FfH2 0.34 Bug Thread

OK, check this out...

I'm playing as Hippus/Rhoanna and at war with the Illians. I build The Baron and attach a Great Commander. I send him to the front lines to deal with the constant flow of Illian stacks, large and small into my borders. I think I will be able to build up plenty of werewolves like I did in previous .34 games.

Uh, no.

In fact, I got up over 60 XP for the Baron without a single Ravenous Werewolf being created (he was not HN)! So, that was like 30 kills without a baby werewolf - very uncharacteristic and against all odds.

I thought maybe the Illians were immune to turning into werewolves.

However, the Calibim also declared war on me and the Baron killed two wandering Calibim Archers and again no Ravenous Werewolves.

I got peace with the Illians and detached my Great Commander from the Baron and attached him to another unit stuck at 100 XP so that unit could gain XP killing barbs which were now entering one border.

I used the Baron to attack and kill a barb Wolf Rider that wandered in, and guess what? A Ravenous Werewolf on the first try without the Great Commander attached.

So, here's the question/bug: Does attaching a Great Commander to a unit that can 'create' other units eliminate this ability to do just that? It would appear to be so from my game as now The Baron is producing Ravenous Werewolves every few kills.

Or, is it just unbelievably bad luck - this doesn't seem possible with all the kills by the Baron without creating a Ravenous Werewolf with the GC attached. :confused:

Did he have hidden nationality? I think that gets in the way of unit creating (or, it used to), or you just got bad luck. It is only a 25% chance.
 
The Doviello world spell only gives them a load of wolves, you most likely experienced blight or pestillence, as they do inflict death damage.

It was blight...I also get a similar result when using Tsunami with one of my own workers in range.
 
I am playing 2 034h as Elohim, religion is FoL, turn is 183. AC was at about 37 (it was 17 on the turn button) and I got the event stating that a child was going to be born in one of my cities that would bring peace to the world. I chose the option to pay about 60g and give extra care to children in the city. I was supposed to get -10 from the AC, and +happiness and health in the city. None of these effects showed up--the AC never changed during that turn, and 1 turn later it is at 40 (so it continued to grow). When I mouseover the reasons for happiness in the city, it doesn't mention events as a reason for happiness (which I assume it would).

I think I'm going to load an autosave game--I know it's not good practice, but I feel gipped out of 60g.

Also, I have had 2x where one of my Hill Giants with Orthus' Axe gets graphics errors. Once he turned into a red dome. Another time a black dome appeared around his feet. I gave the Axe to a different Hill Giant, and the first one continued to have the same black dome around his feet. The issue goes away when I exit and restart the game.
 
Last night my friend and myself played a nice game. Having survived the initial barbarian onslaught, we were unprepared for the OOS.

Save and log output attached.
 
Did he have hidden nationality? I think that gets in the way of unit creating (or, it used to), or you just got bad luck. It is only a 25% chance.



I mentioned in the OP that he was not HN. Honestly, I'm not sure now how I could give him the hidden nationality if I wanted to. I do occasionally get a unit with the masking ability when I build it in a city with CoE, but never saw that with the Baron.

I really think it has something to do with attaching the Great Commander to the Baron although I never saw this in the past.
 
In my current game I lost 4 battles where the combat odds were 99.9%. Yes, I tend to remember those. ;)

Forget about how this doesn't seem to jive statistically with the possibilities. Here's the strange thing:

In every one of those battles the unit I lost was crossing the river to attack the target. I'm wondering if there isn't a problem with that which would somehow affect the odds and the battles.

Anyone have a thought on this possible bug?
 
Did your units attack from a tile next to the river or did you move them one or more tiles before attacking across the river?
The 2nd case is still bugged, because the river crossing is not taken into account, thus the combat odds are lower than displayed.
 
Don't know if it's a bug, but I'm playing Svartalfar and all werewolves, EXCEPT the baron are getting elven promotions.
 
Don't know if it's a bug, but I'm playing Svartalfar and all werewolves, EXCEPT the baron are getting elven promotions.

The same applies to dwarves.

In my current game the orcs place huge stacks outside barbarian cities, but don't attack:

barb.JPG
 
If a unit dosn't have a race, then it gets the Race of the building civ.
 
There is a reproducible CtD when i buy Einon's world map for 105 gold this turn.
View attachment 193793

I can't even open your save. I get a C++ runtime error. And I almost never crash on FFH.

In every one of those battles the unit I lost was crossing the river to attack the target. I'm wondering if there isn't a problem with that which would somehow affect the odds and the battles.

Anyone have a thought on this possible bug?

I attack across rivers all the time if the odds are good enough and don't seem to lose more often than I should. As MiKa523 said, if you check the odds from further away than the attack tile, the river won't be taken into account.
 
I can't even open your save. I get a C++ runtime error. And I almost never crash on FFH.

I forgot to say that i use flauvormod. Maybe it's an issue with that? Other than that my install is completely standard. Also it only crashes on that specific turn, later in the game i succesfully traded maps.

edit:
I just opened the save again and went into the world builder to look at what could br happening. I found that deleting einon's fishing boat at the calabim border fixes the problem. The only thing that i can think of, is that i have not yet had any contact with the calabim so this would be our first contact. Maybe that's the issue?
 
AI Illians don't seem to take advantage of the Letum Frigus. In my game, they spawned next to it but they never gained the Aggressive trait. There was a road on the Letum Frigus as well, so I know they must have visited it. Or maybe the Aggressive trait just didn't show up when I mouseovered (mousedover?) their name in the scorelist.

I lost a Crazed but not Enraged unit. I presume it went barbarian and switched during upkeep, but that seems pretty ... not nice. If these two checks were reversed in order, then you'd always get a chance to save an Enraged unit through combat.

Can HN units trigger Treant defenders? I've had an HN Hill Giant roaming through Ancient forests for a long long time. Maybe it's because I'm not at war with the other nation? Doesn't seem right if that's the case.
 
I summoned my God and destroyed the world.

Just in a crashing kind of way instead of a more entertaining one...

Folks have any suggestions?

Crashed for me too. But if you delay finishing AA for a turn (make a bunch of sage specialists for a turn), then everything seems to work fine.
 
I am continually crashing to desktop on the turn in which I win with an Illian ascension victory. Here's the save file and my computer display specs. I'm guessing it has something to do with the cut scene, though I have no problems with any other victory cut scenes. Any ideas?

Save game: View attachment LordOfGoo AD-0550.CivBeyondSwordSave

------------------
System Information
------------------
Time of this report: 11/9/2008, 19:13:05
Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.080814-1236)
System Manufacturer: GBT___
System Model: GBTUACPI
BIOS: Award Modular BIOS v6.00PG
Processor: Intel(R) Pentium(R) D CPU 3.20GHz (2 CPUs)
Memory: 2046MB RAM
Page File: 584MB used, 3353MB available
Windows Dir: C:\WINDOWS
DirectX Version: DirectX 9.0c (4.09.0000.0904)
DX Setup Parameters: Not found
DxDiag Version: 5.03.2600.5512 32bit Unicode

---------------
Display Devices
---------------
Card name: Radeon X300/X550/X1050 Series
Manufacturer: ATI Technologies Inc.
Chip type: ATI Radeon Graphics Processor (0x5B63)
DAC type: Internal DAC(400MHz)
Device Key: Enum\PCI\VEN_1002&DEV_5B63&SUBSYS_04301092&REV_00
Display Memory: 256.0 MB
Current Mode: 1024 x 768 (32 bit) (75Hz)
Monitor: Plug and Play Monitor
Monitor Max Res: 1600,1200
Driver Name: ati2dvag.dll
Driver Version: 6.14.0010.6833 (English)
DDI Version: 9 (or higher)
Driver Attributes: Final Retail
Driver Date/Size: 7/3/2008 19:23:45, 309248 bytes
WHQL Logo'd: n/a
WHQL Date Stamp: n/a
VDD: n/a
Mini VDD: ati2mtag.sys
Mini VDD Date: 7/3/2008 22:33:33, 3230720 bytes
Device Identifier: {D7B71EE2-1823-11CF-9369-3A24A1C2CB35}
Vendor ID: 0x1002
Device ID: 0x5B63
SubSys ID: 0x04301092
Revision ID: 0x0000
Revision ID: 0x0000
Video Accel: ModeMPEG2_C ModeMPEG2_D ModeWMV8_B ModeWMV8_A ModeWMV9_B ModeWMV9_A
Deinterlace Caps: {6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{3C5323C1-6FB7-44F5-9081-056BF2EE449D}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{552C0DAD-CCBC-420B-83C8-74943CF9F1A6}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
Registry: OK
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled
DDraw Test Result: Not run
D3D7 Test Result: Not run
D3D8 Test Result: Not run
D3D9 Test Result: Not run
 
Weird. Same as above for me. This game crashes too, unless I delay AA's ascension by a turn. When he ascends one turn later, it works.
 
I lost a Crazed but not Enraged unit. I presume it went barbarian and switched during upkeep, but that seems pretty ... not nice. If these two checks were reversed in order, then you'd always get a chance to save an Enraged unit through combat.

Can HN units trigger Treant defenders? I've had an HN Hill Giant roaming through Ancient forests for a long long time. Maybe it's because I'm not at war with the other nation? Doesn't seem right if that's the case.

Yes, 'not nice' is a good way to describe that feature of Enraged units. This often happens to me with Ravenous Werewolves that are created when a unit attacks another of my werewolves. The Ravenous Werewolves turn to barb units before I have a chance to use the Loyalty spell (I always keep an Adept with Law I nearby) or have combat. I also try to have a Ranger nearby with Capture Animal/Beast to catch the werewolf again. Also frustrating is when the Avatar of Wrath comes and some units who become Enraged immediately go barb.

I am certain that Treant defender pop up with HN units. It happens to me with my HN Stooges all the time. I normally will not send a HN Stooge in lands with Ancient Forests until they are highly promoted for that reason. I have had them killed by Treants in the past.

Two other things on Treants popping up:

1. I've seen them pop up with HN Shadows. You have the HN issue, but also apparently they can see stealth/invisible units.

2. When I've built Nox Noctis, the Treants will pop up in the Ancient Forests, but, of course they cannot be seen and often another unit will be on the same tile as the Treant. Sometimes the unit moves when the Treant pops up, but sometimes they don't. :confused:
 
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