FfH2 0.32 Bug Thread

Same issue. And I haven't done anything with modules, so the problem is with default settings.

this bug has already been found, and will be adressed in the next patch. I think i've read Kael saying this anyway. It was a crossover from allowing elven civs to bloom forests over improvements and allowing them to build improvements in forests, since it required checks for every single unit action in that plot (i think, i'm not sure though)
 
Not sure if this was intended or not, but the 'blind' effect, which immobolizes someone, now also prevents them from casting. Immobolization was changed to do this for 'delay' effect spells, but I think this part of it is unintended. Sure makes Ratha a good deal better.
 
Not sure what is happening but this is really weird. I traded Sabathiel the tech "Sailing" for world map and he shows me all but the entire world. Prior to that, the Minister and Sheelba appear for the first time, out of nowhere. Also, I have the Minister on my continent and he's on others as a barbarian. I have attached a copy of the saved game.

Can somebody look at this and tell me what the heck happened? My last 3 games, since the D patch, have been really wacky. For example, the AC will move up to around 19 and drop to 0, even after Flauros was razing my neighbors cities, I kill Orthus and his ax never appears, none of the evil civs are researching Ashen Veil.
 

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If you hookup Iron first and get the promotion, then you get copper, you stay with copper and never upgrade to iron
 
A few things... With patch "c" ...

I have pictures of all the below if you want me to post them.

1. found a burrow on turn 23 without any unit in it, seems strange.

2. Had a galley and could not explore Elone territory, even with open border treaty I was unable. They had a large wall around them (great wall), turn 113.

3. Inside my cultural border (my territory) there were spots of "fog of war", barbs were spawning inside my borders on these spots. Also my units would disappear (graphic would vanish, unit still there) when they enter these plots. The FoW would only go when I had a unit standing on an adjacent hill or tower. (must be the bermuda event???) :lol:

4. I built the "Bazaar of Mammon" several turns (20) before but when I had a shadow inside an opponents city he was still trying to build it, this continued for many turns, prob until completion. Not sure if it was built or if he got money for it.

5. Had a priest and warrior inside my border on a pig farm plot, guarding it, a barb wold rider entered the same plot with out combat and proceeded to destroy my improvement.

Just got patch "d" now...
 
Re: giddion

None of these are bugs.

1. found a burrow on turn 23 without any unit in it, seems strange.

Not strange, just lucky. Plenty more with skellies resident, I'm sure.

2. Had a galley and could not explore Elone territory, even with open border treaty I was unable. They had a large wall around them (great wall), turn 113.

Elohim world spell, sanctuary, kicks all foreign units out and keeps them out for 30 turns.

3. Inside my cultural border (my territory) there were spots of "fog of war", barbs were spawning inside my borders on these spots. Also my units would disappear (graphic would vanish, unit still there) when they enter these plots. The FoW would only go when I had a unit standing on an adjacent hill or tower. (must be the bermuda event???)

Okay, maybe this one IS a bug. Never happened to me, though.

4. I built the "Bazaar of Mammon" several turns (20) before but when I had a shadow inside an opponents city he was still trying to build it, this continued for many turns, prob until completion. Not sure if it was built or if he got money for it.

National wonder. Everybody gets one.

5. Had a priest and warrior inside my border on a pig farm plot, guarding it, a barb wold rider entered the same plot with out combat and proceeded to destroy my improvement.

Did you build Nox Noctis, the Council of Esus holy city wonder? It makes all units inside your borders but outside your cities invisible to other civs. Good for ambushing an invading army, or sabotaging other units with hidden nationality units w/out your HN units getting killed. Bad for guarding improvements. Put those suckers on sentry.

That all said, I might have a bug of my own. I haven't seen Orthus's ax appearing either. Could the AI disband it? I approached the full-powered Orthus-guarded city with a full-powered gilden silveric (Combat 5, HS/HD 2, Drill 2) and it was a bit of a stalemate - I couldn't attack Orthus, and he couldn't attack Gilden. No other units were near the city. Took three turns to go kill a barb, and suddenly I get the message that Orthus is dead. The Amurites had reclaimed their city, one warrior guards it, and no units ANYWHERE show the kind of experience, nor the axe, that would result from killing orthus plus a city with five combat 1 or 2 warrior orcs. Some random culture-flipping weirdness, maybe?
 
Picture of FoW Bug...

This picture only shows a single plot wit FoW, but if the units in the nearby castle move there are 3 FoW plots...
 

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Picture of FoW Bug...

This picture only shows a single plot wit FoW, but if the units in the nearby castle move there are 3 FoW plots...

that's a creation mapscript right? I'm not trying to dismiss it, but probably should see if it's just the mapscript.

but yea otherwise, that FoW shouldn't be there if it's inside your borders and there is no 'hole' in the borders within. Especially not that close to a city.
 
Yes it is a creation map script, but in the 100's of games I have played with this map script I have never scene this until now. Very odd...

But maybe you have a point and it is a combination of the map script and 0.32
 
No combat odds are shown if a unit with waterwalking (to be precise, a cultist) attacks a ship.
 
Also no combat odds when a Bording Party attacks a ship.

Not a bug. A ground-based unit will always defeat a ship... This should probably be changed because of waterwalking...
 
I don't know if it a problem with the main mod or not, since I was using xienwolf's modcomp, but I keep getting an unexplained CtD around turn 75. Xienwolf hasn't found the problem yet, and suggested that it might just be a vanilla FfH bug.


I don't suppose I could convince you to just include xienwolf's xml modcomp in the main mod anytime soon? It makes many files much smaller and more readable, while also greatly expanding what modmoders can do.
 
orgonbox,

If a barb city offers to rejoin a civilization all the units in the city are just gone.. poof.. no ax.
 
If you hookup Iron first and get the promotion, then you get copper, you stay with copper and never upgrade to iron

Just out of curiosity - did you raze your iron and copper and rehook them up copper then iron to verify?
 
Yes it is a creation map script, but in the 100's of games I have played with this map script I have never scene this until now. Very odd...

But maybe you have a point and it is a combination of the map script and 0.32

it could be one of those strange glitches that come up due to a rare combination of things. Stuff like that do happen from time to time.

Probably should send a gamesave to see if other people get it too, if so, then Kael could possibly analyze it or something.
 
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