FfH2 Bug Thread
Use this thread to post any issues with FfH2.
Please do not post issues with the scenarios in this thread. Post them in this subforum:
http://forums.civfanatics.com/forumdisplay.php?f=332
Downloads:
Mod: Fall from Heaven II
Media Pack: Media Pack
Patch: Patch "q"
Patch 0.40a
1. Fixed the icon for the Timor Mask promotion.
2. Added the Fall of Cuantine scenario (by Nikis-Knight).
3. Rituals are all marked as spaceship so that the Celestial Compass bonus applies.
4. Succubus casts Charm Person instead of Inspiration.
5. The Mithril Golem and Meshabber both correctly require an AC of 70 (instead of 7).
6. Fixed an issue that could cause some diplomacy tags to show up as "1".
7. Game options are no longer saved (it just caused to many issues).
8. Mip mapped city art textures (so they look less pixelated) by OnmyojiOmn.
9. New Radiant Guard model art by seZereth.
10. You can't get around permanent war/peace scenario settings by damaging units with spells anymore.
11. Fixed a CtD caused by a unit entering the Maelstrom.
12. Fixed the Wizard graphics.
13. Fixed Sacrifice the Weak so you can use it with a state religion.
Patch 0.40b
1. Centaur Lancers no longer require stables.
2. New version of the Momus scenario (smaller map).
3. Fixed an issue that kept players from winning the Radiant Guard scenario.
4. Fixed the ritual/spaceship issue.
5. Fixed a CtD that could be caused by an Illusionist summoning an Imp.
Patch 0.40c
1. Fixed an issue in the Radiant Guard where an event pops up every time you kill an infernal unit (after the first 100).
2. Added the Into the Desert scenario (by Nikis-Knight).
Patch 0.40d
1. Fixed an issue that could cause upgrades to allow a unit to get bronze and iron weapons.
2. Fixed an CtD caused by collateral damage against units with a negative strength (thanks to Snarko!).
Patch 0.40e
1. Added the Black Tower scenario.
2. City Split and Soverign City events ("Minister Koun" events) can't trigger in scenarios anymore.
3. Fixed an issue in Into the Desert which revered your starting civ (if you picked Malakim in FoC you started as Calabim and vise-versa).
4. Update to the Fall of Cuantine scenario.
5. AI teammates won't build Gilden or Alazkan if they have a human on thier team in the Splintered Court.
6. Into the Desert (Calabim) now requires you to raze all Empyrean cities, not just Varn's Empyrean cities.
7. Fixed the issue where getting the tech for a religion after already founding it founds a 2nd religion.
8. Perfect Sight can now be learned by Archer and Recon units (and archers can learn sentry 2).
9. Fixed an issue in the Momus that can make the game unwinnable if the player teams up with Beeri.
10. Hellfire now has valid terrain types.
11. Fixed a WoC error when workers with str are trying to move to a plot blocked by an enemy (thanks to Snarko!).
12. Supplies can now be used to build stables.
Patch 0.40f (patch "f" will break save games)
1. Fixed werewolf conversion/upgrade chances.
2. The Black Tower- you can now pick the civ for cities correctly.
3. The Splintered Court- winning now correctly gives you the trophies.
4. Fixed an issue that could cause the Pallens Engine or Aduria Chamber to show up twice in the build lists.
5. Fixed a CtD when map trading.
6. Removed the Armored Cavalry tech (Knights and Shadowriders moved to Warhorses).
7. Warhorses tech requires Iron Working and Horseback Riding (instead of Stirrups)
8. Stirrups tech requires Archery and Horseback Riding (instead of Trade, Archery and Horseback Riding), cost reduced from 1600 to 800.
9. Archers can be upgraded to Horse Archers.
10. Axemen can be upgraded to Chariots.
11. Chariots gain -25% attacking into forests and jungles, and can be upgraded to Knights.
12. Champions can be upgraded to Knights.
13. Knights strength dropped from 11/9 to 11/7.
14. Added the Herne world unit (Kuriotate only, starts with centaur, hero and blitz).
15. Centaur Guard unit removed.
16. War Tortoise is now a Knight UU for the Lanun (instead of a war chariot UU).
17. Clan of Embers can't build Horse Archers or Knights anymore (used to be Ogre and Orge Warchief UU's).
18. Ogre is now a Champion UU (you can't upgrade clan axemen to champions/ogres anymore).
19. Stoneskin Ogre is now a Phalanx UU.
20. Ogre Warchief is now an Immortal UU.
21. War Chariot unit removed.
22. Auric Ascended's defensive strength changed from 3 to 30.
Patch 0.40g (patch "g" will break save games)
1. Black Tower: Fixed an error that could make the scenario unwinable.
2. Removed the Trojan Horse unit.
3. Added the Verdandi unit (Doveillo Phalanx, doesnt require training yards).
4. Added the Circle of Urd unit (Doveillo Berserker, doesnt require training yards).
5. Added the Skuld unit (Doveillo Immortal, doesnt require training yards).
6. New Svartalfar Settler model by seZereth.
7. Fixed an issue that could cause barb units to wait to heal even though they heal on move (fix by Xienwolf).
8. Barb world units will no longer wait in cities (fixed by Xienwolf).
9. Combat odds will now be displayed when land units with water walking/boarding/flying attack a naval unit.
10. Barbarian Assault: Increased the amount of turns.
11. Blood of Angels: decreased the Grigori strength.
12. Lord of the Balors: Hyborem won't be quite as likely to spawn high level units after the 100 goal is reached.
Patch 0.40h (patch "h" will break save games)
1. Defensive strike promotions will now be displayed correctly (for precision and such).
2. Alazkan the Assassin's poison strength reduced from 2 to 1.
3. Chalid can't get weapons promotions anymore.
4. Fixed an error when the Sanctify spell was used in scenarios.
5. Fixed an issue that could cause errors using the FfH editor on Vista.
6. The Black Tower: You can now gain the heroes for any civ cities you build.
7. Grand Menagerie: Game will only post the animal information once.
8. Fixed an issue that could cause improvements to upgrade twice as quickly as normal.
9. New system to fix scenario load crashes. There is now a "Fall from Heaven II Scenarios" option under Load Scenario on the main menu that should bring you directly into the scenario load menu and load without crashes.
Patch 0.40i (patch "i" will break save games)
1. Acheron will lose his held promotion when captured.
2. Fixed an issue that caused unit Magnadine hired to pop up in random cities.
3. The Black Tower- If you have Barnaxus it will apply it's bonus to your golems as if you were a Luchuirp player.
4. The Radiant Guard- Playing on lower difficulties will start you with bonus units.
5. Cannibalize will only heal the unit when it kills living enemies.
6. Maelstrom max damage reduced from 50% to 30%.
7. Enraged units will no longer turn barbarian, instead they become AI controlled and are very aggressive.
Patch 0.40j (patch "j" will break save games)
1. Fixed a CtD when making groups.
Patch 0.40k
1. Improved the AI logic on Doviello worker upgrades.
2. Fall of Cuantine- the catapults won't be held after they are won.
3. Destroy undead increased from 20% / max 50% damage to 30% max 100% damage.
4. Blur now protects units from defensive strikes.
5. Fixed an issue that kept workboats from building improvements correctly (thanks snarko!).
6. Fixed an issue that based the chance of applying the poisoned promotion on a unit on the attacker poison resistance rather than the victims.
7. Fixed an issue that can allow you to steal in cities with nothing to steal.
8. Immobile units (held, blinded, etc) cannot defensively withdrawal anymore.
9. Units with a duration cannot use an ability to restore their casting ability (to block some exploits).
10. Opening a Chest is now correctly marked as an ability.
11. Immobile units can't be taunted.
12. Many documentation updates on spells and promotions.
13. Lunatics now have a 3% chance per turn of becoming enraged, and once enraged only killing another unit will remove their enraged status (ie: Lunatics are good, but expect them to run off from time to time).
14. Fixed an issue that would cause a player to stick around after being defeated if he had equipment.
Patch 0.40l
1. Medicine tech provides +1 health (Nikis-Knight).
2. Military State gives +20% free units per population instead of +20% free military units per population.
3. Fixed an issue that could cause priests to be able to summon to many tigers.
4. Fixed an issue that would make only immobile units able to defensively withdrawal (thanks Xienwolf!).
5. Call of the Grave will now correctly heal nearby undead units (thanks Tarquelne!).
6. Fixed an issue that caused units Magnadine summoned to always appear in the capital.
7. Fixed an issue that allowed invisible units to bump enemies out of their plots (and cities).
8. Mithril Golem can cast Earthquake.
9. Medic2 now grants the ability to cast Cure Disease (instead of requiring divine).
10. Medic3 now grants the ability to cast Heal (instead of requiring divine).
11. Grigori Medic loses the divine and channeling promotions and gains medic promotions instead.
12. Fixed a python error with the Taunt spell.
13. Manticore's can fly now.
14. Return of Winter- the player will now correctly lose if the Illians die.
15. Units will now be split from their groups when they become enraged.
16. Fixed a CtD caused by the AI upgrading to airships.
Patch 0.40m (will break save games)
1. Added 10 new events.
2. Bronze Working, Construction, Horseback Riding, Sailing, Archery, Warfare, Code of Laws, Writing, Knowledge of the Ether and Philosophy are all Classical Era techs instead of Ancient Era techs (so they won't be automatically given by Classical starts).
3. Fixed a CtD with the March of the Trees spell.
4. Sphener and Yvain regain the ability to cast Cure Disease and Heal.
5. Removed the Tracking tech (hunting cost increased slightly, Animal Handing and Poisons tech cost increased).
6. Archery can be researched through Hunting or through Mining.
7. River trade moved form Sailing to Fishing.
8. Scrubs will now be cleared with Vitalizing a desert to Plains.
9. Added a game option that places all the Unique Features on the map.
10. Fixed an issue where improvements around cities were deleted.
11. Fixed an issue that kept forts from upgrading if they were inside your borders but not being worked.
12. The Cult- the mountain block will be removed when the player completes the dungeon portion.
13. The Splintered Court- added the Parith event.
14. The Black Tower- Falamar no longer starts with Bronze Working, Construction, Horseback Riding, Archery, Warfare, Code of Laws, Writing, Knowledge of the Ether and Philosophy.
15. The Black Tower- reworked the starting island, shrunk it a bit, added some rivers.
16. The Black Tower- the AI gets bonus units depending on the difficulty.
Patch 0.40n
1. Fixed an issue that caused held/damaged units.
2. Fixed an error in the Iron Orb event.
Patch 0.40o
1. New Amurite Palace by C.Roland (old Amurite palace model moved to the tower of complacency).
2. New Bannor cityset art by C.Roland.
3. New Bannor Palace by C.Roland.
4. New Dwarven Settler model graphics by seZereth.
5. Fixed a CtD that could happen if Koun split from a barbarian trait leader.
6. Updated German translation (thanks to Kontrollator and the German translation team).
7. Tech recosting (in general early techs become a bit cheaper and later techs become a bit more expensive, but the major effect awas to smooth out a lot of the weird tech cost jumps).
8. New Dwarven Druid model by seZereth.
9. New Dwarven Slinger model by seZereth.
10. New Dwarven Warrior model by seZereth.
Patch 0.40p
1. New Dwarven Arquebus model by seZereth.
2. iAttacker is now correctly passed to the scenario onUnitKilled function.
3. New Arquebus model by seZereth.
4. New Balseraph Courtesan model by seZereth.
5. New Asssassin model by seZereth.
6. New Malakim Assassin model by seZereth (and the Malakim can now build assassins).
7. Diseased, Plagued and Plague Carrier no longer effect the heal rates of other units in the plot.
8. March gives +10% heal in Neutral and Friendly tiles (it used to only effect enemy tiles).
9. Combat 4 no longer effects heal rates (it used to give +10% heal in neutral tiles).
10. Combat 5 no longer effects heal rates (it used to give +10% heal in enemy tiles).
11. T3 units (Mages, Assassins, Rangers, Champions, Horse Archers, Longbowmen, Priests, etc) never obsolete.
12. Marksmen no longer require Mithril to build.
13. Fixed a very weird visibility CtD (game crashes when a unit moves into a plot).
14. Fixed an issue that was causing damage resistance to not be calculated correctly (thanks Snarko!).
15. Fixed an issue that caused Council of Esus civs to be kicked out of vassal lands when declaring war.
16. Fixed an issue that would allow you to ressurect a hero another civ was in control of.
17. World units can't cast Lichdom anymore.
Patch 0.40q
1. Fixed a crash when barbarian cities are viewed (thanks snarko!).
2. Lunatic cost reduced from 120 to 90, they no longer cost upkeep and the dont start with Enraged (just Crazed).
3. Duins create werewolf from combat chance raised from 25% to 75%.
4. Greater werewolves create werewolf from combat chance raised from 15% to 45%.
5. Blooded werewolves create werewolf from combat chance raised from 10% to 30%.
6. Ravenous werewolves create werewolf from combat chance raised from 5% to 15%.
7. Koun starts with the techs of the empire he split from in the empire split event.
8. Settlers are now correctly marked defensive only (this will keep the Momus scenario form mutating them as well as fix other things).
9. Fixed a CtD that can occur during colony splits.
10. Colony splits will typically stay the same civ and use a minor leader for a leader.
11. Fixed a CtD on Vista caused by the isInvisible check in setXY.
Patch 0.40r (unreleased)
1. Fixes a post combat python function with Lightning Elemental.
2. Added the Wages of Sin scenario.
3. Added the Mulcarn Reborn scenario.
4. Fixed range problems with a lot of the units (so they would act as melee in the combat animations).
5. Fixed the Lion upgrade to Lion Pride chance.
6. All great people are now marked as defensive only (so they won't be mutated).
7. Fixed Ars create wraith chance.
8. New Lanun warrior that doesn't look quite as advanced as the old one.
9. Strategy text for all units a-f.
10. Crazed and Enraged are no longer possible outcomes from mutation.
11. New Infernal Assassin model by seZereth.
12. New Infernal Marksman model by seZereth.
13. New Infernal Crossbowman model by seZereth.
14. New Infernal Phalanx model by seZereth.
15. New Calabim city art by C.Roland.
16. New Calabim Palace by C.Roland.
17. Heralds Call now gives the blessed instead of the burning blood promotion.
18. Unit specific abilities will be displayed in the unit help text.
19. Cleaned up the promotions lost so that only valid promotions are listed (instead of every unit having all the spell spheres listed).
20. Fixed a missing graphic issues with Luchurip/Khazad cities.
21. Fixed a python error int he Taunt ability (getImmobileTimer).
22. Fixed a python error in the Shrine of Camulos event.
23. Immortal units duplicated with the Black Mirror won't be duplicated anymore.
24. Culture flips use conscription rules now (so they won't be able to produce multipe heroes, units that can't be trained, etc).
25. You can't cast For the Horde if you are at war with the Barbs.
26. Increased the rate of the AC slightly (from 50 + 15 per player to 50 + 12 per player max).
27. New Svartalfar Druid model by seZereth.
28. AutoRaze barb units units will only autoraze their own cities (so they cant destroy allied cities they are in).
Things to do:
. AI work.
. Documentation.
. 3 scenarios remain to be checked in (Wages of Sin, Against the Grey and Mulcarn Reborn).
. Local text decode changes for the German translation team.
. Have colony's use civ minor leaders
. Sometimes caged units can be moved and then impossible to free (they are still "held" even though they arent in the tile with the cage). Such as when dying while immortal. I'll probably need to make a separate promotion for being caged rather than just held to fix this.
. Temp terrains sometimes keep permanent terrain changes form happening (such as building a temple of the hand while the deepening effect is still going on).
. I need to test the explores/open chests with multiple units selected to make sure they work correctly.
. Switch to the Fall Further volcano graphics.
. I want to switch the "Wrath" armageddon event (AC 90) to make all the effected units Always Hostile so they can fight with your allied neighbors.
. Puppets are to powerful
. Need to allow players to disable the effect of Nox on individual units
. Make late game improvements (windmills, watermills, lumberthingies) better
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.
2. The mod loads okay, but when you go to start a game it crashes. You experience this error if you aren't running BtS patch 3.17.
3. If you are running BtS 3.17 and the game still crashes when starting your computer could be having problems playing the opening movie. Disabling movies resolves the problem.
4. If FfH crashes when starting a game and when you look in the Civilopedia from the main menu and you can't see units, then you have only applied the patch and you need to download and install the main mod (then reapply the patch).
5. While playing if your units look okay when moving but turn back to normal civ4 units when standing still its because you have "Freeze Animations" turned on in your game options.
6. Vista users have reported crashes if they have UAC (User Account Control) enabled.
7. Some sites you download the mod from lose the .exe extension on the file, so you just get a file that windows cant use. Renaming the file and putting the .exe back on the end fixes the problem.
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.
Reporting Issues:
I have five requests before you report issues:
1. I dont expect anyone to read the whole thread. But please read this post and see if your issue is addressed in patches you don't have applied, in a patch that hasn't been released yet, or is a known issue.
2. Please don't report cosmetic issues here, use the cosmetic issues thread for that.
3. Please don't "chat" in this thread. I hate it when real bug reports get lost in other posts, so please try to keep this thread as on task as possible (just for bug reports) and I will try to make sure everything mentioned here gets resolved.
4. Please don't report issues for other mods in this thread, even FfH modmods.
5. If you are noticing an issue please make sure you have python popups enabled so we can see what the real error is. To enable python popups in your CivilizationIV.ini change:
Code:
; Set to 1 for no python exception popups
HidePythonExceptions = 1
To:
Code:
; Set to 1 for no python exception popups
HidePythonExceptions = 0
__________________