FfH2 0.33 Bug Thread

uh... yes 90% was AV it was fun:satan:
 
I'd read through Kael's post, one thing that stood out for me was the little problem where your units would appear as the standard Civ4 units. For a time, this had plagued me (At the time I hadn't visited the forums nor looked for a solution to it...) and just recently it stopped all on it's own. Heck, it solved a second problem on it's own, I wasn't seeing just singular units in tiles anymore. I have no idea what happened here, since I did nothing that should have fixed this problem.

Up to speed... I checked the options, and lo, Freeze Animations was... still on? Everything was working fine until I tried to attempt to see what would happen if I turned it off. Bad move on my part-- now whenever it's off I only see a lone Goblin in what should be a group of 5, and when I tried changing it back it just came up with the same old problem.

Any thoughts about this?

Also: This problem influenced normal BtS, as far as there only being a single lonely unit in a tile.

Also also: How do you figure out what patch version you are running if you installed the game via Steam?
 
Advanced --> Options --> Graphics --> Uncheck "Single unit graphics"

I dunno about Steam.
 
Cast Mutate today and one unit received both the Heavy and Light promotions. Maybe it's like when thin women think they're fat? :mischief:
 
Is this the right place to post Civilopedia glitches?

Mind Stapling has a bunch of errant code related text showing up in the "Special Abilities" box.

I'm assuming this is some simple quick little fix but being Mr. Newbie I couldn't see anything obviously erroneous in the CIV4TechInfos.xml.
 
os belle use the worldspelll and bingo its traped ...
try by u self..
the worldspell work myby not correct..

save is att..
 

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Python Exception when selecting Military Advisor. 0.33g
Playing as Rohanna.
 
I have downloaded the game and when i start it i cant see the unit graphics it hen try to start the game and when it say init graphics it crashes please help i need to play it it looks sooo much fun! :blush::blush::blush::mad::mad::mad::mad::confused::confused::confused::confused::cry::cry::cry::cry::cry:
 
The citizen automation seems broken. (Version 0.40z)
(city below is size 32, food emphasis alone is on, yet specialists are created instead of working plots that would bring in more food)


Is there anything I can change in the xml or somewhere so that I can put the automation on and have my people working to maximize food (to fatten them up for dinner ;) )?


The other area which seems to have plenty of room for improvement IMHO is the civilopedia. It would be much more useful if it could be more specific, like the pdf manual, saying exactly what things do, rather than just some vague description. E.g the 'pedia says Guardsman promotion gives 'increased chance to defend the stack' but not how much so after reading this you don't really know how this will affect the game. Similarly the chance to gain xp for the channeling promotions. Many things are very vague and you need to check the pdf continuously to have much idea what is going on.

I noted a couple of things earlier that seemed to be wrong (not just vague):
- Mocca's Cauldren says 'raises units that die in the city as flesh golems' which it does not do. What actually seems to happen is killed units are resurrected as demons (which was a little disappointing when I built it hoping get some flesh golems).

- Dispel Magic spell doens't seem to remove any spell effects from enemies like it says it will.

- Shadowwalk - it says one of the effects of the spell in the 'pedia is 'ignores terrain defenses', but it didn't show any difference for the combat odds to attack units on a hill after I cast this on my units. Is this what this effect actually does, or is it like the pdf manual says 'ignores building defenses when attacking a city'?
 

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Woops, thanks. Actually I thought this was the main bug thread, I had two tabs open the main bug thread and one I got from a search, and looks like I posted in the wrong one by mistake...

Didn't know about the new version either, thanks. There's a few things I tweaked in the xml so I'd like to finish this game before updating and losing those changes.

Anyone know a quick fix for the citizen automation to max food I could use for now? It's kinda annoying cuz each a vamp eats some people they go back to specialists and the city growth slows a lot, unless I go in each time and put em to work.
 
there are 8 rebellious workers in that city. Civ4 AI is not designed to take into account that those workers can be a good thing, since in Civ4 they aren't. Having more workers would be detrimental hence the AI won't put those 2 to work more food.
 
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