FfH2 0.32 Bug Thread

Someone else had mentioned the same bug previously and I was confirming that it happened to me. It just seems to fishy that, if pestilence, it would come the same turn as I built the Mercurian Gate and brought Basium into the world.

I tried to compare the effects of Blight with those of Pestilence, but was unable to find any reference material on the two of them.

As I said, my units had just gotten over the Death Damage (about 5 turns) when they got hit with it again. I had not come close to getting over the unhealthy effects in my cities, though, and am sure with 60 unhealthy in a city of 20, for example, all my cities would be pretty much useless for a long time.

If, in fact, it WAS Pestilence which quickly followed Blight, I suppose it is a balance issue rather than a bug and maybe something needs to be added to suppress that event from hitting so soon after the AC event.

I still think it was a Double Blight caused by building the Mercurian Gate, though.

This just happened to me too. It seems that when blight strikes, your units are damaged. I also had this happen twice - Blight occurred, and then a few turns later Basium came into the world, and boom! Blight again.

As for the effects, all but a handfull of my cities shrank to size one and stayed shrunk for at least 20 turns. I do hope this gets fixed - its a real problem.
 
I don't know if this is the right place to post this but this is the BUG thread. I have a game I played flawlessly for about 20 hours this weekend. Now I have a save just before it crashes every time I try to process this turn. I have reloaded it about 5 times same result. The last time was with a fresh reboot. So there is a definate crash to desktop bug here if you want to find it. If this is not the right place to post this please advise. Let me know I can email you the file.
 
I don't know if this is the right place to post this but this is the BUG thread. I have a game I played flawlessly for about 20 hours this weekend. Now I have a save just before it crashes every time I try to process this turn. I have reloaded it about 5 times same result. The last time was with a fresh reboot. So there is a definate crash to desktop bug here if you want to find it. If this is not the right place to post this please advise. Let me know I can email you the file.

under additonal options you can manage attachments, there you can upload the save
 
While having the Lanun as capitulated vassals, several civs attacked, and the scripted Lanun AI cast its "raging seas" worldspell. The spell affected my troops and territory as well as our ennemies. Bug or feature ?

Raging Seas affects everyone, allies, enemies, and neutral nations. Same with the Sheaim's Worldbreak.
 
Not sure what is going on with this so not sure if it's a bug or not. One issue I've had with Civilization in particular is it seems to go from being easy, easy, not so easy to CANNOT win. Maybe I just suck at playing it. Anyway, I tend to play at the Noble level and the game is challenging for the most part.

However, while playing FfF or FF, I've notice that even with the double the bonuses flagged, often time the AI rarely seems to build anything other than warriors and archers. Even when the barbarians are running around with axemen and macemen, the AI Civ's are often really weak. I could understand it if they didn't have copper or iron, but I've noticed that with double the bonuses, there usually is plenty of that to go around. Even if they didn't have it, you'd expect more hunters or maybe the AI would work harder to get religion so they could at least pump out fawns or soldiers of Kilmorph.

Is this an actual problem or is it 'normal' for the Noble level of play?

Plus, on this topic, is there any mod or even a hope that Firaxis will ever have a slider scale like culture or espionage that will allocate a certain amount of money so that your (actually the AI's units) will upgrade over time. It never ceases to amaze me in normal Civ games when I'm running over spearmen with tanks. Players, obviously, could opt in or out of this slider. I would think the AI's decision on how much to allocate would depend on their leader. Obviously Aggressive or Defender Leaders would allocate more over a Philosophical or Spiritual one.
 
arkham, I have never had that problem, the AI seems to keep up pretty well. In any games that I last longer than twenty turns I am usually one of the top civs, so yes there will usually be some that are behind you but there should be one or two that are keeping up with you.

I have not played the game very often and so I am pretty sure that by gamer standards I suck. I play on Noble difficulty though, since that is what the AI plays at and so is the best way to learn it. Note that the AI always plays on Noble (at least in normal Civ and FfH, not sure if any mods or modmods are out there to change that), your difficulty just modifies how difficult your game is compared to their's.
 
I don't know if this is the right place to post this but this is the BUG thread. I have a game I played flawlessly for about 20 hours this weekend. Now I have a save just before it crashes every time I try to process this turn. I have reloaded it about 5 times same result. The last time was with a fresh reboot. So there is a definate crash to desktop bug here if you want to find it. If this is not the right place to post this please advise. Let me know I can email you the file.

I had a very similar problem, and while I never figured out exactly what was causing it, I discovered that if I went into worldbuilder and deleted all the fire tiles, the game would stop crashing. It may be the sheer number of fire tiles that's causing problems, which is why you don't start having the problems until well into the game. The fire does eventually respawn, so I find I have to do this every 150 turns or so, depending on the AC.

I've had this same problem, and used this same fix, in three different games now.

This may also be a solution for BlackArchon's crashes.

Anyway, if there is no easy fix to this problem to include in .33, I suggest that an option be included to remove fire tiles from the game, or at least disable their animations. As it is, they are fully animated even on low graphics settings.
 
I had a very similar problem, and while I never figured out exactly what was causing it, I discovered that if I went into worldbuilder and deleted all the fire tiles, the game would stop crashing. It may be the sheer number of fire tiles that's causing problems, which is why you don't start having the problems until well into the game. The fire does eventually respawn, so I find I have to do this every 150 turns or so, depending on the AC.

I've been having this problem for ages. One thing I've also noticed is that often I can go longer without a graphic CTD if I play straight through a game without stopping. I've found that later games will take much longer to crash than if I save them and come back later. I find this very odd since you'd expect the game to do better after a reboot and restart clearing out the memory cache. It, as I've said many times, very irritating since I can never get to the end of a game unless I walk over the AI very, very early.

That and those burning sands just seriously overload a graphics card. I've asked if there might be a way in the custom options to disable them without disabling the entire range of Hell terrain.
 
arkham, I have never had that problem, the AI seems to keep up pretty well. In any games that I last longer than twenty turns I am usually one of the top civs, so yes there will usually be some that are behind you but there should be one or two that are keeping up with you.

I have not played the game very often and so I am pretty sure that by gamer standards I suck. I play on Noble difficulty though, since that is what the AI plays at and so is the best way to learn it. Note that the AI always plays on Noble (at least in normal Civ and FfH, not sure if any mods or modmods are out there to change that), your difficulty just modifies how difficult your game is compared to their's.

The FFH AI will become less and less competetive as you get increasingly used to the game. Due to the additional features in FFH (stuff like magic, which the AI can now use, but not use well enough), most players suggest playing at least one difficulty level above your usual one (i.e. if you play Noble in vanilla Civ4, you play Monarch in FFH).
I play Immortal on Normal speed in FFH, but I guess I'll have to switch to quick speed to see the AI getting any of the more advanced units...ever.

The main thing I wanted to comment on in your quote, however, was that the AI does in fact get bonuses on higher difficulty levels. For example, they get more starting units (additional starting units like a worker on Emporer or Immortal (?); an additional starting Settler on Deity), (a?) free tech(s?) (like Mining, which isn't really appropriate in FFH), bonuses against barbarians (and therefore also animals), etc. Meanwhile, your game becomes increasingly handicapped in various aspects, too. But even then, the AI in FFH is still a pushover (although this will hopefully change sometime)...
 
I had a very similar problem, and while I never figured out exactly what was causing it, I discovered that if I went into worldbuilder and deleted all the fire tiles, the game would stop crashing. It may be the sheer number of fire tiles that's causing problems, which is why you don't start having the problems until well into the game. The fire does eventually respawn, so I find I have to do this every 150 turns or so, depending on the AC.

I've had this same problem, and used this same fix, in three different games now.

This may also be a solution for BlackArchon's crashes.

Anyway, if there is no easy fix to this problem to include in .33, I suggest that an option be included to remove fire tiles from the game, or at least disable their animations. As it is, they are fully animated even on low graphics settings.
So you suggest playing with 'No hell terrain'? It's worth a try...
 
No Hell Terrain would work, except that I think hell terrain is cool. I prefer to just manually remove the fire in WB once or twice a game. Usually by the time the crashes start, you know the whole map anyway, so you're not cheating too much by opening up the WB.
 
When you gift a city to the Infernals it doesn't gain the free buildings (Demonic Citizens, Obsidian Gate, etc). And when the Infernals gift a city to another civilization the Demonic Citizens building isn't deleted.

And the option "Automated workers leave old improvements" doesn't work, my automated workers are still trying to replace improvements.
 
The invisibility from Nox Noctis is broken: When you summon an unit (I tested it with skeletons) on a tile with a hostile stack, the hostile stack gets kicked out of your borders.

This will be fixed in 0.33.

The immune to disease promotion does not work.

This will be fixed in 0.33.

The Towers of Alteration/Divination etc. all claim in the city screen (at the bottom where you select builds) that they only need one of the mana types of the specified type ro build it. The manual claims that all of them are needed, and that does seem to be the way it actually works.

For example, The Tower of Necromancy claimed to require Chaos Mana or Death Mana or Entropy Mana or Shadow Mana. I then build en Entropy node, and it now claimed that it required Chaos Mana or Death Mana or Shadow Mana.

That will be fixed in 0.33.

Pretty major issue relating to the saving of game options: playing a game or mod where 'Choose religion' is on (in my case, Fury Road) then playing FfH results in the option staying on for FfH with no way to disable it. Furthermore, the AI still beelines preferred religions but then founds a random one. Arendel went and founded AV with WotF while Arturus founded OO with WotE.

Is there a way to force that game option to be off for FfH?

Yeap, they will be forced off in 0.33.
 
Can Nox Noctis and Dies Diei please be made to only have their invisibility effects if the owner is of the proper state religion in .33? There just isn't enough of a reason to actually adopt CoE, since it it so useful as a secondary religion.
 
Getting someone to end open borders by diplomacy should mean that those cant be resigned for 10 turns. Currently, open borders can be resigned immediatly after having them cancelled. The agreement can then not be re-broken for another 10 turns.
 
I found the issue with events triggering twice when new players are added to the game. It will be fixed in 0.33.
 
I've attached an autosave of a game where I was getting a CtD at the end of this turn. I did what Nikis-Knight (I think) mentioned in one of his posts -- went into Worldbuilder and deleted Acheron's city, and no more CtD, so it definitely has something to do with Acheron or something in his city.

EDIT: It's not because of Acheron, after deleting him and his city I again got a CtD one turn later. No idea what the problem might be.

I know you're not going to update version 0.32 anymore, so I'll probably just ditch this game at this point. Hope you can figure out the cause of CtD so it doesn't carry over into version 0.33.
 
Wish I could say I had a game bug to help you guys out, but unfortunately, I can't get it to even play yet!

I've installed it correctly into my BtS mods folder and patched up until the latest release (Patch "I"). Every time I run Civ 4 and click the FFH2 mod (which displays correctly at least), it goes to my desktop to load, but crashes (I get a Windows error that says the game ceased to function properly).

I was wondering what was up with that.

Also, I was wondering, do all those shiny new promotion buttons clutter up/obscure the unit photo/vital information? I remember one Civ game where I had one ridiculously lucky unit with so many promotions I lost sight of the strength number. With all the spellcasting promotions available, is it the same problem with this mod?
 
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