FfH2 0.33 Bug Thread

Ran it again, this time only erasing that fire on the ice, 50 odd turns, no crash.

edit: I ran into a python error while running through this savegame. didn't screenshot it as it was not what i was looking for. Cvspellinterface ::reqcommanderjoin:: pplot not defined. Hope that is enough to point you to the place.
 
If you look at this screenshot you will see what units that Hyborem have had since he was created. He have just stood there (Hyborem himself has walked one step to the right as you can see). I don't know where his starting settlers are but there is plenty of room for him to the east. So is there a chance that he didn't start with settlers at all (I have a hard time to believe that he has lost his settlers only and not any of his units since the only units that has access to this dale is me, Sidar and Hyborem only one Sidar scout slipped through my "blockade").

Edit: I never thought of this until the turn you see in the screenshot (which is long time since Hyborem was created) so I don't have save from back then. I do have a save from now if that is helpful, let me now if I should upload that.
 

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Ran it again, this time only erasing that fire on the ice, 50 odd turns, no crash.

edit: I ran into a python error while running through this savegame. didn't screenshot it as it was not what i was looking for. Cvspellinterface ::reqcommanderjoin:: pplot not defined. Hope that is enough to point you to the place.

Jhoniten, you were right! Thank you.

I wish I had seen your post before I tried a few things on my own.

In the General Forum a similar bug was fixed by updating to the latest DirectX 9.0C (Aug '08). That didn't work for me.

Then, I played 300 turns of BtS vanilla without the bug popping up. That got me to thinking it was a FFH problem. Sure enough, I then saw your post, removed the fire from the ice near Acheron, and I have played nearly 300 turns without a problem.

I hope the team is paying attention - this was, by far, the most frustrating experience I have had with this mod.

Thanks again for your fix!:)
 
Has anyone been able to capture any living units with Command I?

I have a highly promoted Priest of Leaves who has been killing plenty of Balseraph units and has not captured ANY yet.

I realize the ODDS are only 10%, but I am sure I killed at least twice that and nothing yet.
It worked sometimes or let's say very seldom with RoK priests. But not so efficiently as in former versions.

But if they have a certain promotion (I believe bravery resp. spirit ?? I), they will be killed and not captured. Have you checked this?
 
On patch e for ffh2 .33. Lion in the desert doesn't suffer the -25% defense effect.
Never has done - animal units don't gain terrain defense bonuses, but neither do they suffer the penalties. Swings and roundabouts.
 
You mean that you are supposed to get free mage guilds, because your ally basium has the wonder?
I had a similar situation around 0.30-ish I guess, where I switched to Basium and didn't get free forges, although I build the Guild of Hammers wonder with the civ I created Basium with.

No, Basium has the wonder and some of his cities aren't getting the free mage guild.
 
Wonders that give free buildings give them to the civ which built the wonder, not the one that owns it. I find that rather annoying, but I guess losing buildings (which you had been unable to build real versions of) in all your cities when an enemy takes the city could be annoying too.
 
Not sure if this has been mentioned yet but, I noticed that after capturing some svalantar? elven workers, Govennon was able to teach them spells. I didn't think that workers were supposed to be able to learn spells. Is this intentional?
 
Not sure if this has been mentioned yet but, I noticed that after capturing some svalantar? elven workers, Govennon was able to teach them spells. I didn't think that workers were supposed to be able to learn spells. Is this intentional?

Govannon has always been able to teach spells to workers.
 
Tolerant trait allows you to build a civ's heroes as well. Current game as Elohim/Einion, 0.33e, I'm running around with Alazkan, Eurabatres, and Magnadine :D

Also, upgrades for UUs in Tolerant go way screwy. You can upgrade Nyxkin to Centaur Lancers (Kurio Knight UU), for example, or Centaurs to Nyxkin.

Workers and Settlers can get the Defensive promotion from the Chancel of Guardians, and also can get free XP from Spirit Guides.

Finally, what civ a city assimilates as apparently depends only on who it was captured from. My current game, I recaptured Kwythellar one turn after the Svartalfar took it and eliminated the Kuriotates, but the city builds as a Svartalfar city. Cities seem to retain their cultural identities after the civ's defeat just fine though.
 
Govannon has always been able to teach spells to workers.

He wasn't able to teach the workers that I made but, he was able to teach captured workers.

Nevermind, I tested it again and it worked fine... I was up late playing last night. Maybe I imagined that he couldn't teach it...
 
Tolerant trait allows you to build a civ's heroes as well. Current game as Elohim/Einion, 0.33e, I'm running around with Alazkan, Eurabatres, and Magnadine :D

Also, upgrades for UUs in Tolerant go way screwy. You can upgrade Nyxkin to Centaur Lancers (Kurio Knight UU), for example, or Centaurs to Nyxkin.

Workers and Settlers can get the Defensive promotion from the Chancel of Guardians, and also can get free XP from Spirit Guides.

Finally, what civ a city assimilates as apparently depends only on who it was captured from. My current game, I recaptured Kwythellar one turn after the Svartalfar took it and eliminated the Kuriotates, but the city builds as a Svartalfar city. Cities seem to retain their cultural identities after the civ's defeat just fine though.


Yea my last game as Ethne I switched over to Basium and after I got about 6 cities I started handing over my extra captured ones to her. To my surprise they were not of the original civ (that we were at war with) but they were listed a Mercurian. The other civ was still in play as our vassal.
 
Never has done - animal units don't gain terrain defense bonuses, but neither do they suffer the penalties. Swings and roundabouts.

I used to think that too, but I'm not so sure about Griffons. One of my new strategies for the early game is to capture one or more Griffons. They are great for exploring and a pretty powerful HN unit in the early going. I think they are getting a terrain bonus.

One thing I have asked before (and not had a reply) is why animals do not get terrain bonuses, but CAN get the promotions that give them increased Hills/Forest terrain defensive bonuses. You would think they would get both or neither. :confused:
 
It worked sometimes or let's say very seldom with RoK priests. But not so efficiently as in former versions.

But if they have a certain promotion (I believe bravery resp. spirit ?? I), they will be killed and not captured. Have you checked this?

Gabriel, yes, I am fairly certain none of the units I was killing (mostly Belseraph) had the Courage promotion. I seldom see any AI units with that promotion, and it is clearly the reason you often see stacks of AI units loitering outside the city where Acheron is in residence. ;)
 
Anyway, Loyalty's the one that causes Command to fail, not Courage. Also, Griffons are amazing early-game scouts if you manage to get one. You can go ahead and grab the +1 ship move without getting wet, and use peaks as secure healing spots. Almost every time I've captured Griffons, they wind up fully promoted.
 
Not really a bug, but for sure annoying:
On big maps with a big empire you usually send troops from the cities more far away to the cities on the enemy borders, which may take them serveral turns.
Regarding units with channeling (priests, adepts,..) it is really annoying that they will loose their queued route and waypoint, if they reach a new level during these rounds and you promote them.
Until you get the nexus or gates in most cities you rather mess up your reinforcements, because you may mix up the destinations of all the units loosing their waypoint.
 
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