FfH2 0.34 Bug Thread

So I had a couple of Moebius witches floating around in a Caravel. One had Law II (Hosts of the Einharjar) and the other had Entropy II (Pit Beast).

I had the Caravel in "Skeleton Crew" mode and so it could carry 2 cargo. However, I could summon in the Caravel. When I would do so, then move the Caravel, I would have a summons sitting out in the middle of the ocean without water walking.

Should there be a summoning check to not allow the cargo of a ship to be exceeded? Or perhaps summons should only be allowed if there is a landmass adjacent with a square with no hostiles in it?
 
Ok, as the so I built the Compass to get the +50% production bonus for all the Illian rituals, but I don't see any discount on The Deepening. I've attached a screenshot (color reduced to 16 bit so its smaller)
 

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finally got to dl .34...

Is it intentional that Illians have no research... i can't imagine it's so...
 
finally got to dl .34...

Is it intentional that Illians have no research... i can't imagine it's so...

You were probably playing FF recently, with some FF-only game options on. The game saves these options, which it identifies with some of FfH's hidden game options that were only meant for scenarios, specifically GAMEOPTION_NO_TECHS.

You could go back to FF to turn these off, you could edit the .ini, or you could do like I did and just make all the options visible by changing all the <bVisible>0's to <bVisible>1's in CIV4GameOptions.xml, so you can turn them off and on as you like in a normal FfH game. I personally like playing with GAMEOPTION_CAPTURE_ALL_BUILDINGS turned on.
 
I play the 0.34f version (with the new dll to fix vista ctds). The ctds do not longer occur, but in the following savegame the game never reaches the next round, I waited about 15 minutes and tried it a few times starting two rounds before, but nothing changed.. if I call the taskmanager, I am told, the game does not react.. :cry:
 

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Playing as Illians and my 'blizzard' spell doesn't seem to ever want to work. I checked the Civlopedia and I don't see anything I'm missing that would cause me not to be able to use it. Is there some trick I'm missing?

Plus, I'm fighting the Hippus and they seem to be invisible in their own territory so I'm assuming they did some ritual to Esus to do this. While I thought that as a FF only ritual, my question is nothing seems to reveal them. I would think the floating eyeball thing would help. I mean every defense should have a counter, right? :confused:

You need to be ajacant to blizzards, it only moves blizzard on adjancient tiles onto the Priest's tile.
And I think they [Hippus] have Nox Noctis.
 
The unit portrait for several units (Griffon, Elephant...) cover important information in the tool-tip for unit actions. For instance, Fortify until healed displays how long it will take, but the griffins beak covers the number.

Also, the Chaos flare event is still broken. It requires the Mutated promotion, so the unit can never enter the flare to become mutated. It is obviously intended be the other way around.
 
Twice now I've had gone into anarchy and when I came out nothing went back into effect - no research, no gold, no culture, no production.
 

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Neal, looks like you are under the effects of the Stasis spell. Maybe it was cast when you went into anarchy?
 
Twice now I've had gone into anarchy and when I came out nothing went back into effect - no research, no gold, no culture, no production.

Notice the research disabled and production disabled flags int he lower right corner. Those mean the Illians cast Stasis. When the spell wears off oyu should be fine.
 
I have the same problems that the guy with the Calabim attacking Hyborem had. After turn 405 or so the game just crashes at an end turn.
 
It seemed like it might be a bug since I've reproduced it so often, but perhaps it's intended....or perhaps this should be in the map thread...but I hope someone can answer me or provide a solution.

I keep trying to build a map where a player is already on the same team as Hyborem because they researched the proper tech and formed an alliance.

In order to do this I tried to cut and paste the player information from a save game with Hyborem in it into my world new world builder save and then change the team id to match Tebryn's or whomever I like.

Then I try to place a city for Hyborem using the world builder...but alas, no name or graphics appear for cities of the artificial Infernal player I've added.

So...instead I've tried to cheat and have Tebryn research infernal pact and then when hyborem appears I can place cities and such with this version of the civ (that other than having a different color and team ID seems to be the exact same data as what I cut and paste before) and I can make him a part of whatever team I like...but this also seems to fail because each time I reload the scenario a new, second Infernal civ get's placed on the map....or even a third Infernal civ.

It seems like the infernal get placed by any player having infernal pact when the map loads. Is that true?

Or should I be able to have a map with Hyborem and Dis anywhere I want? Are there special steps I can take to prevent future hyborems from appearing? Or is it just not supposed to be possible to place hyborem and instead I'll have to live with the script placing him on the map?
 
Patch F: Playing as Order Calabim. All of a sudden a turn ago all my vampires can no longer cast any vampire abilities (feed, feast, gift vampirism). I don't think I've done anything recently other than turning a few vampires into paladins.
 

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Amurite world spell, I'll bet.
 
Patch "g" is linked in the first post. It wont break save games and resolves the following issues:

1. Fixed a problem with flame graphics on Vista.
2. Fixed an issue where some calls with the increasing or flexible difficulty options werent being applied.
3. Puppets can no longer become liches.
4. The Mutate event now correctly targets non-mutated units.
 
Quick point, and sorry if this may have been brought up already:

Please stop creating a new shortcut with every patch. I clearly have already decided in what way I want to launch the game in the initial release, the extra shortcuts is just adding redundancy. Also since I run the Steam version, the shortcut doesn't work without having to add extra quotation marks in the shortcut target box.

But thank you so much for the mod FFH team! Civ 4 simply would not be the same without you!
 
Quick point, and sorry if this may have been brought up already:

Please stop creating a new shortcut with every patch. I clearly have already decided in what way I want to launch the game in the initial release, the extra shortcuts is just adding redundancy. Also since I run the Steam version, the shortcut doesn't work without having to add extra quotation marks in the shortcut target box.

But thank you so much for the mod FFH team! Civ 4 simply would not be the same without you!
He doesn't. New shortcuts are only created in new versions... like 0.34 has a different shortcut than 0.33. 0.34a and 0.34g use the same shortcut, for instance. Making the shortcuts compatible is fairly simple, though, all you've got to do is name the folders and files accordingly. Like, by default it extracts to a folder that includes the version number in the folder name... which, among other things, allows you to continue a game in a previous version. But if you change that, and set the shortcut accordingly, the same shortcut will always work.
 
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