FfH2 0.34 Bug Thread

Civs with the barbarian trait appear to lose its benefits when they become a vassal of a non-barbarian civ. I'm guessing it would work with any combination of barbarian and non-barbarian trait civs (vassals and teams).
 
Are you sure you installed the full mod (not just the patch)?

actually I have installed both... although first I installed the version 2.034 and then the patch... then I deleted the newest version reinstalled the patch and then reinstalled the game.... it does come up when I go to select scenerio and acts like it is going to load only to come up with that error msg..... do i need to install other patches...what should I be looking for?
 
Ok, the mod won't load for me at all.

I am using the Steam version of Beyond the Sword, with the 3.17 patch installed.

I have installed version 0.33 and it runs fine for me. I installed 0.34 to the same place, and it appears in my menu of mods when I click advanced and load a mod.

Basically, what happens is, the game shuts down and restarts, just like I'm loading a mod. Then it comes up with the regular BTS menu, but I have the option to "unload a mod".

So the game appears to be regular BTS, but there's a mod loaded? :sad:


Little help?
 
I don't know if it's been mentioned yet, but the Elohim Devout cannot upgrade to a Vicar- only Priest of Leaves, Stonewarden, and Confessor. I'm going to go out on a limb here and say that this is an oversight dating from the introduction of the Empyrean and not an intentional omission. :)
 
.34c

A strange bit in the automated worker AI. I'm playing the Kuriotates, and I found a city nestled in a very hilly area. Over time the city expands and I discover a source of iron on a hill adjacent to the city. I turned some workers on 'auto improve' and they set about constructing a mine. When they finished the mine they started building a windmill. When they finished that they started building a mine. They endlessly repeat this process. I have a save game if that will help.
 
Just a couple of things (0.34c):

In my current game, Basium summoned Basium (!?) Not sure what's going on there. Also, something weird happening with alignments. Evil civs with Ashen Veil turning good and the like.. One of my Khazad workers developed a black blob around its feet (sorry no screeny). I think Valin Phanuel (sp?) was created twice too...
 
A couple comments/possible bugs.

Playing Illian patch b (I think the game was originally patch a)

1. When casting casting snow-fall on hell-terrain, it does indeed turn it to ice and put out fires (so my units can walk on it). However, if I then sanctify it, when the snow-fall wears off the land reverts to permanent hell-terrain (that is, it is unsanctifiable). If you do sanctify some time later (when the AC-terrain counter is back up), it doesn't revert to deserts, it stays burning sand.

2. My Illian hero (Wilbonen sp?) can't walk on desert but he can walk on burning sands (assuming the fires are out).

In terms of 1., it doesn't make it permanent hell terrain. It only makes it hell terrain until the terrain counter makes it back up to the level where it would be naturally hell again.

That is, you can sanctify it and it won't revert. However, if you wait a while before sanctifying it, it'll probably revert.
 
in addition to xienwolf's suggestion about the "treasure chests granting contact with civs" issue, could treasure chest be changed so that they make the tile beneath them impassable for everyone but the civilization that knows they're there? ( and then turn it back to normal once they're picked up of course ) that would (kinda) fix the issue. you should then add another check so that this doesn't apply if the chest is on a chokepoint, otherwise it might cause issues ;)
 
Not sure if this is intended or not: I built the Tower of Elements and received the permanent summons, as intended. However, in an effort to make it immobile, it had the "held" promotion, giving it -50% strength. Seems pretty harsh.
Also, Blood of the Phoenix works on Great People (at least it did on my Great Engineer).
 
don't know if anyone else has noticed this. my lightbringer that i start out with from playing malakim ALWAYS destroys lairs with no event. i don't know if this is intended or not.

yesterday i was able to do this at least 20 times in a row, and now today it's working fine >_<

the only reason i thought it was a bug is because it didn't give the "the lair is empty and your unit explores it without incident" message, just "lair destroyed", like when razing bear dens or barrows pre-0.34

was playing patch b, btw.
 
Not sure if this is intended or not: I built the Tower of Elements and received the permanent summons, as intended. However, in an effort to make it immobile, it had the "held" promotion, giving it -50% strength. Seems pretty harsh.
Also, Blood of the Phoenix works on Great People (at least it did on my Great Engineer).

Both excellent points, I will get them fixed.
 
Just a couple of things (0.34c):

In my current game, Basium summoned Basium (!?) Not sure what's going on there. ... One of my Khazad workers developed a black blob around its feet (sorry no screeny).
The first is just the leader Basium creating the unit Basium - nothing out of the ordinary, the message is just a little odd.
Loads of people are reporting the latter - I'm seeing it too, I think only during combat animations. It's cosmetic rather than a bug, though.
 
This is the fluffiest question possible here, but... why no patch "e"?

More seriously, in a previous game I saw penguins on grassland (must have been patch c, although the game had probably been started earlier). (Team... what about giving the Illians a +1 food for them?)
Also, in my first game as the Illians my best unit, a horseman, suddenly turned barbarian. By Mulcarn, am I missing something?
 
The penguins probably appeared when the terrain was temporarily snow or tundra - Illian worldspell or End of Winter option. The horseman had probably picked up Crazed from somewhere, with a chance to turn barb each turn (it got Lucian in my current game :)) - could be from Mutation, including from Chaos mana, picked up from exploring a dungeon/lair or possibly from some other source.
 
Just a couple of things (0.34c):

In my current game, Basium summoned Basium (!?) Not sure what's going on there. Also, something weird happening with alignments. Evil civs with Ashen Veil turning good and the like.. One of my Khazad workers developed a black blob around its feet (sorry no screeny). I think Valin Phanuel (sp?) was created twice too...


The first is just the leader Basium creating the unit Basium - nothing out of the ordinary, the message is just a little odd.
Loads of people are reporting the latter - I'm seeing it too, I think only during combat animations. It's cosmetic rather than a bug, though.

Thats probably right, assuming that he didn't do what I did once while just playing around and remove the world limit from the Mercurian gate. Once I had an 8 way alliance with 7 Mercurian civs, and I think I had an enemy with some Mercurian allies too. That game was pretty crazy.



About Valin Phanuel being created twice, did the civ that built him first abandon The Order? If that is case, then this is intended. When religious heroes abandon you instead of being killed they become available again for anyone who meets the requirements to build.
 
The penguins probably appeared when the terrain was temporarily snow or tundra - Illian worldspell or End of Winter option. The horseman had probably picked up Crazed from somewhere, with a chance to turn barb each turn (it got Lucian in my current game :)) - could be from Mutation, including from Chaos mana, picked up from exploring a dungeon/lair or possibly from some other source.

Alas, I used no End of Winter, and Illians weren't in that game.
Instead, in the game I lost the horseman it was too early for chaos mana to be around. Perhaps it was crazed, and I just missed it springing out of some dungeon...
 
i dont know if it happens in your games as well, but everytime i play
Hyborem never uses manes to add population. Allways wonders them arround or upgrades them to units.

For AI Hyborem players the logic is checked when the Mane is gifted. If it makes sense a population is given instead, if it doesnt then a Mane is gifted and the AI wont make it into a population.

So its a little different process but it allowed us to put some more detailed checks into when the AI choose to grow his cities.
 
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