FfH2 0.32 Bug Thread

You guys are awesome. I've gone through eveyr post and fixed as much as I could find. Please check in with the first post to see if your issues are fixed before reporting and the download link is fixed.

Thanks again, keep it coming. Patch "a" will be coming out tonight.
 
Kael, if anyone hasn't said it in the last 2 minutes...

You are awesome!!

I was going to post the hawk bug, but I see you've already fixed it in patch a.
 
If it is an unintended sideffect of other changes, it's a bug. This is a bug thread. We report them here. This isn't a 'find a cheap workaround' thread.

Sorry if I'm coming down a bit hard on you but this is a pet peeve of mine.

Oh - I thought that elves being nerfed so they can't cut forests / jungles was intended... Sorry for the misunderstanding.
 
My latest game:

Hyborem did not drop his weapon when I killed him in his capital city using a souped up death knight. This was the last city so he did not respawn anywhere...

I *think* Orthus never drop his ax when the Kazad killed him.

Got a few memory allocation error CTDs, I have it set to autosave every turn so this wasnt a big one for me.
Ditto on the Hyborem bug, but no problems with Orthus on my end.

Could the torturing prisoners event not be allowed to trigger with heros? While playing as grigori that event triggered twice on one of my adventurers. Also, the only option I was given was to disband the unit, why couldn't I just reprimand it (it would have just got the experience back anyway)? I had to reload from auto saves both times.

Funny thing is I got this event 15 turns in on a captured worker. Apparently, this over zealous Malakim worker was not treated well by his previous owners and was eager for some payback. I was playing as Balseraphs, so I just chose the 'evil' option, but I imagine this event would be mildly upsetting for a good or neutral civ since the only other option was to disband the worker. It might be worth considering an implementation where the event requires some sort of unitclass.
 
Patch "a" is linked in the first post. It fixes the following issues and won't break save games:

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).
 
Not sure if this is a bug or not, but in my game the forest to ancient forest conversion happened REALLY quickly. Much more so than my previous game w/ .31..

EDIT: does the option that allows double events affect this? I have that turned on too
 
Would it be possible to suppress constellation events that do not impact the player?
 
Did anyone else noticed that discovering ressources on mined hills became very rare? (I know it's supposed to be rare, but still)
In addition (or maybe the only problem/bug) it seems that earth mana doesn't increase the odds anymore.
I'm playing Khazad with 3 Earthmana at around turn 280 (quick speed) and not a single ressource has been discovered yet.

I've already observed this in 0.31 a lot.
Before 0.31 (or maybe 0.30) at lot more ressources were discovered with multiple earth mana.
Am I missing any changes on these odds resp. Earthmana or is it possible that Earthmana is bugged and thus don't effect the odds of resource discovery anymore?
 
I've been getting a ctd two turns after any save. I wish I had a clue as to what was happening. Currently using patch a.

Both of the attached saves crash at the beginning of the second turn after the save. Running vista if it makes any difference.
 

Attachments

the battering ram had no bombard ability
towns show that they become an enclave in 60 turns which does not happen only if your kuriotate
 
I just built the fifth part of the Altar of Luonnotar and was surprised to see 34XP Discipline Units come out of that city,
when I realized that each next part of the Altar didn't replace the old one, thus I now have all 5 parts of the Altar seperately in my city, which of course means a lot more culture, happiness, GPP, XP and available slots for priest specialists.

Edit: Issue resolved
 
Is this a bug or intended? The ai is building two and three adjacent forts :eek:. Here two examples:
Civ4ScreenShot0001.JPG
Civ4ScreenShot0003.JPG
some of that titles would be better with production...
 
After downloading this version of Ffh several sounds disappeared from the game - "declare war", "combat", "victory.." etc.- since no one else has reported similar problems I figure it's not a bug but something wrong with my downloading? can someone help me out here? I've found the files but where do I put them in the soundfolder?

and thank you Kael and the team for making this amazing mod :)
 
Wow, what a quick patch! Thanks, Kael!

All the things I write below are not yet based on the "a" patch, though, so some stuff may have been fixed already.
Great changes, just one pet peeve:
16. Summons can't capture slaves.

1) First of all, does "Summons" in this context only mean those with limited summoning durations (like Spectres, who caused the problem from before) or also "Summons" like Skeletons (which are permanent and therefore didn't cause this problem - they would be unnecessarily nerfed by this change)?

2) [Balance issue, probably not a bug but an unintended (?) side-effect of a change] I tried Slavery with Amurites yesterday and while I enjoyed it, the whole civic (or at least the aspect of enslaving opponents) seemed to be kind of weak already, but (especially if Skeletons won't be able to generate Slaves, either) if most of my units cannot even generate slaves, the civic seems even weaker now. I realize that rushing buildings with Slave Trade may have been overpowered, but I suggest increasing the buying cost of Slaves via Slave Trade and reverting the Slaves to the unnerfed version/at least to a bit stronger version than before. Right now the Slaves I received in a Marathon speed game only gave me 30 hammers (-> 10 or 15 in normal speed, I think?), a bit of a meager reward for killing my opponent's units. More serious problem with Balseraphs and (especially) Taskmasters.

3) [Bug] I can confirm that at least one event (the one with an angel passing on earth) did not change the AC at all, or at least none of the selected options (who read "-2 AC" or something like that each, and +1 commerce on a plot for Elohim) changed it at all. I think I had the option enabled that doubled all AC changes.

4) [Bug] I let my Skeletons attack a small stack (~6 units) of mounted units of Tasunke and the withdrawal bug occured again - one Skeleton attacked the stack and the whole stack withdrew out of my cultural borders. Obviously, this made his attacks more of less pointless.

5) [AI issue] These mounted units also seemed to want to pillage enemy roads. It's possible they did it because I had Rosier the Fallen with many promotions in the city nearby (including +40% against mounted units), so their attack odds were very low. However, seeing how this is Tasunke, he should never ever pillage roads, I think.

This issue may be connected to the issue of the AI having one 1 move unit in the stack (e.g. an Axeman) so this whole 3-4 move army only moved one move each turn. Is there even any point in Tasunke building move 1 units if these slow down his whole army that much?

6) [AI issue] Is somehow possible, I think it would be great if the AI could recognize whether a given opponent's unit was summoned or not. Having masses of Barbarians die against my Skeletons is okay, but having a whole massed army attacking my city to die against empower 5 skeletons is not. If they cannot attack the city with an equal reward for their risk, they should not attack it and do something else instead (e.g. pillaging, and not in a stack). This may not be easily realisable though.

7) [Bug]I can now confirm that the Circle of Gaelan doesn't spread to cities with Mage Guilds if these Mage Guilds were built by a wonder (i.e. Catacomb Libralus (sp?)). I played Sureshot's first Armageddon scenario in which you start with Catacomb Libralus and a Mage Guild in your capital and I received Gaelan early (before it was changed to Sorcery, which makes sense since the event chain gives you Gaelan and a Research boost, a bit much if it can come basically as soon as you get Knowledge of the Ether), but the Circle never spread beyond my Capital although/because all my cities had Mage Guilds due to the wonder.

8) [Bug] The light bulbing path of Great Scientists is currently really annoying - this has been described in another thread, but if some of the values were adjusted, they wouldn't have to follow the techs in alphabetical order anymore... it's especially annoying to have to bulb/research Alteration and Divination before being able to bulb Sorcery, Alteration before Arcane Lore, etc.

EDIT:
9)
Shouldn't constellation events trigger for all civ at once, just like Blight does? Is it intended that it affects only one civilization, when you already have possibility to make global events that effect everyone?
I agree this would make sense. Currently these events trigger really often (although not exlusively for me like some other users posted - possibly because in the scenario I play I started with some techs/buildings which were prerequisites of other events, therefore giving more events the chance to be triggered than just the sign events which may or may not have prerequisites?), but those with benefits never seem to trigger for the one who could benefit from them :p (e.g. among others, I received the event to give a Golden Age to the Kilmorph religion, but I play AV...). If this were changed like this, it would be more obvious to know which event exactly it was that triggered, say, the morphing of grasslands to plains.
 
Wow, what a quick patch! Thanks, Kael!

All the things I write below are not yet based on the "a" patch, though, so some stuff may have been fixed already.
Great changes, just one pet peeve:


1) First of all, does "Summons" in this context only mean those with limited summoning durations (like Spectres, who caused the problem from before) or also "Summons" like Skeletons (which are permanent and therefore didn't cause this problem - they would be unnecessarily nerfed by this change)?
Kind of realistic don't you think? Undead taking slaves? Maybe creating more skeletons would be a better choice :P

2) [Balance issue, probably not a bug but an unintended (?) side-effect of a change] I tried Slavery with Amurites yesterday and while I enjoyed it, the whole civic (or at least the aspect of enslaving opponents) seemed to be kind of weak already, but (especially if Skeletons won't be able to generate Slaves, either) if most of my units cannot even generate slaves, the civic seems even weaker now. I realize that rushing buildings with Slave Trade may have been overpowered, but I suggest increasing the buying cost of Slaves via Slave Trade and reverting the Slaves to the unnerfed version/at least to a bit stronger version than before. Right now the Slaves I received in a Marathon speed game only gave me 30 hammers (-> 10 or 15 in normal speed, I think?), a bit of a meager reward for killing my opponent's units. More serious problem with Balseraphs and (especially) Taskmasters.

This isn't what makes Slavery useful, its the pop-rushing ability.
 
If it is an unintended sideffect of other changes, it's a bug. This is a bug thread. We report them here. This isn't a 'find a cheap workaround' thread.

Sorry if I'm coming down a bit hard on you but this is a pet peeve of mine.

Only that it is no bug but a feature (sorts of ;)). At least in the way that they can build improvements in Jungles from turn 1. So either they lose the ability to build in Jungles or cutting the abilty to cut jungles from them makes sense perfectly (balancwise. Its a little late-game tradeoff for beeing able to utilze Jungles from turn 1. It could be rated as a semi-bug in the sense that Jungles are not Forests and Elves ought to have synergy with forests. But thats questionable Flavorwise. Perhaps also its not so easy to separate. Or might even be fully intended. But only the team will know that and beeing able to answer. If they like. :p).

In fact its not a disadvantage but a advantage so coming down hard is not very much justified here. (after all everyone else needs to wait for either Fire + KotE or Sanitation to use Jungle-Resources usefully most of the time. Elves needn't)

Making assumptions into rules is not a nice thing to do. ;)




@ Kael: What about the Bug with Sidar-Units of Level 6 not being able to shade? I think its quite a major bug for the playablitiy of the Sidar.
 
Back
Top Bottom