FfH2 0.33 Bug Thread

Here is what I found.

Bug #1:
After running smoothly for 460 turns, the game always crashes at the same moment. I am attaching the save.
The crash seems to occur near my city of Dormir, when an Adept belonging to Jonas Endain tries to cast some kind of spell.

Bug #2:
I never seem to be able to select more than one unit at a time. The Shift, Ctrl and Alt keys that normally help you select more than one unit at a time do not seem to work at all for me.

I just applied patch a but the problems above still occur.

Besides that, let me add that this is a truly fantastic mod. You guys can be really proud. :goodjob:
 

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Quote:
Originally Posted by Ursa
In reference to my previous post about the fortified archer that was not blocking barbarian units from passing... Xienwolfs choice of word, 'invisible' made me think. I did have my state religion as Esus and I did have the holy shrine built but my archer was deffinetly outside of my cultural border.

Do you have a save game, or your archer was may be on a team cultural border ?

I'am unable to reproduce the bug. I have made an entire game with the same config without problems.

Tcho !

Seems I took a screen shot of the map when I was playing this game, and wouldnt you know it but my cultural border did indeed creep into the tile I was fortifying.

So this is not a bug but something that was working properly.
 
It seems the last choice in the "we-caught-the-Psychopath" event that references sending him to the Asylum to get a free Lunatic can be selected whether or not you actually have an asylum or even follow the Overlords.
 
Oh, and the initial Psychopath event actually GIVES you money to step up patrols or send Aeron's Bounty after him.
 
I am unsure if this is true, but so far none of the -X from Armageddon Counter events has actually subtracted anything from the Armageddon counter. Playing as wither Bannor or Malakim.
 
In Chalid Astrakhein pedia, his weapon is surrounded by a white/transparent square.
When his weapon lights up, the intensity of the white square increase obfuscating completely its weapon.

The graphic error is clearly linked with the emanation of light from the weapon.

No effects show up in the Pedia, they all give a flat color panel. In game it ought to show up properly though. It is thus far not a fixable issue.

Here is what I found.

Bug #1:
After running smoothly for 460 turns, the game always crashes at the same moment. I am attaching the save.
The crash seems to occur near my city of Dormir, when an Adept belonging to Jonas Endain tries to cast some kind of spell.

Bug #2:
I never seem to be able to select more than one unit at a time. The Shift, Ctrl and Alt keys that normally help you select more than one unit at a time do not seem to work at all for me.

I just applied patch a but the problems above still occur.

Besides that, let me add that this is a truly fantastic mod. You guys can be really proud. :goodjob:

For Bug 2: Were the units in question Hidden Nationality? Those units are not allowed to group with any other units.

I am unsure if this is true, but so far none of the -X from Armageddon Counter events has actually subtracted anything from the Armageddon counter. Playing as wither Bannor or Malakim.

The indicated -X is the change in the REAL counter, what is displayed is actually a percentage of the Real counter approaching the cap, which is something like 50 + 15 * # of Players. Thus you frequently see no AC shift for small adjustments.
 
2 issues that came up with my first try of 0.33.

On Erebus mapscript the sealevel rose / the gates near the sea flooded around turn 10 (can this be a constallation event? Didn't find it in the pedia.). Perhaps a bug.

The Camulos constallation malus to attributes seems to stay for some time + stack?. What is its duration governed by?
 
For Bug 2: Were the units in question Hidden Nationality? Those units are not allowed to group with any other units.


Yes, you are correct. All those units were of hidden nationality. I didn't realize that it mattered. Thank you for the clarification. :)
 
Just started with 0.33, I have patch a.

I can see copper before I have bronzeworking. I've enclosed a save file. You can see the bronze to the northeast of my capital, in the desert.

Best wishes,

Breunor
 

Attachments

The mining tech reveals copper, to actually use it you need to then research bronze working.
 
Bug #1:
After running smoothly for 460 turns, the game always crashes at the same moment. I am attaching the save.
The crash seems to occur near my city of Dormir, when an Adept belonging to Jonas Endain tries to cast some kind of spell.

No crash for me. It seems the adept cast haste. I've tried also to graphic options to max, still no crash. Are you running Vista ?

Tcho !
 
Balseraph issues, patch A

1) Perpentach Insane trait change rate is too low (first game, first change @ turn 213 normal speed)
2) Mimics are still randomly stealing the charm person promotion, thought this was supposed to have been fixed. The new graphic showing what promotion was stolen is really nice though.
3) Loki's ability to steal captured cities from AI-AI wars seems a little *too* good (stealing newly settled cities seems fine but...)
 
2 issues that came up with my first try of 0.33.

On Erebus mapscript the sealevel rose / the gates near the sea flooded around turn 10 (can this be a constallation event? Didn't find it in the pedia.). Perhaps a bug.

The Camulos constallation malus to attributes seems to stay for some time + stack?. What is its duration governed by?

Did these two issues clear up after a few turns?

Balseraph issues, patch A

1) Perpentach Insane trait change rate is too low (first game, first change @ turn 213 normal speed)
2) Mimics are still randomly stealing the charm person promotion, thought this was supposed to have been fixed. The new graphic showing what promotion was stolen is really nice though.
3) Loki's ability to steal captured cities from AI-AI wars seems a little *too* good (stealing newly settled cities seems fine but...)


Probably each of these are more of a balance issue than bug.
 
So, the new Loki is annoyingly micro intensive. Can he get a redundant Gypsy Camp style ability like he had before, that the AI will never use, but let's a human just camp him out in either a friendly city to get gold and happiness, or an enemy city to disrupt?
 
Is it just me or doesn't the combat log work in 0.33a?
 
Balseraph issues, patch A

1) Perpentach Insane trait change rate is too low (first game, first change @ turn 213 normal speed)

It must be bad luck (perhaps good luck, depends on how you see it). For me they changed on turn 9 (standard game, standard speed).
 
Classic start, no patch. Ljos start right next to me with 3 Gildans (emperor difficulty).

Gildan_x3.jpg
 
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