FfH2 0.34 Bug Thread

not sure if it is already posted: if you build the phoenix blood wonder and start a golden age your used great persons are reborn in the capital.
 
The post where he claimed to be sorry for the noon question was @ 5:39, but the post with the question was @ 10:16.

and that is proof why I shouldn't be posting at 11:00 pm.
 
System Issues:
1. "GFC error: failed to initialaize the primary control theme" error loading the mod. You will recieve this error if FfH isn't installed in the correct location (under Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods). If you don't have Civ4 installed to that location just make sure the FfH is installed in the same directory as Final Frontier, Age of Ice and the other mods that came with BtS. Also make sure you have installed the full mod and not just the patch.

The first post in this thread has a lot of common problems outlined in it.
 
The first post in this thread has a lot of common problems outlined in it.


Please excuse my ignorance but do I install MOD 2.034 before the h patch? I'm asking because I have have version 2.032 installed and thought the h patch would upgrade it to 2.034.

Thanks for your time.
 
Please excuse my ignorance but do I install MOD 2.034 before the h patch? I'm asking because I have have version 2.032 installed and thought the h patch would upgrade it to 2.034.

Thanks for your time.

You need to install the new version. This also requires you to update to 3.17 of BtS.
 
I have a game where (looking at the editor) there is Basium but not Hyborem deployed (in the combobox listing the civilizations available to edit, and it is nowhere to be seen on map). Is it a bug or a normal possibility?

I believe it was changed a while ago so that you can summon Basium without Hyborem having to be summoned already.
 
You need to install the new version. This also requires you to update to 3.17 of BtS.

Should I save Mod 2.34 at the default destination of My Documents or in Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods?:blush:


Thanks again.
 
Are you asking where to save the .exe file that you download? If that's the case, it doesn't matter where you save it (just make sure you remember where it is). Once its downloaded, double-clicking the file will launch an installer that *should* know where to install the mod (which gets installed in the path you specified). The same thing goes for the patch. Download, doubleclick, and install.

Note - sometimes the download site will strip off the .exe on the end of the filename. If you've downloaded a file with no extension, try adding a ".exe" to the end of the filename.
 
This is an odd one that happened to me twice in my current game:

My Scout lands next to a Dungeon. An AI Scout is already next to it on an adjacent tile.

Next turn - the Dungeon has vanished and the Scout moved on. :confused:

What has happened here? If the AI Scout explored the Dungeon and got a result I didn't see, wouldn't the Scout be frozen on that tile for a turn?

It seems like the AI Scout is exploring and moving all in the same turn.

Thanks.
 
This is an odd one that happened to me twice in my current game:

My Scout lands next to a Dungeon. An AI Scout is already next to it on an adjacent tile.

Next turn - the Dungeon has vanished and the Scout moved on. :confused:

What has happened here? If the AI Scout explored the Dungeon and got a result I didn't see, wouldn't the Scout be frozen on that tile for a turn?

It seems like the AI Scout is exploring and moving all in the same turn.

Thanks.
He could have gotten lost in the depths while exploring it. That is a result that can happen with dungeon removal.
 
In the 3 or 4 games I've played, not many of the AI civs make it through the early game... for example, in my current game, it is turn 309 on marathon speed on a huge tectonics Mediterranean map, and only 4 out of the 11 civs (including mine) have survived. I haven't even been hit hard (but I've had games where I was pounded on by barbarians for 500 turns or so before they started dying down a bit). I'm currently playing on Prince difficulty.

Anyway, perhaps this isn't an issue on Erebus maps, but just wanted to throw it out there that the early game barbarian waves seem to be too much for the AI. I'd rather not see the barbarian difficulty decreased, but rather the early AI game tweaked a little so that they have a little better chance of surviving...

EDIT: Turn 365, and its me and one other civ left--the only one I've met so far (and I don't even know where any of their cities are).

Note that this wipeout is more extreme than in my other games, where I usually have at least 5 civs left at turn 1000....
 
Hello.

Im german, so please dont go mad, if im not perfect with the "translation" here ;)

I have detected two errors, one very minor, but one very big.

First the "minor" Error:
- After Installing the mod, the "link", which shouzld start civilization with the mod dont work. every time i start it by that link, the game crashes on the screen, when it loads a specific game (starting, loading, scenario start et, its all the same effect). I wonder why, but when start normal, load the mod manually i can cload or start a new game without any problem.

The "Major" Error i detecxted this day, makes me absolute mad!
I started the game some days ago, used the "Erebus" map and some "options" (moire animals, barbarians, ressources)
I used the "world builder" to edit the terrain around my start town to see, what difference it makes ans played.
Important: My Starting position was surrounded by high mountains and the only excit was "blocked" by the culture radius of my first neighbor. No Problem, i used diplomacy because my dwarf (Khazad) and that elf (Elohim) are good "friends" now)

So far so good no problems, but without any warnings my neighbor build the "great wall"!
I searched for a wonder of a spell and found nothing!
Either, he is my vassall i have open borders but cant enter his territorry!

I am not sure if the War declaration from the mercurials to all others have influence or not.


So have i overseen something to make that wall or is it an error?
(i used the german translation file with brackets, for translation)
(Aded the last savegame for checkout)


Following "other" Bugs i found:
First, the mod made a game folder in "my Games", i think, that game folder should be a subfolder in "Beyond the sword", not in "My Games", right?
Second: In Single Player when choosing the Race, some races have variable screen sizews and "by Align" is totally defect...
Third, some Information about the Game a searched and found never. These Are:
- What "Race" is What? Example: Khazad is Dwarf, but nowhere to find that information!
- What "Racial" bonus makes what? A Tip says, that Elven Worker can build some buildings in woods, that is NOT correct. I tried but was not able to build any building in woods.

Maybe i have not looked long enough or maybe the translation file is bad, but thos informations i found interesting ;)


...DX
 

Attachments

the "great wall" is the elohim world spell, and should wear off in 30 turns.

the desktop link should be
"your civ folder"\Beyond the Sword\Civ4BeyondSword.exe" mod=\Fall from Heaven 2 034

the 'pedia isn't finished yet, and probably won't be until 0.40. Remember, it's a beta, things are being changed on a weekly basis, and it would be a shame to write a complete pedia entry, only to have the feature in question being taken out a month later. Same goes for tuning the AI to certain mechanisms.
About those 2 questions:
-khazad and ljuchirp living units are dwarven
-Ljos and Svalt living units are elven
-almost all other units have their race depicted with the starting promo's
About building improvements in forests: this was changed to be a civ-only thingy. Only the Ljos and Svalts can build on forests (besides lumbermills, those are buildable by all)
 
I just saw the three stooges models change to giant swordsmen whenever outside of cities. inside cities the model changed back to the hill giant model.

Btw. I used the debug mode and noticed they had "UNITAI_ANIMAL". Is that right?

if a save is needed i can upload it.
 
You have frozen animations on. FfH graphics don't have frozen animations, so they revert to vanilla animations when it comes time to freeze.


Hill Giants have UNITAI_ANIMAL by default because those that spawn in the wold are deemed too dangerous to enter your boarders in the early game. Barbarian units with UNITAI_ANIMAL are blocked from entering cultural boarders until the Nature's Revolt ritual is completed.
 
But is the AI using the hill giants from the pact of the nilhorn correctly if they are UNITAI_ANIMAL?

And yeah, about the model thing. I changed my graphic settings. should've payed more attention earlier. (I even read about this problem couple of times before)
 
Back
Top Bottom