FfH2 0.34 Bug Thread

Phython exeption after winning conquest victory:
 

Attachments

  • Civ4ScreenShot0022.JPG
    Civ4ScreenShot0022.JPG
    219.6 KB · Views: 106
  • AutoSave_AD-0190.CivBeyondSwordSave
    AutoSave_AD-0190.CivBeyondSwordSave
    199.8 KB · Views: 72
Have a problem with tech's, I can research them from tech screen only; got this after trying Flexible difficulty on(first 2 game runs was normal).
 
EDIT: @subanark: Combat Log was disabled, there were instructions in the bug thread for 0.33 on how to re-enable it if you REALLY like to use the information, but it cost a lot of processing speed for a function few people actually used.

All I really use the combat log for is to determine how much damage an opponent took if I lost in combat and I can no longer see them. Mainly useful if a spider attacked one of my units and I want to know if its worth sending a scout out to try and kill it since they heal really slow.
 
Possible bug or balance issue. 2 Ice mana (Illians + Letum Frigus) does not confer Ice 1 on newly-built adepts.
 
Not sure if this is a bug or intended. My first game with 0.34. Loki is running around creating puppets with the crazed promotion. The puppets are then going barbarian. With Loki's evasion, I haven't been able to kill any yet. They, however, are able to capture workers and one just killed my hill giant (I gave up a pig resource to get him).
 

Attachments

  • loki barb puppets.jpg
    loki barb puppets.jpg
    143.3 KB · Views: 126
Two issues; one, I finished the Deepening (makes terrain colder), and it doesn't seem to affect worked terrain. At first I didn't think that it did anything at all, but eventually I realized that on desert tile was now different (the desert right next to it that had an copper mine remained desert). Second, I cast the Snowfall spell, which temporarily turns some tiles to ice. I then build the temple that does the same thing (but permanently). When the Snowfall spell ran out the tiles in it's range reverted back to normal even though they were within range of my temple.
 
I confirm post #135 - some Lair defenders are still spawning with Attack AI and not Animal AI, so patch A doesn't do what it says it does. "A powerful enemy has arisen to defend the lair." --That is a Guardian, yes? Also getting Sea Pirate AI for boat and Animal AI for animal guardians, which I think should be fine; it's being able to use them to wipe out the competition that's bad.
-Actually, shouldn't they be, like, trying to defend the lair? -Because they're just gallivanting off, now. They don't even attack the unit on the lair.

And I'm guessing inconsistent spelling (of shield) is preventing an item. I got this message: TXT_KEY_MESSAGE_EXPLORE_LAIR_SHEILD_OF_FAITH.

Question - is this mod far enough along now that you want to know about misspellings, inconsistencies and other mistakes? Morbus != Morbius, Fauns != Fawns != Fonz, etc., etc., etc.... There's not much point if you're going to keep changing it, but if any of this is almost done I'd like to help clean it up.
 
When exploring a lair my scout was posessed by a spirit gaining the demon,crazed and enraged promotions. There is something funky going on because once the unit had finished moving it didn't automatically go to the next unit. The skip turn button wouldn't work, finally clicked on another unit to continue the turn. The next turn the posessed unit got xp from combat but the promotion buttons wouldn't work just like the skip turn button. finally clicked on another unit again. The posessed unit got killed the next turn so couldn't figure it out.
 
:cry:
CtD On End Turn. Just built Catacomb Librarus... Um... Just reasearched Iron Working... AND Last turn the Trojan Horse was made... Don't know if any of those are a factor.
I dled'd patch a... Still happens, does patch a break saves?

I confirm post #135 - some Lair defenders are still spawning with Attack AI and not Animal AI, so patch A doesn't do what it says it does. "A powerful enemy has arisen to defend the lair." --That is a Guardian, yes? Also getting Sea Pirate AI for boat and Animal AI for animal guardians, which I think should be fine; it's being able to use them to wipe out the competition that's bad.
-Actually, shouldn't they be, like, trying to defend the lair? -Because they're just gallivanting off, now. They don't even attack the unit on the lair.

That only applies to the gargoyles spawned by the Guardian of Pristin Pass.

And I'm guessing inconsistent spelling (of shield) is preventing an item. I got this message: TXT_KEY_MESSAGE_EXPLORE_LAIR_SHEILD_OF_FAITH.

Fixed in patch "b".

Question - is this mod far enough along now that you want to know about misspellings, inconsistencies and other mistakes? Morbus != Morbius, Fauns != Fawns != Fonz, etc., etc., etc.... There's not much point if you're going to keep changing it, but if any of this is almost done I'd like to help clean it up.

Yeap, let us know in the cosmetic thread and we will get it fixed.
 
The poisoned promotion isn't removed when the unit is fully healed.
 
Patch a. Option "High to low". I just switched from Sandalphon (score 633) to Minister Koun (334) who is coupled with Amelanchier (627). I am not sure it is intended :).

PS And I can not adopt state religion as Minister Koun. :(
 
It is, it just one extra turn.

Thanks, didn't realise that :blush:

Not really a bug, but could the under/over councils be looked at. I just had a declare war vote come up where 3 voted no and 2 voted yes and since it required 2 it passed. It would be better if it required the majority of votes...
 
Back
Top Bottom