FfH2 0.32 Bug Thread

I think the incence resource doesn't activate until you get Priesthood. I may be wrong on this.

Or philosophy - but in any case its in the civlopedia under resources...
- cause of course without "deep thoughts" incense just doesn't work...

Have Fun!
 
The civ entry for Govannon is rather messed up in mine. The rest of the entries seem to work.

Latest BTS patch, FFH II patch g.
 
I don't know whether to classify this as a bug or just an oddity of the AI, but I just saw a Griffon far out at sea! Also I saw it move on it's own, so it got there under it's own power.

This is the first time I've seen these Griffons in the game (I saw one on land early in the game), so I don't know whether this is normal behavior.

edit: latest official and unoffical patch (3.17) and version G.

edit2: and the dang beast killed my ship the next turn >.<
 

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Playing with version g and just patched BtS.
Grigori cannot build buildings. Or at least oblisks, smokehouses, or granaries.


Uuh, I have, I'm sure of it (as I usually build obilisks very early) in my save uploaded a page ago.
 

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Playing with version g and just patched BtS.
Grigori cannot build buildings. Or at least oblisks, smokehouses, or granaries.

Sounds like you are playing with no buildings turned on. Are you playing a scenario or modmod?
 
Uuh, I have, I'm sure of it (as I usually build obilisks very early) in my save uploaded a page ago.

Very well then--I Cannot build buildings. No special options on other than no tech brokering, and I have agrictulture and ancient chants.
(I can e-mail Kael the picture or save, but cannot post because of the problems I'm having with the forums.)
 
Sounds like you are playing with no buildings turned on. Are you playing a scenario or modmod?

Well, not according to the custom game set-up screen, but upon checking in game, yes, this option shows up (as TEXT_KEY_NO_BUILDING or something, by the way.)
But I'm not playing a scenario or modmod! Do I need to edit the .ini file or such? Where would this be?
 
Could it have something to do with that 3.17 thing that "options are saved" from one game to another?

I did a clean re-install of bts when 3.17 came out (to be sure). I'm not even sure what the thing with options are saved mean anyway.

Edit: the 3.17 "thing" I meant was this.

"Mods read previous game options from .ini unless they have the ForceGameOptions = 1 in their own mod .ini"

In FfHs ini the forcegameoptions is set to 0, so it allows "options from other games to stay".
 
Yeah, I'm sure you're right. When I played, I noteiced a few options were on seemingly at random.
I think to fix this for myself, I'll go into the gameoptions XML in the assets, and make it visible, then I can be sure it's off.
Whoever was having problems with adventure mode on should do likewise, I expect.
 
Yeah, I'm sure you're right. When I played, I noteiced a few options were on seemingly at random.
I think to fix this for myself, I'll go into the gameoptions XML in the assets, and make it visible, then I can be sure it's off.
Whoever was having problems with adventure mode on should do likewise, I expect.

The game options are stored in the ini file as you suspected. Here is my line, you may want to replace yours with it:

; Game Options
GameOptions = 10000000000100000000001001011000000000000000000000000000000000000000000000

It makes me wonder how this works if you load various mods. So in FfH you may want options 5, 7 and 12 enabled but when you load up warhammer those may be completly different things, or may not even be visible game options. That may make life difficult.
 
It will be the biggest problem for us and others with invisible game options. Perhaps you should make them all default to visible, with a note like "Keep off for optimal gameplay" or such.

Yeah, except it would clutter up the menu with 27 unused game options (probably more later). We will find a way around it.
 
I don't know whether to classify this as a bug or just an oddity of the AI, but I just saw a Griffon far out at sea! Also I saw it move on it's own, so it got there under it's own power.

This is the first time I've seen these Griffons in the game (I saw one on land early in the game), so I don't know whether this is normal behavior.

edit: latest official and unoffical patch (3.17) and version G.

edit2: and the dang beast killed my ship the next turn >.<

Uh, you see that promotion that looks like a winged boot? That's Flying. Griffons can fly, those wings aren't just for show you know ;)

As for what it's doing all the way out there... not the slightest clue. Exploring?
 
I knew it could fly, but just didn't know what the heck it was doing all the way out in the ocean.
 
Will patch h be released today? I'm sort of waiting for it before upgrading to 3.17 as I'd like to not have the Barbarian civs neutered.
 
So, how the heck do I actualy get 3.17 if I don't have Civ4 installed via Steam? Seems 'g' won't work without it.
 
Any old download site should have it - Fileplanet, 3DGamers, this very forum, Apolyton, erm, Firaxis' site, etc. etc. Xfire got mine for me.
 
So, how the heck do I actualy get 3.17 if I don't have Civ4 installed via Steam? Seems 'g' won't work without it.

you ca find links to where to download it here

I first tried having it download automatically, but that didn't seem to work. Then I tried atomic gamer, but didn't feel like waiting or opening an account. Then I tried CFC and downloaded a zip of the patch pretty easily.
 
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