FfH2 Bug Thread

Honestly I've never played the Amurites far enough to use Govannon but could it be because of his own ability to give units sphere 1 spells?
 
Been a little while since I checked this thread so I apologize for belatedly thanking you for this:

Added a game option that places all the Unique Features on the map.

I have been wanting this forever! Thank you!!!
 
@xienwolf, Remember, this is not stack attack (or whatever the option is called). I know it chooses to attack with Collateral and/or Withdrawal units first this way, but other than that it has always chosen the highest odds unit first in the past for me.

Stack Attack option means that the entire stack will attack until they cannot attack anymore. But by having a full stack selected when you choose to attack you surrender selection fo WHICH unit attacks to the AI. Leaving the Stack Attack option unselected just means that only one unit will attack on this particular click.
 
The bug with Dance of Blades I reported doesn't seem to be connected with this. I checked for each unit on its own (not in stack). To be honest, I even think my units did have a lower chance of victory after I cast Dance of Blades on them, which doesn't make much sense, so it might just be my psychology playing with me. Still, each unit had about 5%-10% lower chances after I cast Dance of Blades.

Last time I played using patch "l" I am pretty sure Dance of Blades icreased my chances. Lime by 3-5 %.

And I have noticed attacking with stack too. I lost 44% percent chance unit while another one had I think 89%.
 
@xienwolf: Exactly. And that has always been the Collateral units first, Withdrawal units second, and the 95%+ odds units third. But now I keep getting low odds attacking first, and good odds later. I've never had low odds units attack before the high odds unit before. Most of the time, when I actually group all units to attack is so that I don't have to sort through the units myself to find which unit will get a sure win. The sacrificial units I usually pick myself.
 
Well, the stack attack change seems like a necessary fix for the AI. Since it uses the same mechanics & will attack in-stack. If it attacks with the highest % of victory unit (presumably it's hero) your defender (presumably uber defense promoted) will damage it & since (presumably) you've prepared for this you could then mop it up next turn. Now the AI will correctly sacrifice units & then try to mop YOU up with its good units. Good change IMO.
 
Way to go Kael, in with the save. xD There was an even I got last night. Something about a dwarf kidnapped, who didn't want to come home. And pickled hearings. It didn't make much sense, that the event offered me a choice of supplies or a great engineer for the exact same price. I think everyone will be taking that engineer? =) Maybe change the price to make the engineer more expensive, or somehow boost the supply offer if it's going to cost the same?
 
patch l : built CoaTS on a Lanun city, Ocean tiles at range 3 were not workaable by the city.

I spotted this under unconfirmed reports in xienwolf's post, so I wanted to confirm it as of patch n. This has happened to me with the Kuriotates as well. It's not limited to Ocean tiles, Coast that is three squares away from land is also unworkable.
 
python acception, patch m

EDIT: was running the Extended religions mod (erm)
 

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So, I just noticed something for the first time. Patch N, which had only some minor tweaks, seems to have included I think basically every relevant file to the game. Can't patches just include the modified files?
 
not if you are a newcomer and missed the previous patches
 
So, I just noticed something for the first time. Patch N, which had only some minor tweaks, seems to have included I think basically every relevant file to the game. Can't patches just include the modified files?

If you do that, then if someone misses a patch will be unable to run the game properly. So, you would have to provide a link for every patch released up to that point.
 
So, I just noticed something for the first time. Patch N, which had only some minor tweaks, seems to have included I think basically every relevant file to the game. Can't patches just include the modified files?

If that would be the case you would have to install every single patch ever released if you decide to reinstall Fall from Heaven on your computer. I think nobody would want this. I could live with service packs from time to time, though. :)
 
OK, now with patch n the issue with the forts not upgrading inside culteral borders seems to be fixed, cause they also upgrade outside of any borders.
Saw it in Return of Winter where forts are scattered around the map, just telling it in case that wasnt intended!
 
patch 40m - my Elohim workers had, in the beginning quite often the "healing" order available even though they had full health.

I could build Palace of Amurite, then the Elohim palace vanished. But when I built another palace, this time the one from the Clan, the Amurite version did NOT vanish. But Maybe that's intended?

edit: patch n - I see. ok. I'm stupid. :)
 
There's an option to turn off movies in the game. You should make sure that one is checked too.

Or you could try deleting and reinstalling FfH 2 without installing the media pack, see if that help.

That did work with the CTD on game initialise i had been getting, but now i have found a better solution:

in the Beyond The Sword Civ IV ini file look for this line:

"; Show movies using hi-color, not true-color (may be faster)
Bink16Bit = 0"

Changing 0 to 1 allows the intro movie to play fine with no CTD in my case(which had seemed to be the issue).

A bit odd as my desktop is running 32bit colour...but well if anyone else has the same CTD i had been getting this is all you need to change. Loving it so far....and excellent intro guys - i'm glad i was finaly able to see it, great scene setting.
 
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