is unplayable. If you disable them, there is a pretty hefty performance loss because of all the errors generated in the background.

People have speculated that it has to do with units being on forests or modular loading being enabled, but I haven't tested either of the theories yet.
 
I had mushrooms show up on a plot directly south of my Kuriotates capital. Quite some turns later, the event popped again and pointed to the plot immediately south of the one that already had mushrooms. However, the mushrooms are not present in that plot.
 
i second that: when you've got 2 mushrooms events (maybe due to living world), the 2nd mushroom patch doesn't show up.
 
There is always this short delay, where the game is freezing/loading something, when you move a flesh golem.
This also happened in the previous versions.
Nothing big, but I'm still curious why this only happens with flesh golems.
 
Disabling modular loading didn't help with the 'command bar' problem.
 
Pyr0mancer,

I like to use the Govenours in new cities later in the game to get its encomony going. Was it back in Civ 2 or 3 when there was a simple text file we could edit to set the build order of buildings... sometimes simple is better.. sigh.

I should have built a catapult!
 
This civic among other things gives you a certain amount of free military units. Is this what is intended?

The only way to have a military cost is by using the Pacifist civic at the same time (did I miss something?)

As it is, i would only use this civic if my leader had the spirtualist trait - otherwise the anarchy time combined with the high cost, and less experiance makes it not worth it. Well, if i can get 2 exp from some other affect I guess it might be. Perhaps with the organized trait.
 
Atola, there are 2 kinds of upkeep for military units, one is for the sheer number of units you own, and the other is the extra support cost you pay for units not inside your borders. Both have different limits based on your civilizations size, pop etc. Pacifism makes you pay an additional gold if you surpass the support limit. Military State helps you expand the number limit. So they are quite different. And you might find Military State useful at times when you have a lot of units. Also, Military State is the only civic that lets you draft units. And one more thing, Military State lets you buy production queue items with gold, eventhough there are several civics around that make you buy stuff with gold, its another plus for Military State.
 
Hello, is it normal that when I take a Dwarven city, the vault remain? (I'm playing Hippus) Maybe the city is still unhabited by dwarves, who judges me on my wealth like their precedent ruler, but still I think it's not intended. ++
 
Ghost Q,

I over-looked the ability to draft, if I’m really caught off guard i guess i could switch Military state to use that. Good point.

I'm at work on my lunch break right now - so i may get some of the below wrong - but there are 3 ways a unit can cost you. On the financial tab two are combined in one and you can only see both if you use the mouse and mouse over it to look at the pop up. Its combined with the sheer number line. I believe its the second line in that pop up (Military support?) that Military State and Pacifism both affect. I have never seen the Military support line in that pop up be anything but 0 - except in Pacifism. - But maybe thats just because of how i play - I like small elite forces over a horde. Or maybe it only happens to me latter in the game when i'm not counting golds too much.
 
BUG Report: Cast (Mezmerize Animal)

After you build the Ritual: Nature's Revolt all animal units get the Heroic Defence I+II and Heroic Strengh I+II Promotion. If you capture these animals with units with Subdue Animal Promotion they will keep the Heroic bonus Promotions but if you use the Mezmerize Animal Spell (Satyr Unit only) the animals will lose the Heroic bonus Promotions.

I don't know if this is intended but there's nothing in the civilopedia.
 
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