FfH2 0.34 Bug Thread

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.

Hmmm, I think they were both cases, but I see your point.

I wonder what would have happened if a road CAUSED my unit to cross the river. That bit about units taking roads vs. directly attacking a unit in the next tile drives me crazy.

It just may have been coincidence that all four of those battle losses involved crossing rivers with 99.9% combat odds.
 
Ancient Forest isn't adding food to Snow terrain.

Blessed Altar of the Luonnatar is blessing non-living units (Brigit, Barnaxus).

Bug or feature: When I rebuilt Barnaxus for the AI, he was rebuilt with no promotions.
 
So this is interesting. I started a game as Charadon on Emperor and Pangea, and even after founding a city, I can't research anything.

barbarian.png


A little too barbaric? Making for a fun game, at any rate.
 
That is one of the hidden game options. You can turn it off by deselecting the options in another mod that has more visible options (probably FF), by editing the .ini file, or by making the options visible by changing all the <bVisible>0s to <bVisible>1s in C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2 034\Assets\XML\Gameinfo\CIV4GameOptionInfos.xml so you can turn them off an on as you wish in a normal custom game.
 
That is one of the hidden game options. You can turn it off by deselecting the options in another mod that has more visible options (probably FF), by editing the .ini file, or by making the options visible by changing all the <bVisible>0s to <bVisible>1s in C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2 034\Assets\XML\Gameinfo\CIV4GameOptionInfos.xml so you can turn them off an on as you wish in a normal custom game.

Ah, I was just playing FF, I must've turned something on on accident. Also in this game, Decius (leading the Bannor) is Evil, and this is well before he could've possibly founded a religion- is this maybe a result of dynamic alignments or something?
 
Decius gets an event on the first turn that lets him pick an alignment. I believe that AI chooses randomly.
 
Okay, thanks, asn't aware of that.

I'm still having trouble with the techs turned off though, this is happening in new games and I don't see what I need to change in the file, I'm assuming what's causing trouble is NO_TECHS, but it doesn't appear to be turned on.

Code:
		<GameOptionInfo>
			<Type>GAMEOPTION_NO_TECHS</Type>
			<Description>TXT_KEY_GAME_OPTION_NO_TECHS</Description>
			<Help>TXT_KEY_GAME_OPTION_NO_TECHS_HELP</Help>
			<bDefault>0</bDefault>
			<bVisible>0</bVisible>
		</GameOptionInfo>

Any ideas?
 
This file doesn't' determine if it is on or not. Well, a value of <bDefault> set to 1 would make the option be on if you'd never played before, but since game options are saved from game to game this is overridden by having the option on in your last FF game. This is found in the .ini file, as a series of 1s and 0s in the order of the options. You could change this by editing the .ini file in notepad if you like. I think that deleting the .ini might revert back to the default options, but I'm not sure. You could also load FF and turn off all the options, or edit the game options to let you turn such options on and off at will in normal FF.

As I said, you have to change <bVisible>0 to <bVisible>1 to make a game option visible when you load a new custom game. That won't turn it off, but it will let you turn it off when you start a new game.



For current games, you could go into worldbuilder, save them as scenarios, edit the scenarios in notepad to change the options, and load the scenario to continue playing with different options, but I forget exactly how to do that and it probably isn't worth the hassle.
 
This file doesn't' determine if it is on or not. Well, a value of <bDefault> set to 1 would make the option be on if you'd never played before, but since game options are saved from game to game this is overridden by having the option on in your last FF game. This is found in the .ini file, as a series of 1s and 0s in the order of the options. You could change this by editing the .ini file in notepad if you like. I think that deleting the .ini might revert back to the default options, but I'm not sure. You could also load FF and turn off all the options, or edit the game options to let you turn such options on and off at will in normal FF.

As I said, you have to change <bVisible>0 to <bVisible>1 to make a game option visible when you load a new custom game. That won't turn it off, but it will let you turn it off when you start a new game.

ohh, long day, misunderstood what you were saying. thanks for the help.
 
If a coastal city builds the City of a Thousand Slums wonder, it is possible to have unworkable (0 yield) ocean tiles in the extended city radius.
 
Minor bug, problably from BtS. In CvPlayerAI::AI_bestTech for a unit with UNITAI_SETTLER_SEA this line means the AI value such a unit less if the capital is on a continent with no other civs. It should value it more in that case.
iUnitValue += ((bWarPlan || bCapitalAlone) ? 100 : 200);
 
When me & my friend try playing MP game, game crashed for me every time I choose Auric Ulvin. Direct connect, erebus, emperror.
 
This is in the first post of the thread people!

8. If your research is disabled (and not temporarily by the Illian world spell) then you probably have a hidden game option set. This happens because the "saved game options" are shared between mods. So if you enable game option 34 in Fall Further then when you load FfH game option 34 will be enabled (which could be a scenario option that disables research). To fix this load Fall Further and uncheck all the game options.
 
Not neccessarily a bug, but definately something to be looked at: The Clan cast For the Horde on turn 8. Wasted, since they'll get a maximum of 10 gold per turn, and their unit upkeep has to be more than that...
 
I first saw this back in 0.32, so it may be "by design."

When entering the Maelstrom, it is possible for your ship to be teleported to an ocean location that is covered by ice. In this case, the unit can no longer move and must be disbanded.
 
It doesn't have to be disbanded. You could leave it there to keep the area visible.

I'm not sure, but I think that if a rivals cultural borders expands into the ice that holds the ship and you don't have open boarders that it may be kicked out into navigable water.
 
Not neccessarily a bug, but definately something to be looked at: The Clan cast For the Horde on turn 8. Wasted, since they'll get a maximum of 10 gold per turn, and their unit upkeep has to be more than that...

turn 10 may be too soon, but it should be cast before turn 50. Gather them up and get pillaging, disbanding any unused units. If you can get enough units together, take out a neighbour, and keep the rest down by scourging the countryside. You may not be gaining money fast, but neighter are the others ;)
 
Over the first 20-40 turns of my game, several of the (initially) grassland tiles in my capital radius turned to tundra, then to plains, then back to grassland. I did not have the End of Winter option checked, and it was of course far too early for the Illians to have cast The Deepening. Is this WAD?
 
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