FfH2 0.32 Bug Thread

Yeah, it has been widely reported that if Basum or Hyborem enter the world after a once-only event that the event can still trigger for them. It is also possible to get a second Gaelen this way.
 
Using Wonder, I got the message "oops, your unit turned itself into a baboon".

Fortunately for me, it didn't. Unfortunately for the coder of the spell, unless it is a joke, it must be a bug :)
 
Yeah, it has been widely reported that if Basum or Hyborem enter the world after a once-only event that the event can still trigger for them. It is also possible to get a second Gaelen this way.

I don't care if they get their personal blight as a coming out present, I just don't want to get it too :)
 
Yeah, it has been widely reported that if Basum or Hyborem enter the world after a once-only event that the event can still trigger for them. It is also possible to get a second Gaelen this way.

This perhaps involve also any other civ that enter into the game like colonies and mister koun !?
 
If it was a hero unit that casted the spell, it won't turn into a baboon. That's what I saw someone say earlier.

I haven't tried that spell yet, so I don't know whether it actually happens, but either way, it is meant to be a joke because of the randomness of the spell.

@Magister: I thought that only applied to players who switch to either one.
 
If it was a hero unit that casted the spell, it won't turn into a baboon. That's what I saw someone say earlier.

I haven't tried that spell yet, so I don't know whether it actually happens, but either way, it is meant to be a joke because of the randomness of the spell.

@Magister: I thought that only applied to players who switch to either one.

Actually, the next turn, I noticed that another unit on the tile disappeared, but not the one that cast the spell... It was a lich who cast the spell, and another who disappeared (I'm sure it's another because I had only one chaos III lich, and it was still there).
 
Patch J but no mention in later patches.

The Illians can be selected by the RNG when "Random Civ" is selected for the human player.
 
Still getting the Crash To Desktop when trying to start the mod with patch k

I've got BTS patch 3.17, FFH0.32k, Win XP - fully up to date.

when I go to start a game it crashes after the screenshot with the words 'the age of ice has ended.'

bink is what is crashing.

HOW DO I TURN OFF WHATEVER MOVIE IS CRASHING IT!?!

That was exactly the crash i got.. Just turn off movies when starting.. then in game re enable all of them.
 
I've been having a lot of problems with my BtS as I've posted many times before. So I figured I'd do what everyone seems to do, re-install and try again. When I do I get this.

Feature Transfer Error
Component: Warlords Component
File: E:\data2.cab
Error: Cyclic Redundancy check

(In regard to the E:\ if it matters, my internal CD drive doesn't work and since it was cheaper to just get an external, I use that instead.)

So I uninstalled Warlords, reinstalled, patched with the up to date Warlords patch and then tried again. Same problem.

So then I uninstalled Civ 4, patched to Final, uninstalled Warlords, patched to Final and I still get this error. I get it at the same place too.

C:\Civ4\BTS\Assets\Art\Movies\Intros\BTSIntroFinal.bik and then I get the above error and CtD.

Anyone have ideas how to fix this? I already have PTSD from my combat tour; I can't take this as well, especially since playing Civ over there kept me sane.
 
Sounds like some of your files got corrupted somehow, but I'm no export, arkham!

Something completely different:
As I posted before, spreading Hellterrain removes Volcanoes, the Genesis Projekt does that aswell, as I found out with my last game. Both don't transform them back into peaks, nope, u get fine passable flatland.
Not that I don't like it, but I really doubt it was intended this way!
 
I've been having a lot of problems with my BtS as I've posted many times before. So I figured I'd do what everyone seems to do, re-install and try again. When I do I get this.

Feature Transfer Error
Component: Warlords Component
File: E:\data2.cab
Error: Cyclic Redundancy check

(In regard to the E:\ if it matters, my internal CD drive doesn't work and since it was cheaper to just get an external, I use that instead.)

So I uninstalled Warlords, reinstalled, patched with the up to date Warlords patch and then tried again. Same problem.

So then I uninstalled Civ 4, patched to Final, uninstalled Warlords, patched to Final and I still get this error. I get it at the same place too.

C:\Civ4\BTS\Assets\Art\Movies\Intros\BTSIntroFinal.bik and then I get the above error and CtD.

Anyone have ideas how to fix this? I already have PTSD from my combat tour; I can't take this as well, especially since playing Civ over there kept me sane.

I don't know about your problem, but you do not need Warlords for FFH, just BTS is fine. Whether you have Warlords or not makes no difference, but if Warlords causes problems why not just install basic Civ 4, then BTS, then 3.17, then FFH 0.32, then the most recent patch?
Don't install Warlords if it causes problems and you don't need it.


As an alternative, try switching movies off in the ingame options if a movie file causes an error.
 
A few oddities:
-I had random visibility into a neighbors lands--the spaces were 'lit up' even though no unit of mine was around. I think it might be a side effect of Nox noctis, or else dies-whatsitcalled, because the rival in question, Luchuirp, had both.
-Sea Patrol ability on ships doesn't seem to be working, at least not against HN units.
-I won with an altar victory, and the ai's never declared war once I started the last step. They were all neutral. (Maybe that script was removed, I don't know.) I rushed it with gold, but built it normally for about a dozen turns.
 
I mean that you can attack other civ's HN Units in their cities.
This happens to me again and again, when I try to move a missionary or priest in a enemy city to spread religion and it dies stupidly, because I didn't recognize the HN Unit.
And I'm experiencing this for quite some versions now, so I'm not sure what you mean with previous versions.

You can now, but I don't think that was true in prior versions. For example, I could put a Nightwatch or Stooge in a city and an AI unit could enter my city and be on the same city tile as the HN unit and not attack. Now, that HN unit in the city is attacked when the AI unit enters the city.

HN units attract AI units like flies - I found AI civs I had open border agreements with sending small stacks of units into my civ to attack my HN units in my cities. This never happened before.

Yes, I have also had units picked off by HN units in other civs I had agreements with, but I also used to use my HN units in my civ to do same to units I really didn't want there. For example, religion units I didn't want spreading their religion to my civ and workers that were building roads I didn't want in my territory. One of my favorites was nailing a Great Merchant that was coming with his caravan. :) That is all the same.

However, in this version, this is the first time I have noticed my HN units can be attacked in my own cities. I don't recall ever trying to attack HN units in the cities of other civs before. Normally, I wouldn't recognize them as you said, but I don't remember ever seeing one in a city and having a unit that could attack them.
 
Patch L. Ran Amurites with Creation.py map.

There was one early Python error while loading the game (iPlayer not defined -- it's in the log file -- see attached).

I later had a CTD on both Turns 380 and 381 while waiting for the other civs.

------------------------------

EDIT

Actually, this must have been an earlier patch (J or K), judging from the Readme file dated July 3rd. I had downloaded Patch L, but forgot to run the exe file (the latest Readme file should have been dated of the 5th). Sorry for the confusion.
 

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A few oddities:
-I had random visibility into a neighbors lands--the spaces were 'lit up' even though no unit of mine was around. I think it might be a side effect of Nox noctis, or else dies-whatsitcalled, because the rival in question, Luchuirp, had both.
-Sea Patrol ability on ships doesn't seem to be working, at least not against HN units.
-I won with an altar victory, and the ai's never declared war once I started the last step. They were all neutral. (Maybe that script was removed, I don't know.) I rushed it with gold, but built it normally for about a dozen turns.

I second that nonagressiveness from the AI, in the same game I posted above I build about 50 turns on the final step. AI left me in peace, though the AC was between 60 til 70. I thought they were too busy fighting each other (about 16 Civs, so there was constantly war about), Monarch difficulty, huge map, after I build up heavy defences the AI didnt bother about me anymore, despite my bad diplostyle (I want...-Bug off!)

I also confirm the issue with the Sea Patrol ability.
 
Patch L. Ran Amurites with Creation.py map.

There was one early Python error while loading the game (iPlayer not defined -- it's in the log file -- see attached).

I later had a CTD on both Turns 380 and 381 while waiting for the other civs.

You should apply patch L , i've got no ctd.

For the python error ,in CvRandomInterface.applyAdventure2 :

Code:
def applyAdventure2(argsList):
	iEvent = argsList[0]
	kTriggeredData = argsList[1]
[COLOR="Red"]	iPlayer = kTriggeredData.ePlayer
	pPlayer = gc.getPlayer(iPlayer)
[/COLOR]

This fix the bug. You have missed a rod of winds unfortunately.

Tcho !
 
Patch L (I mean it this time), Amurites, Standard size Creation.py map.

I'm getting a CTD on Turn 392, while waiting for other Civs.
 

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