FfH2 0.34 Bug Thread

All research seems to be disabled (all red) since start. I've gone as far as 41 turns in and played as three different civs, but can't figure this out. Any ideas? Attached is a save game.

EDIT:
This seems to have been tied to the Customized Game choice or a selection I made in there. Starting from Quick Start did not cause the problem and clearing out all the options in the customization did not cause it.
 

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I'm not sure if this is a bug of not.

Playing Hippus I found an Adventurer in a lair. He's got 47 XP now but hasn't leveled. With his strength of 2 it'll be tough but I am going to try to sneak him back to one of my cities and see if he can be upgraded.
 
I'm not sure if this is a bug of not.

Playing Hippus I found an Adventurer in a lair. He's got 47 XP now but hasn't leveled. With his strength of 2 it'll be tough but I am going to try to sneak him back to one of my cities and see if he can be upgraded.

Yeah, that's intended. Adventurer's can upgrade into just about any unit type. An Adventurer is a Grigori unit normally, and what they get as their special thing, allowing them to create custom hero's. This event allows someone else the option of getting adventurers.
 
Quick question that i couldn't see anywhere else, and I believe may be a bug. Playing on patch up to "c". Stack of units on a dungeon, explored, found a portal, went through. It teleported my hero to a random other location, and cast Held on him. Did the same to the rest in the stack who stayed in the original position with a cage around them. Got another unit to release the cage, which freed the stack, but my hero was still stuck. Got units to hero, no option to un-Held(pretty sure this isn't an actual word).

Is this a bug? If not, do I need some kind of spell to undue it? Any work arounds?

Help appreciated!
 
Not sure if it's bug or not but i got 2 times an event where my citizen where asking "rightfully" to join another civ when i found those cities and there wasn't even 1% of another civ culture or my city had borders with those civs.

I'm pretty sure this is from Civ4 itself and a really weird bit of "advice" from the Advisor Pop Up, not an actual event. Turn off the Advisor in options or learn to ignore these weird city gifting suggestions.
 
That happens all the time whenever I put a city close to an opposing Civ that I want to block. Just a way to show that they think that some of the people in the city feel they are closer and deserve to be with the other Civ.

Of course, not everyone in the city agrees, seeing as even when a city is gifted to me the citizens ask the next turn if they can go back...
 
Quick question that i couldn't see anywhere else, and I believe may be a bug. Playing on patch up to "c". Stack of units on a dungeon, explored, found a portal, went through. It teleported my hero to a random other location, and cast Held on him. Did the same to the rest in the stack who stayed in the original position with a cage around them. Got another unit to release the cage, which freed the stack, but my hero was still stuck. Got units to hero, no option to un-Held(pretty sure this isn't an actual word).

Is this a bug? If not, do I need some kind of spell to undue it? Any work arounds?

Help appreciated!

You set all your units to explore. The first set off a trap. The second went through a portal. Now one of your units is trapped on a remote portal.

IM going to have to think of a good way to deal with the multiple attempts issues (if you grab a whole stack and have them all explroe at once).
 
I find Manes spawning in the city I RAZED to be quite annoying... :rolleyes:
But I'm sure someone's already pointed this out but I'll say it because I hate it. :devil:
 
Illians:

Grassland tile with fresh water, a workshop was 1 food, 2 hammers and 1 commerce.
Ice Tile with fresh water, a workshop was 1 food and 2 hammers.

This would mean building temples can occasionally reduce the quality of the tile. Not sure what to do about this but it would seem that Tundra, Snow, and Ice should be either on par with or superior to grassland, plains, etc... I can understand that the same arguement has been made before for Malakim/Deserts but the big difference is that the Illians actively spread Ice tiles with temples. Its a mechanic for them that in my opinion should never work against them... at worst they should just break even.
 
Found a python exception (patch c).

Traceback (most recent call last):

File "CvEventInterface", line 23, in onEvent

File "CvEventManager", line 205, in handleEvent

File "CvEventManager", line 1068, in onProjectBuilt

AttributeError: 'CyPlayer' object has no attribute 'getRank'
ERR: Python function onEvent failed, module CvEventInterface
 
My first response after playing against the Illians in multiplayer... OMG! Who bought the bad crack when you made the Illians?? This is by FAR the most BROKEN/UNBALANCED new civ addition ever, and I've been around since FFH1. Currently, I can see of no way anyone can ever beat the Illians. The rituals are far too cheap and come too early. The one that makes the climate colder and downgrades ALL the world tiles totally RUINS the game. The original blight wasn't this bad. For all the same reasons, this spell has to be changed to not affect every tile (I'd say somewhere around 15% is good). The AI simply has no way to cope with it.

And as far as the Illian world spell....WTH!!! It lasts about twice/thrice as long as is should, and is so overpowered compared to all the other civ's I really have to question if you guys aren't getting enough sleep. I didn't count the turns, but I'm guessing it's around 20-30 turns in duration, and this breaks the world economy so much its insane. Lets see, pop the ritual to bring on the cold, then pop the world spell...not only can you not build ANYTHING, I sure hope you have that set of 4 nature 3 archmages handy.

Between those two effects, you are essentially giving at LEAST a 100+ turn advantage (and that's in quick game turns) over everyone else. IMO, make most of the rituals one more tech farther in, and make their hammer costs roughly doubled (or about the same as other rituals for the new tier, which ever is greater). Hell, make the cold ritual repeatable if you want (so eventually they could make everything icy, but then you get a chance to respond before you lose all your production.
 
Im having this problem with leveling up my horse archers. I read in a thread that this was due to a limit in withdraw being passed when a unit with the max withdraw gets upgraded to a unit with a higher withdraw.

I was playing Hippus. I had a horsemen who turned into a demon when he explored a dungeon, and although for some reason, instead of turning into a demon-like horseman, he turned into skeleton horseman. Then, I upgraded him and everyone else to horse archers right before taking out hybo who just spawned.

After losing some of my horses, I brought in my demonic-skeleton horsearcher to fight him and he won, gaining huge amounts of xp. The next turn, it just said something like 80/50 xp and wouldnt let me promote. Is there a way to fix this as this will probably keep me from playing the Hippus?
 
The one that makes the climate colder and downgrades ALL the world tiles totally RUINS the game. The original blight wasn't this bad. For all the same reasons, this spell has to be changed to not affect every tile (I'd say somewhere around 15% is good). The AI simply has no way to cope with it.

It isn't THAT bad, the affected tiles change back to normal after some turns. Deserts even get upgraded to plains, makes for really got floodplain tiles.

But I agree on the Worldspell, it needs at least a tech requirement. Casting stasis at the start of the game isn't fun at all!

And the Seven Pines allow the Illians to make peace with everybody after completing the Draw. Surely this can't be intended.
 
It isn't THAT bad, the affected tiles change back to normal after some turns. Deserts even get upgraded to plains, makes for really got floodplain tiles.

But I agree on the Worldspell, it needs at least a tech requirement. Casting stasis at the start of the game isn't fun at all!

And the Seven Pines allow the Illians to make peace with everybody after completing the Draw. Surely this can't be intended.


are you playing with End of Winter on? I think that's the reason why they change back after some time ( sorry if I'm wrong ;) )

stasis definitely needs a tech requirement.

I believe the Seven Pines allowing them to make peace after the draw ritual IS intended, actually
 
No, I wasn't playing with End of Winter.
Every tile that was converted by the Deepening changed back to normal after some time. I didn't check how many turns it took as I was playing the Illians and I didn't really care about that. If the tiles didn't change back at all the Deepening would be horribly broken.
 
I got the same problem as PapaMonkey: all techs colored red (unresearchable) on multiple civs. Obviously there's a custom-game option that is broken and needs to be addressed. I myself lack the patience (or time) to unselect one option at a time, wait 10 minutes for a new game to be generated then repeat ad infinitum. However, I did try disabling "no tech trading" which I thought to be the most likely culprit; no dice. Maybe someone on the team has a faster computer or more time on their hands?
 
Cylnar, try this:

Yeah, sounds like you have some of the scenario game options on, probably from playign Fall Further (xienwolf had a similiar problem). Open your CivilizationIV.ini file and change the game options to:

Code:
; Game Options
GameOptions = 0000001000000000000000010010000000000000000000000000000000000000000000000000000
 
I encountered some weird bug during some custom games (perfect world map, different civilizations, no tech trading, no tech brokering, raging barbarians, wildlands).

From the very start all Techs were reddened out, i could not research anything, could not even select a tech for research.

Has someone else ever encountered that ohne? (BTS 3.17, FFH 2.034, Vista)

EDIT: argh. apparently someone did. *sigh* did'nt read the last page thorough enough....
 
Thanks for all city names and great people names switched to TXT tags.
It's great help at localization work.

If all right, would you like to swich three allies bros.(Hill Giants and Winter Priests) and Nietz the Bandit Lord names too?
 
You set all your units to explore. The first set off a trap. The second went through a portal. Now one of your units is trapped on a remote portal.

IM going to have to think of a good way to deal with the multiple attempts issues (if you grab a whole stack and have them all explroe at once).

I've had a similar problem with the trapped unit problem. This time, I had a unit trapped and basically consigned him to the wildnerness. Well, he died eventually, but blood of the phoenix brought him back to life. Now he's still trapped, but in my capital. Any fix, or is he a permanent defender?
 
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