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FfH2 Bug Thread

Patch "f" is linked in the first post. It will break save games and makes the following changes:

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.
 
The Mithril Golem has the "Divine" Promotion but it doesn't do anything without the equivalent channeling promotions. But it does have Earth 3, which gives summon Earth Elemental, though I'm not sure that's intended. Arthendain also has Life, which, instead of giving cure disease (as I think is intended) gives him destroy undead. He also has divine, which also doesn't do anything.
 
VERRRRRY nice changes, Kael!

It's really great that you finally can upgrade melee units "with a horse" to make cavalry. Also nice solution to the chariot "problem".
 
The Amurite world spell blocks you from opening a treasure chest (chest accessable via the "old explorer" event).

Side note to Xien: declaring war when casting direct damage spells on HN units doesn't actually happen (as confirmed by Kael). The prompt warning that you will still appears, thus causing my confusion. Go ahead and take it off the bug list when you get a chance.

Edit: Ack! the world spell also appears to be blocking mercenary hiring.
 
Not sure if this is a problem or not, but in a previous game I had a scout get mutated from a lair, and he ended up with both Diseased and Immune to Disease. Something about that just doesn't seem right.

If needed, I have screenshots, but they're on my other computer (and I'm currently playing a game with my brother, Ilari, on it.).
 
wait, so warhorses no longer require stirrups? That's about as historically inaccurate as it gets (you require stirrups in order to keep in the saddle while wielding arms), but i'll have to see it in action before i make up my mind about that change.
 
wait, so warhorses no longer require stirrups? That's about as historically inaccurate as it gets (you require stirrups in order to keep in the saddle while wielding arms), but i'll have to see it in action before i make up my mind about that change.

...what about if you imagine "stirrups" as "learning to use a bow from the saddle technique, but more snappily named" Tech ;)

One question - presumably there is no point in upgrading an Archer with City Defender to Horse Archer?!...and if so, could it be set so the AI will only upgrade Archers with city defence to Longbowmen?
 
Dunno if this has been reported.

Playing as the Illians, if an assassin casts invisibility, you have trouble controlling him, in that focus doesn't automatically pass from him, nor does he end move properly.
 
Spoiler :
4201229948915.jpg


That happen's only during a scenario, not during another game in FFH 2 0.40. It happens after approximately 5 minutes of playing.
 
Sheut Stones are not working. (Connected but don't show up in city screen...)

There seems to be a problem with hyborem razing cities and the armageddon count. I razed the order/empyrian holy city and the counter dropped from 31 to 30.
 

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Spoiler :
4201229948915.jpg


That happen's only during a scenario, not during another game in FFH 2 0.40. It happens after approximately 5 minutes of playing.

Which Scenario, and is it fixed on the map, or on the screen?

EDIT: @Frozen-Vomit: Did you have the Tech: Necromancy?
 
AIs keep attacking duration 1 summons instead of ignoring them, if possible.
You can use those summons to make the AI use and waste their siege units and other units on them.
Didn't find an AI Issues thread, so I put it here.
 
Xienwolf, Mutant-Enemy's screenshot looks to be from the Grand Managerie scenario.
 
There are a handful of reports in the Grand Menagerie feedback thread about some sort of bug preventing the game progressing past the 'cage first 5 animals' stage. After caging the bear (my last animal), no additional red text pops up as to clue in what to do next, no diplo with keelyn, nothing. Even building the Grand menagerie fails to 'restart' the scenario. So at the moment, you can sit here spamming enter for 600 turns and nothing will be accomplished.

I uninstalled all traces of Civ 4 and FFH2 from my computer today, including saves and settings saved in my documents, and completely reinstalled Civ4, Warlords, BTS, Patch 3.17, and FFH2 and have the exact same issue. (Windows XP btw)

Any ideas or suggestions would be greatly appreciated, I'll attach my save game right before bear caging.




Additionally, scenario "Against the Wall" has a similar issue that even after building my 5th, 6th, 7th, etc cities, the "build 5 cities" prompt never goes away (building cities with settlers, not WB).
 

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Which Scenario, and is it fixed on the map, or on the screen?

It's the Grand Menagerie and it's fixed on the screen.
It's weird: I thought my graphic card was overheated or something, but the regular game works properly. Oh - I think it begins after building the dancing bear thing, maybe. I'll try that again somewhen else.
 
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