FfH2 0.32 Bug Thread

It's because the game requires as certain number of Cities per player, and since players can't found cities, this number can't be reached. Acheron also needs the Barbarians to have a city, and because no barbs spawn, they neither capture or found cities for him to spawn in. I don't remember what Kael said the magic number is, but it's somewhere.
 
I think just an obscure bug having to do with FFH2...

I am playing the Doviello/Charadon and at peace with the barbs.

I am using the option of Showing Enemy Moves (show friendly moves is not selected) and the computer is showing all the barb moves even though they are not the enemy.

OTOH, I am at war with Hyborem and the computer never shows me any of the Infernal moves.:confused:

One other thing: has anyone ever seen a barb city flip culturally?

Again, I am at peace with the barbs with Charadon. I can take out defenders with my HN Stooges and Giant Spiders, however, I cannot capture or raze the barb cities.

There are two barb cities that have been reduced to 2-3 tiles wedged in between my civ and AI civs. I kill any AI units that come to take the cities.

These cities have been in this condition for well over 300 turns. Sometimes a barb Warrior defender will pop up, but it is quickly killed by one of my HN units.

Are the barb cities not capable of unrest and/or flipping?

Thanks
 
I have often seen barbarian cities flip though culture. Recently though, I've been playing with the "No City Flipping From Culture" game option on (I'm guessing you might have it on too). I don't really have a problem with cities flipping from culture per se, but I hate how the garrison in the city id just deleted when the city flips. That is not a good way for Orthus, Margalard, Gurid, or the Horsemen to die.
 
I have downloaded the file 3 times and when I try to play the game , I load the FFH2 game but only the standard game loads. I have tried all the mirrors and still get the same result. I think they have the wrong game file at the mirror sites.

when you installed FFH2 did you direct the installer to your BTS-directory? The installer just points to the default location, if you installed it somewhere else you have correct the installer, as it doesn´t read out the registry for the correct path
 
I have often seen barbarian cities flip though culture. Recently though, I've been playing with the "No City Flipping From Culture" game option on (I'm guessing you might have it on too). I don't really have a problem with cities flipping from culture per se, but I hate how the garrison in the city id just deleted when the city flips. That is not a good way for Orthus, Margalard, Gurid, or the Horsemen to die.

No, MC, I never use that option. In fact, I have already had a number of other AI civ cities flip.

Do you think it might have something to do with the Barbarian trait? I am now over 400 turns and those two stubborn cities remain barbarian. :eek:
 
1. Fleeing. Could someone please explain how this works to me? I am at war with Hyborem and Sandalphon (I am playing as Charadon/Doviello). They are sending waves of Diseased Corpses at me. I kill most of them, but I would say in about 25% of the battles the damn things are fleeing back into the pile where I cannot get them (no Assassins, but they are on the way). Anyway, what is the deal with these units fleeing? I mean these are the Undead - one of the few units that can stand up to those that produce Fear and not need Courage. I am attacking with the HN Three Stooges, Rangers and Axemen. The Undead are afraid of those units?

2. Fear. I didn't see anything in the .33 Changelog about fixing some problems with Fear and I really think it needs fixin'. ;) For example, I have Larry, Moe and Curley with each about 200 XP and they cannot take the battle to a simple, summoned Spectre. The same for a Greater Werewolf and even the Baron himself. None can get Courage, so Fear repels them. C'mon, does this make sense to anyone? Maybe Fear should look more at the experience of a unit rather than just the unit type itself. It makes sense that your experienced units would be a lot less prone to Fear on the battlefield than your rookies.

Actually, this caused me a real pain in the butt as I sent the Stooges and a pack of Werewolves to kill Hyborem himself. Combat odds were over 90%. He's toast, right? Uh no. Fear again, and none of these guys would attack. :mad:

Please consider fixing this by either (a) allowing ALL units to receive the Courage spell or (b) tying Fear into XP

Lastly, I just had to mention this as it clearly falls into the Wacky AI Department:

Hippus/Rhoanna, of all civs, has gone into shipbuilding mode. The only problem is that for some bizarre reason it is building ships in only two landlocked water tiles. The result is a build-up of 7 (and counting) ships that just sail back and forth, back and forth, etc. in the two water tiles. :( Maybe there should be some sort of restriction on shipbuilding when the water tiles are limited???

Just killing time until my birthday - the 16th, and the day .33 will show up in Asia. :)
 
I think I am in the right place for this, so here goes.

I am playing on patch I. When ending my turn at turn 259 the game goes into infinite loop, as it "waits for other civilizations". The tiny spinning earth icon as my cursor never goes away, can't even exit the game. It just keeps waiting. I have tried multiple saves and reloads from as far back as 30 turns, no way to avoid it.

I haven't found any posts on this, due to the size of this thread. Any suggestions?
 
Pretty major bug: If your city is being blockaded by a Privateer and you use Revelation, the blockade remains in place with no apparent way to end it, seeing as the Privateer usually wanders off after it's no longer HN. Haven't tried declaring war on the offending civ, or hunting down and sinking the privateer though.
 
I have often seen barbarian cities flip though culture. Recently though, I've been playing with the "No City Flipping From Culture" game option on (I'm guessing you might have it on too). I don't really have a problem with cities flipping from culture per se, but I hate how the garrison in the city id just deleted when the city flips. That is not a good way for Orthus, Margalard, Gurid, or the Horsemen to die.

Hmmm, death by local food, art and Hip-Hop music. :shuders: The Horror. The Horror.
 
I have downloaded FFH2 from the mirror sites and when I load the mod, only the standard game comes up. I downloaded the game about 4 months ago on another computer and it works fine. I think the mirror sites have the wrong files loaded.
 
I have downloaded the game and whenI load the mod, only the standard game loads. I think they have the wrong files posted on the mirror site.
 
I go to the game screen and , advanced, load mod, click on ffh2 and start. It doesn't load. The puzzleing thing is , I downloaded the game on my other computer a few months ago , and using the same procedure, the game works fine. I tried using the shortcut within the game and only get the same result.
 
I extracted it to a folder on the desktop and then pasted it into the By the sword mods folder where it shows up . I have used this procedure on several other mods and they all load fine. I did it this way on my other computer and it also works there.
 
I had a similar problem when I first got FFH. The "fix" for me was to try and load it up, and then just let the computer sit for a long, long time. About half an hour. Every time after that it worked fine. Might work for you too.
 
I was playing a game last night as the Calabim, and in the space of one turn the AC jumped from 13 to 100. The four horseman and the Avatar of wrath spawned, and most of the units in the world died (not becoming barbarian). The Seaim also cast World break durring this turn. Unfortunately I can't upload a save, but it happens every time I press next turn. This has never happened to me before. Is this a bug, or a very rare event that I havn't had happen before.
 
I was playing a game last night as the Calabim, and in the space of one turn the AC jumped from 13 to 100. The four horseman and the Avatar of wrath spawned, and most of the units in the world died (not becoming barbarian). The Seaim also cast World break durring this turn. Unfortunately I can't upload a save, but it happens every time I press next turn. This has never happened to me before. Is this a bug, or a very rare event that I havn't had happen before.

That sounds like a bug, but I have no diea where it would be without a save.
 
There is always this short delay, where the game is freezing/loading something, when you move a flesh golem.
This also happened in the previous versions.
Nothing big, but I'm still curious why this only happens with flesh golems.
Actually, I had the game crash four times when moving a flesh golem. Three times the reported error was a bad allocation. The fourth time it said stuff about textures but I didn't write it down. I believe a bad allocation may screw about anything afterwards if it's not caught, so it's probably the same thing.
Twice this happened when I moved the golem onto a peak (had grafted hawk), twice when moving onto a friendly stack (with the same flying golems).
 
... had a crash when trying to take a graveyard with a bird (false click) . MP game, running XP. The other player didn't get the crash. It seems to be a graphical problem so. May be it's related.

Tcho !
 
It's obviously late to post this since .33 is out tomorrow, but I just nailed this down today. It involves apparent tech stealing without the Eyes and Ears Network by vassals.

While playing as the Bannor I had every civ set up with a teammate in a game. As normal, teammates automatically got tech from one another (my teammate was the Elohim (which, by the way, I hate as a name because it is the name of God, so I always think of them in my head as the Eoladi from MOO3). There was one "liberated" civ that spawned off of the Kuriotes that I got as a vassal, then later I also got the real Kuriotes & Ljosalfar, and the Grigori & Malakim. Strangely, the liberated Kuriotes never got free techs from me. And the other vassals did not immediately get all my techs. But within a couple of turns after accepting vassalship from the Grigori and Malakim, I noticed that they were getting all my techs for free. No one had built the Eyes and Ears Network. Immediately after my vassal-master relationship ended with the Grigori-Malakim faction, they stopped getting my techs for free. And the by-themselves liberated Kuriotes still were not getting my techs for free (but the other Kuriotes who were in a team with the Ljosalfar, were getting my techs). I'm not sure if it was the team setup that caused this, or if it was the size of the civs. The liberated Kuriotes were very small, just 2 cities and extremely far behind in tech.
 
The AI really likes giving away techs to vassals. Most likely the Elohim just didn't like the liberated Kuriotates enough to start handing out techs, but was responsible for the Grigori/Malakim getting your techs.
 
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