FfH2 0.32 Bug Thread

I started up a game as a random leader this evening and discovered I was playing the Illians. They are still not listed as an option, so I'm assuming they are still not meant to be playable. Or can you play the Illians via the "Please switch civilizations" event?

Obviously a little vanilla to play especially with Agnostic, but a palace with +4 XP for melee plus charismatic makes for some fun rushing. It's a shame I was isolated.
 
What happens if "Require Complete Kills" is on?

I thought you could kill Loki if he was inside (guarding) a city??? He always seem to get killed by HN units when I'm trying to convert other civs' cities with him. =\
 
You can definitely kill Loki if he's defending a city. I've done it in multiple games. It's the only way to get rid of the little bugger.
 
For as long as the Balseraphs exist, so will Loki.

Well... good thing I had barely started a game when I found this then... :rolleyes:

I guess from now I just do a custom game and make sure he CAN'T be in the game. A unit that cannot die and does so much harm in culture AND gold doesn't make sense.

Fix: Custom game... NO Balseraph civ... and another restart.
 
For as long as the Balseraphs exist, so will Loki.

that's good to know :) although it's still annoying when a dang barb scout keeps chasing him. even though he is effectively immortal.

edit: val13, there are ways to combat him, for example, HN units will stop him from entering your cities.

or you could always delete him using WB....
 
that's good to know :) although it's still annoying when a dang barb scout keeps chasing him. even though he is effectively immortal.

edit: val13, there are ways to combat him, for example, HN units will stop him from entering your cities.

or you could always delete him using WB....

Ok... for us old, non-techy, idiots... what's an HN unit?
 
HN=hidden nationality. The barbarian animals are HN, as are the three giants from pact of the nilhorn, the privateers, and recon units (assasins and the like) that are of Council of Esus can cast mask to switch to hidden nationality and back.

edit: also WB is worldbuilder.
 
I just had a very odd bug. Playing on Immortal, Normal speed, Huge map with 15 opponents, 0.32e, I got a message on Turn 99 that Ashen Veil had been founded. I knew the Sheaim were in the game, so at first I thought this was great tech and religion targeting on the part of the AI, but then Os-Gabella didn't convert.

I decided to open up WB to see who had beelined to Corruption of Spirit if not the Sheaim, and the Ashen Veil had been founded by the Khazad, this despite there being six Evil civs in the game (Sheaim, Balseraphs, Calabim, Doviello, Clan of Embers, Svartalfar). However, this was extraordinarily early for a religion founding; I had gotten to Fellowship of Leaves (as Ljosalfar) just four turns previously, so I looked at the Khazad techs to see whether they really did beeline for AV instead of Runes of Kilmorph.

The answer: no. The Khazad didn't know Knowledge of the Ether, Way of the Wicked, or Corruption of Spirit itself! They did, however, appear to be well on their way to founding RoK, and indeed it was founded three turns later.

So... Ashen Veil founded without Corruption of Spirit being researched. Is this some strange event, or a genuine bug?
 
Playing Khazad the "build battering ram" does not work in ancient forest.
 
I'm not sure where to put this, but since this is the place taken into account when fixing stuff, here goes. A minor issue: why would the Sheaim pick the "-2 AC" option in the angelic procession event? Shouldn't they get a separate option?
 
I have a foreign computer, Chinese to be exact, Chinese windows Vista. I have accepted the fact the my Civilization games will be forever cursed with having about 10% of everythings name as TXT_KEY_...

EVERYTHING in FfH is in TXT_KEY... which I have also learned to live with. The hardest part is knowing what your doing for events, since you actually cant understand it... there is no Armageddon counter, and diplomatic relations are strange. But you get used to it and play through it. I play for the strategy anyways, which is still (mostly) there. There are a few funny things though (The Celestial Compass improves Spaceship Construction... Useful. :lol:)

I have actually never tried the Fall Further modmod, but decided to give it a shot, the spider race sounds like a ton of fun. So, I went there, read a little bit, installed it, played it.

NONE of the Fall Further additions (races, events, units, ect...) are in TXT_KEY... They actually have their real names! It definitely made my day... but this got me thinking. There MUST be a way to fix this problem.

Since XML is a little beyond my skill level, I am wondering what you guys think about this. Im very willing to walk through and manually change things if it will fix the problem.

Two quick side notes, all the normal civilization things that are in TXT_KEY are from Warlords (I believe anyways)

And, if you have no idea how this happened, or think this is a hopeless cause, Ill never mention it again.

EDIT: Well, I suppose this isn't a "bug" ... But I would say that it makes the game difficult to play... Which qualifies to be put here, in my opinion.
 
Whatever happened to the cool formation flags in the HUD?

Will they ever be coming back?
It would be nice if these could be used to set a priority of defense for a group of units, else use default method. I mean, you can group and assign a number to them so why can't I define a defensive strategy. I may want my hero only to defend if his health is 75% or more else through in the fodder.
 

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About the encoding issue (@Mukuu).

Standard Civ4 files are treated as Unicode, while the first line of both the Warlords and the FFH2 XML files say encoding="ISO-8859-1". That's a Western European encoding and I guess most Chinese Computers will have problems with it. Try opening */Beyond the Sword/Mods/Fall from Heaven 2 032/Assets/XML/Text/CIV4GameText_FFH2.xml and change the first line from

Code:
<?xml version="1.0" encoding="ISO-8859-1"?>

to

Code:
<?xml version="1.0"?>

This will screw up the German and French Umlauts (ä,ö,ü,é etc.), but if you don't care about those, you should be fine.
 
I've written a small script that will make the FFH2 XML file use the 'standard' way of encoding all umlauts.

guide:
Put the file civ4xmlfix.txt in the same folder as the CIV4GameText_FFH2.xml and then run it as a python script (of course, python is required. You might also have to rename the file to civ4xmlfix.py). The script should then create a CIV4GameTextNew_FFH2.xml. If everything worked fine, the original GameText file can be deleted.
(the script has been tested with python 2.5.2 on Linux. It won't necessarily work on older systems that don't use Unicode by default).

For those who can't run the script themselves, I included the resulting GameText file as a zip archive. Installation guide: backup your old CIV4GameText_FFH2.xml and replace it with this one.

@Kael: I suggest that you move away from being ISO-8859-1-dependent and use char-codes for umlauts. The easiest way would be to do it within Excel, but I don't have the newest version and thus couldn't open your xlsm file. Also, you might not be able to control the encoding you get the translations in, so the script might even come in handy at times.
 

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BUG: "Shrineof the Champion" Wonder Movie without media pack

I was exploring the new content of the media pack for ffh2 0.32 as I noticed that I had two "Shrine of the Champion" bik files in my folder. One of them has a typo ("Shrineof the Champion.bik" 192KB) and is the original one without the media pack. However the path in the CIV4ArtDefines_Movie.xml file in ffh2 0.32e without media pack is <Path>Art/Movies/Wonder/Shrine of the Champion.bik</Path> so I think you can't see the wonder movie (didn't test it). It should be all ok if you use the media pack for 0.32.
 
In one of my games I attacked Cardith Lorda and took all of his proper citys. He still had 5 settlements, his capital being one of them. He was in fact a useless waste of space but I didn't want to attack him because his citys would have been destroyed anyways...
 
Cosmetic Issue with media pack:

Nothing really important but:
The volume of the "Tower of the Elements.bik" is too loud compared to all the other movies. (I also remember this as an issue as I played 0.30 with media pack and headphones!)
 
Minor bug: Animals that are poisoned don't lose the Poisoned promotion when they fully heal.
 
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