FfH2 0.32 Bug Thread

just be prepared by making your cities as healthy as possible by buildings and civics that affect it positively.

There is very little that can be done against 57 unhealthiness, but your advice on the Mercurian Gate stands. My friend and I voted to check "Compact Enforced" next game we play. Now Minister Koun should be my only worry, but he tends to spawn early game.
 
Sorry if these have been mentioned already, I looked through a bit of the thread, but I might've missed some things. Anyway so far:

Lanun's 'Coving' can be used to change the Geography of the world. Make a cove, then destroy it. Rinse, wash, repeat. You can create your own choke points.

Slaves being bought through the Undercouncil cost ten gold, they hurry production 30 hammers. This can allow you to 'hurry' production rather quickly, without a high cost. Three hundred hammers for one hundred gold? Yes, please.

Again, sorry if these have been brought up, or if they were even intentional.
 
Perhaps, but it seems a bit like cheating to me. And sorry, it's thirty per slave (ten back if you sell them) for thirty hammers. So three hundred for three hundred? That's still pretty good.
 
vista user can't get the game to install properly. Have 3.17 bts and every time I install it says this programme may not have installed properlly. Try to play it get to the menu then when trying to play game it crashes I do have 3.17 bts.

this is with 2032.
 
This occurs sometimes. I had the same troubles in .22 and .23. It ruined several good games. I have no answer.

In .33 the last turn just before victory: Conquering the very last city resulted every time in a CtD.

I was hoping though they would try to catch these files and kill the bugs that cause the dead games. Nothing more annoying then finally deciding to play a game for a week end and have the game ruined. Guess I will just write over the save and start a new game.
 
I just installed the Civ 3.17 patch and I still ctd. I dl'd after installing 2.032. I'm going to uninstall 2.032i and then reinstall to see what happens


edit: I still ctd, with just 2.032 + media pack. Before installing 3.17, I was at least able to run 2.032. I can play a vanilla game. I tried to load a FFH 2.032 saved game but crashed at init graphics

windows xp sp2.
 
Thanks por answer.

In fact, I've restart the PC and the game. The same error appeared but it's possible to play now.
I have not anything installed like a microphone.
I don't know what could product this message.
 
I just installed the Civ 3.17 patch and I still ctd. I dl'd after installing 2.032. I'm going to uninstall 2.032i and then reinstall to see what happens


edit: I still ctd, with just 2.032 + media pack. Before installing 3.17, I was at least able to run 2.032. I can play a vanilla game. I tried to load a FFH 2.032 saved game but crashed at init graphics

windows xp sp2.

If you have BtS 3.17 then FfH 3.032 will NOT work, unless you have patched it to the current version (lower case L, not upper case i. Linked on first page at any rate).
 
I've noticed lately that one of my custom game options is religious based interface. Not sure where this came from, but when it's flagged, I can't seem to access any religions, even when playing a Civ that can get religion.

Did this come from another mod and isn't compatible w/FfH or FF or am I just doing it wrong?
 
That option would be from either my MODCOMP or from Fall Further. It is not (yet) a part of main FfH. Though it ought not to cause you issues with gaining religions, it also ought not show up in base FfH, so something went wrong.
 
If you have BtS 3.17 then FfH 3.032 will NOT work, unless you have patched it to the current version (lower case L, not upper case i. Linked on first page at any rate).

LOL. well, I can't say for sure that was the problem, as I dl'd the latest patch and the pc said I already had that file. At any rate I can now play the game, at medium graphics. If I have it on high it crashes before the intro movie.
 
Sorry if these have been mentioned already, I looked through a bit of the thread, but I might've missed some things. Anyway so far:

Lanun's 'Coving' can be used to change the Geography of the world. Make a cove, then destroy it. Rinse, wash, repeat. You can create your own choke points.

Slaves being bought through the Undercouncil cost ten gold, they hurry production 30 hammers. This can allow you to 'hurry' production rather quickly, without a high cost. Three hundred hammers for one hundred gold? Yes, please.

Again, sorry if these have been brought up, or if they were even intentional.

Lanun coving / terraforming is a feature (as is other terraforming). It has been a bug when you could build one cove next to the other, keeping all (after they did upgrade to level 2 or above.) but not the new way. If a bit micromanagement-intensive though (and a real headace if you want to optimize more then one city if you don't have got a lot of training with it).
(also those coves beeing pillagable and if pillaged beeing gone forever makes the coves you want to keep very easy to destroy.)

about slaves: They cost 30 Gold now and yield only 10 hammers in normal speed so the price / effect is now reversed. It has allready been nerfed twice to reach the point we have now. With the second nerf making the feature very weak / borderline underpowered without seriously combining with other features. Sad.

Seems to me you are playing an old version or a modmod using old values.
 
my starting location in multiplayer (lan) games is full of forests.
it doesnt happen in singleplayer.

it looks strange because the forest fills exactly the cultural borders (2 times grown, 100 culture i think)

is this a known issue? if not i can post a save and screenshots.
 
Lanun coving / terraforming is a feature (as is other terraforming). It has been a bug when you could build one cove next to the other, keeping all (after they did upgrade to level 2 or above.) but not the new way. If a bit micromanagement-intensive though (and a real headace if you want to optimize more then one city if you don't have got a lot of training with it).
(also those coves beeing pillagable and if pillaged beeing gone forever makes the coves you want to keep very easy to destroy.)

about slaves: They cost 30 Gold now and yield only 10 hammers in normal speed so the price / effect is now reversed. It has allready been nerfed twice to reach the point we have now. With the second nerf making the feature very weak / borderline underpowered without seriously combining with other features. Sad.

Seems to me you are playing an old version or a modmod using old values.

I was more talking about the fact that destroying a pirate cove yields a coast square, and that if you create one, then pillage it, create then pillage it, over and over again you can cut through the land. I've used that to create bottle necks a times.

As for version? I'm playing Patch L (Yes, I know it's a lower case) in Marathon mode, using the 'creation.py' map script that was "designed" for FfH2. No other mods. So, vanilla FfH2? I might have my numbers off, but I know that I bought and used slaves to hurry the production of City of a Thousand Slums, The 'hurry' cost was 5220 (Using the Civic ability) while the slave price was less than a 1000 gold.
 
As for version? I'm playing Patch L (Yes, I know it's a lower case) in Marathon mode, using the 'creation.py' map script that was "designed" for FfH2. No other mods. So, vanilla FfH2? I might have my numbers off, but I know that I bought and used slaves to hurry the production of City of a Thousand Slums, The 'hurry' cost was 5220 (Using the Civic ability) while the slave price was less than a 1000 gold.

Well, there you have it. There are many abilities in the game that scale with game speed, and slave rush-building is among them. In normal speed, it's 30 gold for 10 hammers - pretty useless :).
I do agree that a 1-1 conversion is too much, especially at slower gamespeeds.
 
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