FfH2 0.32 Bug Thread

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.

Yes i understood that very well. And its not a bug or an exploit.
Thats how its intended to be.
And yes Lanun are a strong civ because of it (for both tactical and economical applications of said ability). Strong is fine (many civs are and Lanun are not the strongest one by some accounts). And the price to be paid in time and effort is not a small one. The drawback beeing that oponents can pillage your coves as well whithout you beeing able to rebuild (which is a problem only for the coves within your cities workable area and not those placed tactically to produce bottlenecks or separate pieces of land.).
It was a bug when you didn't even need to pillage the coves in the first place to do that. Which worked sometime ago and was fixed.


That all spells buying things in game for gold (warriors upgrading to drown, guild of the nine and slave trade to name the ones from top of my head) are unbalanced in marathon is known. The quota beeing 1:6 in regards to normal rushing i belive. Which is a better one than slave rushing had when it was really overpowered where the quota was 1:3 i belive.

But don't expect that to be fixed anytime soon if at all. The game is mainly balanced for normal speed and marathon doesn't really work without checking half experience imo.
(epic, normal and quick somewhat work if with strong effects on balance of features / civs and overall gameplay for epic and quick.
But marathon is completely out of the picture thanks to many modifications and features which are essential parts of FFH2 and its flavor and totally unbalance the game at that speed. And also completely screws the AI.
Compared to standard Vanilla / BtS, FFH2 is slower by about 1-2 gamespeeds anyways. So what is marathon in FFH2 whould be like half-speed marathon in BtS. Which doesn't exist. If you like a marathon-like experience play just epic. That still takes a whole lot of time.
Should you be playing FFH2 for a long time allready and know that: I appologize for assuming you don't experienced that difference right now. ;))

Thats why its essential to point out your gamespeed if you spot something like that and don't play normal gamespeed.
If anything that might yield some addaption of mercenarys and slave-trade on slower / faster gamespeeds sometime in the future. But thats not the focus right now. Getting the game done for normal speed is a big task already (which the team is outstandingly good at sucessfully achieving. ;)). Might be the other speeds are adressed when the mod is more or less finished otherwise.

Without that clarification one can jump to wrong conclusions fastly. Like i did with thinking you play an older version of FFH2. (Expect most single-players to play normal or perhaps epic and most multiplayers to play quick. With only a small minority having the patience to endure FFH2 marathon hence not expecting you to play marathon.)
Sorry for that. ;)
 
CTD after tree-four turns from this save.

Dunno why. But seems unavoidable. Probably some AI does something that crashes all, maybe some wonder or sth.

Using latest FfH2 + almost latest Fall Further (D patch missing).
 

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Also, another bug i noticed:

I didn't see any animals in my games.

I played with max barbs + max animals enabled.
 
Ah, I wasn't aware that was the point of the Lanun's. A feature, rather than an exploit. Still, that tactical ability is rather useful.

They are doing a fantastic job on it, I agree. I'm having loads of fun with the differences. I just wasn't aware that there was a scaling difference, or issue between the normal speed and others. I've noticed it, but never thought much about it (Read: Steam Power in the 1300s in most Civ Earthlike games).

Still, thanks, didn't mean to be pointing out nothing!
 
Please don't report bugs in here for games using Mod-Mods :) Report them to the thread for the Mod-mod since it is quite likely something that they did, and if it is not then they'll report the problem and a potential fix to the main game :)
 
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.

anyone got any thoughts on this yet?
 
This save seems to go into an infinite loop when I end the turn. It moves several units (mine and AI), hits one of my monks next to an enemy city with fire damage, then just waits and waits while processign the AI civs.. It's the first time this has happened.

I do have the BUG addition installed, and Flavourmod on top of that. I ticked Flavour start when creating the game. I really have no way of knowing if they or the mod itself (or BtS) cause the problem.

I have included all the log files - their content pertains to loading this save, hitting end turn, then terminating the game from Windows Task Manager (there is no other way to get in contact with the game).
 

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Please don't report bugs in here for games using Mod-Mods :) Report them to the thread for the Mod-mod since it is quite likely something that they did, and if it is not then they'll report the problem and a potential fix to the main game :)
I reported in both threads.
 
Game crashes just load this save and end turn and crash to desktop. I know you cant save the game but perhaps you can kill the bug. I didn't know you you attach a file earlier. I don't frequent boards much. This save is about mid way through a game, about 25 hours into a game. Normal speed, creation map, no time victory allowed. Guess I should mention Windows Vista 32 service pack1, always a factor.
 

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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.

When vista says the program may not have installed properly, it should give you an option saying something like "reinstall using recommended settings." So you might want to try that if you haven't already.

Also, have you installed patch "l" for FfH 2.032? It's linked in the first post. Same thing, you'll get a message that the program may not have installed properly, with an option to reinstall using recommended settings.
 
I can't kill the Bannor off because they have an immortal. When I defeat it, he comes back to life in his capital, which means I can't take his capital city.
 
I can't kill the Bannor off because they have an immortal. When I defeat it, he comes back to life in his capital, which means I can't take his capital city.

Not even if you attack him in the capital in the same turn (I'm not actually sure how this works, but I guess it is how this works). If not, a bug then. Hopefully it is fixed in 033 and hopefully 033 will be out soon.
 
2.032 l, getting a crash two turns after the attached autosave, it happens after Hyborem and Keelyn declare war on me.

I was getting crashes earlier in the game as well, but reloading from the previous autosave would clear those up. Not in this case, unfortunately.

I know you're not planning any further patches for version 2.032, so I'm posting the save only in the hope that you can figure out what's causing the crash and prevent it's being carried over to version 2.033. Thanks.
 
33 is out on August 15. Kael changed where/how immortality is handled, so it will be fixed by virtue of being re-written (thus might have new bugs, but at least not the current one)

Happy Birthday to me, happy birthday to me. :king::cool::goodjob:
 
After working fine for almost 2 weeks suddenly the
Nightmare is randomly changing into Horse or Cow at the beginning of the game.
No Nightmare remain on any map at all anymore.

If I add a new Nightmare in World Builder it also changes to a Cow or regular Horse on the very next turn.


I have already reinstalled once am considering restoring my computer back to a day when I know it was still working.
 
nightmares can only exist on hell terrain. Cows and horses change to nightmares on hell, and nightmares change back when the terrain is sanctified.
 
nightmares can only exist on hell terrain. Cows and horses change to nightmares on hell, and nightmares change back when the terrain is sanctified.

Really. They always worked on any terrain up until today. I seriously never had this problem for two weeks. Going to try out with hell terrain.
 
nightmares can only exist on hell terrain. Cows and horses change to nightmares on hell, and nightmares change back when the terrain is sanctified.

I figured it out.

If you turn off all hell terrain in the option before starting a game, you can place them anywhere and they won't change. Otherwise you're right they will only remain on hell terrain.

I must have accidently turned off "No Hell Terrain" option.
 
The transmutation event (copper to gold) shows two answers of which one is the actual event text again.

civgh2.jpg
(German version, sorry)
 
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