FfH2 Bug Thread

Patch M -- following the immobile/damaged bug, now I have absolutely no further spellcasting ability with either priests or wizards...

Really need a patch for the patch. :)

You're sure it's not the Amurite worldspell (disables spells for 20 turns IIRC)?
 
Just got the new orb event, and have a question. It says keeping the orb or destroying it both give +3 to the armageddon counter. Shouldn't destroying it lower the armagedon counter instead?
 
Yeah, I really think they should; after all, according to the lore they are the priests of Sucellus, and the ascension of God of Life is what first introduced powerful healing spells to Erebus. Letting Druids heal makes a lot more sense that letting High Priests heal actually.

If we stick with D&D here (iirc) they should be able to cast regeneration, but not heal. Mind you it has been YYYYEEEAARRSS sense I last played, so there is a 99.9% chance I am wrong on this...
 
My units keep taking random damage for no reason also some werewolf event is missing, one of the new ones I think.
 
I am belseraph and have a worker out doing stuff... he has the "fortify until healed" option, stating that he will fully heal in 1 turn. He hasn't always had this, i don't know when it started. Given that my worker has no strength, this is a bit odd...

This is a bug that's been around. It is more apparent now, since the food event bug in patch m makes this situation commonplace. Units that don't have health to lose, like workers or hawks or great people, are still marked as damaged when affected by global or AoE damage effects (maelstrom, for example). It's not a major problem (that I know of), but hopefully those kinds of units will eventually be completely unaffected by damage.

This is not a bug. Workers don't have strength, but they do have hit points.
 
I think I may have found the problem with the food sickness event, but I don't know for sure . . .

The food sickness event entry in Civ4EventTriggerInfos.xml contains the lines:

Code:
<PythonCanDoUnit>canTriggerFoodSicknessUnit</PythonCanDoUnit>
<PythonCallback>doFoodSickness</PythonCallback>

I've spent an hour digging through the python files, and while I found canTriggerFoodSicknessUnit as an entry in CvRandomEventInterface.py, I can't find doFoodSickness defined anywhere.
 
If we stick with D&D here (iirc) they should be able to cast regeneration, but not heal. Mind you it has been YYYYEEEAARRSS sense I last played, so there is a 99.9% chance I am wrong on this...

You are wrong, in D&D 3.5e (the best version, mind you) druids have virtualy the same healing capabilities as clerics.
 
I've sometimes automated my workers and they'll spend the entire game building a cottage, deleting it then building a farm over it, delete that then build a cottage. Not sure if this was just a problem that came with this "BTS" add on to FFH, but if there's a way to fix it the game would be a lot less annoying.
 
One thing I noticed in my last game (.40l) and forgot to report:

When you build the Mercurian Gate, Basium will keep offering you resources you already have. In some cases they are resources you gifted to him only a few turns before.

This happens multiple times during the game.

Also, not a bug, but I noticed Basium takes whatever Gold you gift to him and spends it in one turn. I gave him 5,000 Gold one time and the next turn he had ZERO Gold. I guess he is using it to hurry production.
 
I've sometimes automated my workers and they'll spend the entire game building a cottage, deleting it then building a farm over it, delete that then build a cottage. Not sure if this was just a problem that came with this "BTS" add on to FFH, but if there's a way to fix it the game would be a lot less annoying

There is an item in the Options section that tells Automated Workers to leave existing improvements alone.

That should work.
 
You are wrong, in D&D 3.5e (the best version, mind you) druids have virtualy the same healing capabilities as clerics.

O good grief they got a 3.5e now? :lol: Last I played was 2.
 
I'm also finding that my inspiration and wall of stone are being reset with the food sickness event error ... probably fixed with whatever fix you find for the error but I thought it bared mentioning

as well as the other flurbs mentioned in the succeeding posts
 
According to its description, the civic Sacrifice the Weak is supposed to impose a +4 :yuck: penalty in the player's cities. It is only imposing a +1 :yuck: penalty.
 
patch m

I've had 3 or 4 CTD's now in 300-400 turns (2 incomplete games, epic) none have yet been reproduced in reloading saves ..

also had a python error, but my screenshot went MIA, so I can't show it, is there a log of python errors somewhere?
 
If you read a few of the other recent posts, you'll find plenty of confirmations of this problem. ;)

Since I was eager to continue my current game and "still" (:p) no patch N in sight this morning I tried to fix the problem myself.

First I removed the food sickness event from the XML as someone suggested above, but then BTS would crash on loading. Well, I probably messed up somewhere.

Then I went into CvRandomEventInterface.py and commented out
Code:
#pUnit.setDamage(iDmg, PlayerTypes.NO_PLAYER)
#pUnit.changeImmobileTimer(2)
in canTriggerFoodSicknessUnit. This seems to have solved the problem with the damaged/held units for me. :)
 
Some bugs:

1) In The Cult scenario, I trained a quartet of powerful Beastmasters and managed to capture all three dragons with them. The problem is that Kuriotates built Sphener and keep resurrecting their dragon with his Resurrect spell, even though the dragon is only captured and not dead.

2) The odds for victory in combat show as lower after I cast Dance of Blades on my units.

3) Illian priests are unable to use Inquisition ability.

4) Were Orcish Champions officially removed from the Barbarians or is it a bug?

5) Concerning the Cult scenario from 1), after I captured Acheron it didn't have the flying ability. The other two dragons couldn't fortify and they ignored the terrain movement penalty, but not Acheron.

6) Illians seem to be handicapped by their Snow tiles. The idea seems to be for Illians to treat Snow tiles as other civilizations treat Grasslands, but Illians don't gain Commerce bonus for clear Snow tiles next to the rivers, although a Lumbermill built on Snow/Forest tile will still give +1 Commerce.
 
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