FfH2 0.33 Bug Thread

This sounds like you have issues with securom from another game?
It causes explorer to crash when you rightclick files and stuff.
There is a fix for this though.
Did you install any new games recently?

Yes I did ... Drakensang - which uses Securom ... thanks for your help. I'll try to get that fix. :)
 
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!

Two questions. Is this in your territory? Do you hold the Council of Esus shrine?
If both, then they can enter any non-city square your units occupy because your units are invisible. Move in and out of the square to attack them, or fortify yourself in a city.
 
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!

Have you by chance built or conquered Nox Nocturnis (The Council of Esus shrine)?

It makes all your units invisible in your Borders which means that other players units without invisibility-vision can't see or attack them and hence can move into / trough their tiles.

Edit: To slow.
 
Letum Frigus Illian option isn't working due to a typo

In doLetumFrigus3;
Code:
CyMessageControl().sendApplyEvent(5013, EventContextTypes.EVENTCONTEXT_ALL, (iPlayer,gc.getInfoTypeForString('TRAIT_AGGRESIVE'),True))

Missing "s" in Aggressive
 
Two questions. Is this in your territory? Do you hold the Council of Esus shrine?
If both, then they can enter any non-city square your units occupy because your units are invisible. Move in and out of the square to attack them, or fortify yourself in a city.

Yes, it was in my territory and now that I think about it, the Sidar (whom I previously destroyed) did have the Council of Esus and Nox Novus already build so I guess that might be it.

I don't know, it would be nice if there was a pop-up, like older Civ versions used to have (Civ III?) where if you captured a city with a Wonder, you'd get a message to that affect.
 
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.

Hm ok, if should be like you mentioned, perhaps an idea:

Balseraph worker should be able to build cultural improvements something like a shrine to Loki, increasing cultural influence on squares within 1 square of the improvement by 10% or so in order to regain/occupy squares/cities faster through culture.

or

reintroduce a gypsy unit that can plunder foreign culture on squares, reducing enemy culture and increasing your own rating on this square.

( yes i like cultural warfare :) )

Anyway FFH2 is very very good mod, :goodjob:
 
4. Smoke removed from flames.

I've got patch C, and I'm still seeing a whole lot of smoke coming off those flames.
 
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 still had the autosave from the turn preceding when this happened, and having tested it a couple of times it seems to work correctly

Perhaps a playing FFH-til-late-sends-your-eyes-fuzzy issue...

...aha...think I've figured out what has actually happened is the Hippus had actually enslaved a failed attacker.
 
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.

I agree with your comments on alignment, but previously we had a discussion at-length on whether or not the barbarians were Evil. I think the common consensus was that they were not.

Otherwise, the counter should not increase when you raze a barbarian city, n'est ce pas?;)

When I've played the Mercurians I have received Angels when the barbarians were killed. I don't know about the Infernals, though.
 
I agree with your comments on alignment, but previously we had a discussion at-length on whether or not the barbarians were Evil. I think the common consensus was that they were not.

Otherwise, the counter should not increase when you raze a barbarian city, n'est ce pas?;)

When I've played the Mercurians I have received Angels when the barbarians were killed. I don't know about the Infernals, though.
The counter has nothing to do with Evil or not, just Ashen Veil. AV is Evil, but not all Evil is AV. Only Ashen Veil cities do not increase the counter when razed.
 
Well, I personally would view barbarians (certainly people in the real world that are considered Barbaric) to be Neutral, but from the XML files it is quite clear they are evil. It has been this way since long before I found FfH (although they randomly become Good for one version a while back, that was not intentional).


If I recall, razing evil cities does drive the AC up, unless the city had followers of the Ashen Veil.

Looking at the code in CvEventManager.py, it looks like the alignment of the civ that originally built the city is what matters. Thus, I guess it was a city that the barbs had earlier captured from a good or neutral civ.


(If you were playing FF with broader alignments it could also be that the barbs did enough to become neutral, I suppose.)
 
I believe it's actually razing ANY city that drives the AC up. AV cities just also lower it by the same amount due to AV having 1 less city.
 
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.
 
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.
Doviello should be one wolf for each of their combat units. Gifting of units was disabled to prevent various exploits due to free promotions, upgrades, infinite XP, etc. Mithril Golem can only be built in the RoK Holy City, nowhere else.
 
...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?...

AC at 70+? If not, no Mithril Golem for you. If the AC isn't at least 70, and you want that Mithril Golem, best start lighting up some cities.
 
Looking at the code in CvEventManager.py, it looks like the alignment of the civ that originally built the city is what matters. Thus, I guess it was a city that the barbs had earlier captured from a good or neutral civ.

It was indeed an ex-Malakim city. It had been barbarian for >250 turns though (after only being Malakim for about 30).
 
sorry if its already been posted but my combat log doesnt record anything
 
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