FfH2 0.33 Bug Thread

Posted something similar to this, I think, on the FF bug thread. After all these times where I had those screwy graphic crashes, it's nice to get a 'normal' crash. One thing I changed is for some reason those previous crashes would have the crash having something to do with my external G drive, even the only thing I have on that is the Zip files I load from. So lately I've been leaving it on (normally I only use it for back-ups so it's not on) and I've yet to have a that type of crash, but I haven't gone into a game yet really, really late so we'll see.

So I get a Microsoft Ctd and this is the error code it gave me, which is similar but still different from my previous crash
AppName: civbeyondsword.exe
AppVer: 3.1.3.1
ModName: ntdll.dll
ModVer: 5.1.2600.5512
Offset: 0001669

Today I totally reloaded FfH, put in the new mod pack and patches up to C and I'm running on a HP Pavillion laptop (the one with the ten-key) with a 2005 machine running XP.

I've restarted the game, will save at the last auto-save point and tomorrow morning see if I can get the game to go pass the crash point after a reboot.
 
Alazkan the Assassin has a Black Mirror that creates an illusion of Alazkan.
When the illusion dies or when the illusion disappears on the next turn, the illusion's Black Mirror is dropped on the map. Alazkan still has his own Black Mirror.

Other enemies can "attack" the illusion's Black Mirror.
Other units from the player's side can pick up the illusion's Black Mirror.

In the end, we have a map that is littered with Black Mirrors, unless other units picked up the Black Mirrors.
 
Patch C

Playing as the Luchuirp w/ Runes of Kilmorph state religion. State religion is not giving any culture in any cities beyond the capitol where it was founded.
 
I found a python exception in the attached saved game when Rosier the Fallen picks up the infernal grimoire in Adionis (check spelling, the western-most city which I just captured from the barbarians after balrog appeared and captured it)

This game is with patch c
 
To the list of "features, not bugs"? :confused:

Btw, Pacifism is not mutually exclusive with Military State. I just assume Kael is not aware of how unit maintenance works, as seen by the Crusade civic, and the real intended effect for Military State is a bonus to general unit maintenance, not only when under pacifism.

What do you think about the mapscript python exception?

well, actually with patch B, Crusade still says "+X Free Military Units", so it appears it hasn't been fixed.
 
With patch c last night

Playing as Balseraphs, I believe my Taskmaster generated a slave when attacking a Hippus stack, but I suspect the slave was generated on the target tile and as such reverted to Hippus nationality rather than appearing on the tile I attacked from.

Not running Slavery as a civic (don't have the tech for that).
 
Friend and I are playing on patch C online. Avatar of Wrath was summoned but not a single unit for either of us became enraged. Was this a change to the Avatar of Wrath summoning event or is something not working right?
 
it is not possible to remove roads from world improvement.
 

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Patch B

I razed a barbarian city and I got the message "some units have gone on to serve the Mercurians in the afterlife." Are barbarians considered a "good" civ now?

If it matters, I was playing as (Evil) Svarts with Basium in the game (obviously) but Hyborem not in the game.
 
Patch B

I razed a barbarian city and I got the message "some units have gone on to serve the Mercurians in the afterlife." Are barbarians considered a "good" civ now?

If it matters, I was playing as (Evil) Svarts with Basium in the game (obviously) but Hyborem not in the game.

No, the Barbarian state is evil, but the civ's alignment is irrelevant. It is the "unit's alignment" that is important. "Unit Alignment" is primarily decided by the unit's religion, but entropy and death promotions also make a unit count as evil and being owned by the Mercurians makes them good.
 
Alazkan the Assassin has a Black Mirror that creates an illusion of Alazkan.
When the illusion dies or when the illusion disappears on the next turn, the illusion's Black Mirror is dropped on the map. Alazkan still has his own Black Mirror.

Other enemies can "attack" the illusion's Black Mirror.
Other units from the player's side can pick up the illusion's Black Mirror.

In the end, we have a map that is littered with Black Mirrors, unless other units picked up the Black Mirrors.
Fixed already in patch a.
Playing as the Luchuirp w/ Runes of Kilmorph state religion. State religion is not giving any culture in any cities beyond the capitol where it was founded.
It's not supposed to. RoK gives :gold: instead of :culture:, while AV gives :science: instead of :culture:.

Also, as for razed cities, whether the citizens go on to serve Basium or Hyborem depends on the religions present in the city. Not sure if both can happen at the same time, but for example citizens of an AV city become Manes, while citizens of an Order city become Angels.

Oh and possible fix for resources appearing under Unique Improvements. This is an extremely brute-force/simplistic fix, but I think it should do the job without changing anything else. Make all unique features that don't currently force a resource force a 'dummy' resource that requires TECH_NEVER.
 
Ratcatcher's Guild moves depending on what city has the highest crime rate. Haven't checked your save, but most likely the other city's crime rate surpassed yours in the same turn, so basically it was founded in your city, then moved immediately afterwards to the other city.

You really aren't missing out on anything, the Ratcatcher's Guild is pretty useless. It gives you alternate options on like 2 events, and due to all the new events recently they rarely show up, and barely have an effect anyway.
 
I almost put this in the cosmetics thread, but maybe it is a bug instead.

Playing the Lanun, a warrior that was chaos-mutated with the Enraged promotion went barbarian. When it did so, it gained the Orcish promotion. Should units that go barbarian switch races like that?
 
Hello,

i like to play the balseraph and especially loki as leader, but i never found a good way to follow the "cultural warfare path". In 0.32 the gypsy wagons were useless, so i read the 0.33 changelog, *bingo* added disrupt spell, no bugged gypsy wagons, and puppets for balseraph ... nice to read but

i was shocked; loki or at least the disrupt spell is useless anyway. i mean with luck 0,1 or max 2 culture decrease per cast of disrupt ? the first culture improvement (+2 culture per turn) was built in enemy cities ... and boom ... lokis culture warfare = impossible

Why ??? missed i something ?

Is there any method to "deculture" a city and thus capture it with loki with an average culture growth of 10 or more/round ?

This is a very nice feature and would like to use it frequently :/

thx in advance, Stargazer
 
With patch c last night

Playing as Balseraphs, I believe my Taskmaster generated a slave when attacking a Hippus stack, but I suspect the slave was generated on the target tile and as such reverted to Hippus nationality rather than appearing on the tile I attacked from.

Not running Slavery as a civic (don't have the tech for that).

I cannot remember if ther eis a message when you create a slave in base FfH, but I do not think there is. What makes you think that you created a slave then? It is quite unlikely that the slave popped in the target tile instead of the tile you attacked from, people have long complained about it being precisely the opposite way in numerous cases, and it is that way precisely to avoid what you described.

Not easily replicated, so asking instead of testing to try and confirm if there is a bug present.

Er... workers can trigger the "torturing enemy prisoners" event, it happened to my first worker and I was forced to restart

Yeah, this event can also trigger on your heroes, and I suspect even on your equipment that is laying on the map. Even more fun if it triggers on your settlers ;)

I almost put this in the cosmetics thread, but maybe it is a bug instead.

Playing the Lanun, a warrior that was chaos-mutated with the Enraged promotion went barbarian. When it did so, it gained the Orcish promotion. Should units that go barbarian switch races like that?

Should be fixed with Patch C. Which patch are you working with when this happened?

Hello,

i like to play the balseraph and especially loki as leader, but i never found a good way to follow the "cultural warfare path". In 0.32 the gypsy wagons were useless, so i read the 0.33 changelog, *bingo* added disrupt spell, no bugged gypsy wagons, and puppets for balseraph ... nice to read but

i was shocked; loki or at least the disrupt spell is useless anyway. i mean with luck 0,1 or max 2 culture decrease per cast of disrupt ? the first culture improvement (+2 culture per turn) was built in enemy cities ... and boom ... lokis culture warfare = impossible

Why ??? missed i something ?

Is there any method to "deculture" a city and thus capture it with loki with an average culture growth of 10 or more/round ?

This is a very nice feature and would like to use it frequently :/

thx in advance, Stargazer


Culture warfare with the Balseraph has mostly been about having more buildings which provide culture, rather than reducing the culture in an opponent's city. That part is just a small added bonus, it isn't meant to be the sole approach.
 
I almost put this in the cosmetics thread, but maybe it is a bug instead.

Playing the Lanun, a warrior that was chaos-mutated with the Enraged promotion went barbarian. When it did so, it gained the Orcish promotion. Should units that go barbarian switch races like that?

I had the same error. My adept turned into an orcish shaman. When I captured him back (Domination) he remained an orc.
 
Started my crashed game back up at a new point and so far now new crashes. Perhaps my system had just been on for to long.

However, I'm finding that the Doviello can somehow have military units in the same square as my units, even though we're currently at war!
 
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