FfH2 0.33 Bug Thread

Okay I'm a bit confused by the Doviello's Wild Hunt since I may have a bug and maybe I'm not reading the Civlopedia right.

I'm continuing my previously crashed game. So far no Microsoft crash and I'm very much farther along than I have been in months and haven't gotten that damn graphics crash I get.

Anyway, playing Luirchip...which reminds me, I have the RoK Holy City, 3 sources of Mithril and both Mithril techs...and I can't build the Mithril Golem! What gives?

Anyway, back to the Doviello. So I'm fighting into their territory and so far I have destroyed 138 wolfs! Now the Civlopedia says one wolf for each combat unit. Is that all combat units currently in the game at the time of the spell casting or just their Civ? I would hope it's just their Civ. I can't see them ever having that many units at the time and from what I recall, they used their World Spell very early.

Plus, not a bug, but a gripe. Why in FfH can't gift units like you can in basic Civ? I built 4 cities on a big island off the coast of my continent and from their created Basium. I give them 3 of my 4 cities, but I would have like to have gifted them lots of my galleons (especially since I could build Queen of the Lines) so Basium wouldn't have to waste time building ships of his own. I mean without being able to help him along with ships (which I can crank out fast since I have a continent to myself due to the demise of the Balserphath and the Sidar) Basium is pretty useless to me.


To elaborate further on other answers:

Mithril Golem does require the AC be above 70, and the RoK Holy City, and RoK State religion, and Mithril. Quite hard to construct, but quite powerful.

The Doviello have a ton of wolves BECAUSE they cast their worldspell so early. They get 1 wolf for each combat unit they had at the time, with some bonus strength to boot. Each wolf has a chance during combat to upgrade to a Wolf Pack, and then each Wolf Pack has a chance during combat to produce a wolf. Thus if they cast it early enough, and keep on winning with their wolves, they will continually produce more and more of them.
 
I have a problem with unit graphics. At the moment, look like FfH unit, and sometimes as usual Civ4 unit.
For example:
 

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Luchuirp and Barnaxus

Playing as Amelanchier 0.33c -> Just for fun, I thought I'd bring the Luchuirp the Pieces of Barnaxus, except that once I brought the pieces to a Luchuirp city, I could neither drop them nor "rebuild" Barnaxus as a Luchuirp unit. I could transfer the pieces to another of my units, but only as part of an eternal hand-off. Obviously I would have had to delete the unit carrying the pieces in order to drop them in a Luchuirp city.
 
Patch "c": (will break save games)
1. You cant pickup Dragon's Horde or the Lyre in other players cities.
Excuse me, you mean Dragons's hoard.
Why this change? It was fine to bring the Lyre or hoard to another city, esp. the last one for it's plus to receive a commander.
 
Is the event with serial killer working allright?
You have an option to RECIEVE 22 gold and stand a guard or RECIEVE 11 gold and pay to Aeron's bounty. I thought that you should pay gold not recieve for others' services.

Also the last option when the madman is caught is to send him to Asylum and get a lunatic. But wait, I am sidar at tech level of mining and have NO asylum. Shouldn't this option be grayed out?
 
I have a problem:i can't start scenario and personnalised scenario .the game crash just at the beginning .But i can play personnalised game.
I have read all the post and never seen this problem.
I have the same problem on two computers
I think all is well installed,like you want.Its ff2 2033c
The c++ is the 2005 redistributable
windows xp2
memory 2go
space 5go
and i have a little file (75ko)of the crash (made by windows) but i don't know how to give you
the python exception is seen just after the "ok" of the prepare ,30 secondes before the crash
Thank you
 
excuses me for the image but its a file and not an url
the last line given by Python is
"RuntimeError: unidentifiable C++ exception"
the precedent was:File "CvUtil",line 187,in findInfoType Num
it's ok for you or you want more?
 
I'm trying out the Elohim and just built the Altar that gives disciple units 4 xp. My monks are still popping with 2 xp (from civics). Having never played much Elohim before, this may be working as intended. Still, they are marked as disciple units, so I'm a tad confused.
 
I'm trying out the Elohim and just built the Altar that gives disciple units 4 xp. My monks are still popping with 2 xp (from civics). Having never played much Elohim before, this may be working as intended. Still, they are marked as disciple units, so I'm a tad confused.

Just tested this and it works fine for me. Are you building the monks in the city which has the Altar?
 
1. world improvement at the top of a mountain, is this intended? (picture 1)
2. is it intended that adept/mage/archmage get more than 100 xp by doing nothing?
 

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1. world improvement at the top of a mountain, is this intended? (picture 1)
2. is it intended that adept/mage/archmage get more than 100 xp by doing nothing?
That's the Guardian, it only spawns on peaks. It also spawns 3 barbarian gargoyles (str 8) when someone first steps next to it.

Only Archmages, and I think only Arcane(Potency) archmages at that, can break the 100 xp mark from free XP. Each Channeling promotion increases the potential cap, as well as the rate, and Potency does as well.
 
Only Archmages, and I think only Arcane(Potency) archmages at that, can break the 100 xp mark from free XP. Each Channeling promotion increases the potential cap, as well as the rate, and Potency does as well.

Give a LOT ( a few 1000 turns) of time even adepts can do it.
 
No, the chance of gaining a point of XP is based off your FreeXP value, minus your current XP total. So no mage can ever grow beyond the free XP value assigned by Potency + Channeling. Only with a Potent Archmage can you exceed 100.



Correction to my earlier fix for converting Units maintianing their Race:

setRace(pUnit->getRace());

Does not work. This clears the racial promotion from the converted/upgraded unit and then CLAIMS that it has the proper racial promotion without actually GIVING that promotion.


Code:
    if (pUnit->getRace() != NO_PROMOTION)
    {
        setHasPromotion((PromotionTypes)pUnit->getRace(), true);
    }

Will work properly though.
 
Nope. Each Magic-Tier / channeling level is capped at a certain point.

Adepts are capped at 20 or 30 i belive (Cap - allready gaind / had XP the chance to get 1 XP each turn.) Arcane adds +10 to that cap. So for a normal Adept with 10 XP the chance for further XP should be 10% each turn for nonarcane civs.
Archmages are capped at 100 i belive. Arcane Archmages should be capped at 110.

Edit: To slow. But perhaps my explanation still helps by beeing a bit simpler. So chose the one which is more helpful to you. :)
 
There is an issue with the Blood of the Phoenix Ritual. Basically it grants the Immortal promotion to your Great Persons also, which leads to them getting respawned in your capital once you use them...
 
When I press play now, put in all the options, then the map loads... says the age of ice has ended... freeze, then it says beyond the sword has encountered a problem and quits out. i hav a no cd crack/torrent, is that the problem?
Possibly. You need BtS version 3.17 for FfH 0.33. Go buy the game ;)
 
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