FfH2 0.34 Bug Thread

Intended or not!
Ljosalfar workers can chop forests, even ancient ones right from the start without requiring bronzeworking. Also Im a bit puzzled about the warriors getting more bonus in all treetypes (jungles) & the hunters only in the ancient forests; at least thats what the mouseover tells.
The mouseovertxt for the elven race is identical with any elven unit for sure: only bonus for forests/ancient forests!

Forget the last bit, I checked a warrior with woodsman promotion, getting tired here! >.<
 
I appologize if this is some feature i didn't read about but i thought i had scanned all the new stuff.

Playing patch b as the Illians. Did Quick Start. No tech is available to buy, everything but Exploration is redded out. Okay, figured it was a new change. Then as gameplay progresses i noticed it is the same there. No tech is being researched and all the techs but my starting tech is redded out and unchoosable. Is this a bug or some feature of the Illians i missed?
 
Theres a problem with the traps.

I had a hunter that got trapped, and when I went to go get him, he had been moved out of the traps tile because of an expanding rival city.

I got open borders and got rid of the cage, but the hunter still can't move.

Perhaps the trap mechanic should work off each unit instead of the improvement of the trap.
 
Probably an improper install, but I am unable to research ANY techs... (all redded out).
Since it's been an hour and no one else is having that problem I think it might be just me. Included a save anyways.

I'll try a reinstall and edit this post if anything changed. :crazyeye:

*Edit* Still redded out, I'm going back to patch a, this problem only happens on patch b.
 

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Probably an improper install, but I am unable to research ANY techs... (all redded out).
Since it's been an hour and no one else is having that problem I think it might be just me. Included a save anyways.

I'll try a reinstall and edit this post if anything changed. :crazyeye:

You probably have some of the hidden options on. One of them disables techs. That usually comes from setting some game options in fall further and then loading fall from heaven afterwards. You may want to reload fall further and turn off all the available game options.

I wish game options were saved per mod, but they are only saved for civ4 entirely.
 
Ah, thanks muchly.
That was indeed the problem. :goodjob:
Ew... that was also the reason why I couldn't bulb any techs... Now I can use Malakim to get Infernals WAY faster than before... -_____-
 
More of a balance question: The Seven Pines apparently don't give a "We love our national parks!" happiness bonus to a city that has them in its fat cross. I sort of figured they would, but maybe not.
 
With patch b, I am getting a CTD when attempting to build The White Hand. Attached is a game one turn prior to building the wonder. If I change the time to build from 1 turn to 2 turns, the game will crash on the second turn instead of the next turn.
 

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-Resolved!-

patch "b":
Is there anything in the game that adds +10% Maintenance cost for cities??
Maybe any wonder?
I'm playing Illians and my cities have a basic +10% on maintenance cost,
which makes -35% on maintenance with courthouse and one law mana, instead of the expected -45%.
I changed civics and it didn't help so it's not related to that.
..no wonder I'm not getting above 40% research..


EDIT: Thanks Keeper, never noticed :D
 
Recaptured a city I lost (culture flipped) as Illian. Either I had a White Hand temple before built in it or it gave me one on capture. Ice landscape did not trigger. (Patch A)
 
Also, the crazed promotion doesn't seem to be granting enraged like it should.

I can confirm that enraged sometimes timeouts without any fight. Few turns later unit can be granted enraged again.

But the change to become barbarian is working correctly. So it happens time to time.
 
I can confirm that enraged sometimes timeouts without any fight. Few turns later unit can be granted enraged again.

But the change to become barbarian is working correctly. So it happens time to time.

Crazed Enraged doesn't work normally. A unit with Crazed has a 50% chance each turn of having Enraged. It doesn't matter if the unit is already Enraged or not; each turn there is a 50/50 chance of gaining or losing Enraged. So Enraged will vanish without combat because of that.
 
Playing the Malakim, both the lightbringer(disciple unit) I started with and the first(and only one) that I built on turn 78 had the potency promotion but never received any free experience points for it and I am in the year 250 now.
 
I could be mistaken here, but I think I sprung some Dwarves from the Dwarf vs Lizardman dungeon event. In the ensuing combat, one of the Dwarves survived but was poisoned. According to the description, poison should wear off when the unit reaches full Strength, but this never seemed to happen.
 
I could be mistaken here, but I think I sprung some Dwarves from the Dwarf vs Lizardman dungeon event. In the ensuing combat, one of the Dwarves survived but was poisoned. According to the description, poison should wear off when the unit reaches full Strength, but this never seemed to happen.

You need to skip one more turn with the affected unit for the promotion to wear off.
 
After installing patch b I don't have an opening menue:

edit: not the fault of patch b. Fresh install of FfH doesn't work either. Must have to do something with service pack 3 that I installed yesterday. Will try to reinstall whole cIV and BtS.

edit2: reinstalling cIV and BtS didn't help. Please help, I don't want to re-setup my whole system...
 

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