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FfH2 Bug Thread

Discussion in 'Civ4 - Fall from Heaven' started by KillerClowns, Dec 16, 2008.

  1. renardargent

    renardargent Chieftain

    Joined:
    Dec 30, 2008
    Messages:
    39
    Sorry, did not know that.:blush:
    And regarding the hammers from free specialists, it was just my miscalculation... :blush:
    Sorry for troubles.
     
  2. Thunder_Gr

    Thunder_Gr Emperor

    Joined:
    Dec 8, 2008
    Messages:
    1,362
    Location:
    Universe
    It is a python issue, and it is not a big issue, since the production of hammers is displayed correctly, just the reason for the extra hammers isn't displayed. But we know ;)
     
  3. civ_king

    civ_king Deus Caritas Est

    Joined:
    Mar 9, 2006
    Messages:
    16,368
    It gets fun with a size 40 city with manor and pillar XD
     
  4. Dead Flag

    Dead Flag Warlord

    Joined:
    Oct 22, 2007
    Messages:
    130
    It seems like the Leadership promotion (the one that allows conversion upon defeating an enemy) stays at 20% after II instead of increasing to 30% on III and 40% on IV...
     
  5. Gray-Z

    Gray-Z Teamster

    Joined:
    Nov 30, 2007
    Messages:
    52
    AI No minimum levels seems fine for Archmages and Priests for the AI but when it starts to spam marksmen (and satyrs if FoL) it seems a little bit off.

    Im thinking it should be limited to arcane and disciple lines.
     
  6. Jules.lt

    Jules.lt Prince

    Joined:
    Aug 15, 2008
    Messages:
    326
    Location:
    Cork, Ireland
    Some events present possible consequences as "Temporarily X:mad: in the city" but actually give X turns of unrest.
    A nasty surprise when you think that your city can handle the extra unhappiness.

    In the latest case, that was when merchants from one of my cities had a conflict with those of my capital, but I remember having the same problem with another event.
     
  7. Kael

    Kael Deity

    Joined:
    May 6, 2002
    Messages:
    17,401
    Location:
    Ohio
    Patch "q" is linked in the first post. It won't break save games and fixes the following issues:

    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.
     
  8. notque

    notque Artificially Intelligent

    Joined:
    Nov 13, 2005
    Messages:
    1,654
    Kael, please fix this. It's 1 character.

    In UNITCLASS_LIGHTNING_ELEMENTAL class in file CIV4UnitInfos.xml

    Should be postCombatHeal50

    <PythonPostCombatWon>postCombatHeal5(pCaster,pOppo nent)</PythonPostCombatWon>

    Alternatively, CvSpellInterface could be changed to postCombatHeal5, either way
     
  9. feanor70115

    feanor70115 Chieftain

    Joined:
    Jul 31, 2007
    Messages:
    11
    I apologize if this question has already been asked several dozen times. I got the "GFC error: failed to initialaize the primary control theme" error. I tried using the suggeted fix, so that the mod is now installed in both Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods and Program Files (x386)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods. The same error comes up anyway. If I use the provided desktop ffh2 shortcut to boot the game, it just fails. If I load the game from the ordinary bts shortcut and then load ffh2, I get the error. What am I doing wrong?
     
  10. Kael

    Kael Deity

    Joined:
    May 6, 2002
    Messages:
    17,401
    Location:
    Ohio
    Will do, it will be fixed in patch "r".

    That usually means you have only installed the patch, not the full mod.
     
  11. AlazkanAssassin

    AlazkanAssassin Engineer

    Joined:
    Oct 18, 2005
    Messages:
    1,310
    Location:
    Maryland
    My Arthendain just made 24 defensive strikes in one turn.(one per enemy attacking unit) He had drill 1-4 and keen sight, giving him a 100% chance and 40% damage.
    Patch o
     
  12. Iainuki

    Iainuki Warlord

    Joined:
    Nov 23, 2006
    Messages:
    256
    When I attack the bear with the hunter in the NW corner of my empire, I get a CtD.
     

    Attached Files:

  13. Grey Fox

    Grey Fox Master of Points

    Joined:
    Dec 19, 2001
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    8,726
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    Male
    Location:
    Sweden
    I think there are several errors like this spread out. Missing zeroes mostly. Have you fixed em all?
     
  14. Monkeyfinger

    Monkeyfinger Deity

    Joined:
    Oct 24, 2006
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    2,002
    Did he also have blitz? If so he's supposed to do that.
     
  15. AlazkanAssassin

    AlazkanAssassin Engineer

    Joined:
    Oct 18, 2005
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    1,310
    Location:
    Maryland
    He did indeed. I suppose I'd like to phrase it as a potential balance concern in that case.
     
  16. Ketzerei

    Ketzerei Chieftain

    Joined:
    Jan 17, 2009
    Messages:
    3
    Two of my friends and I have been having an interesting issue for the last few patches. Whenever we tried to play multiplayer games, the two of them would get a CTD as soon as the game started. I was always the host, and we were playing a LAN game over Hamachi. This happened consistently to both of them, regardless of whether I was hosting from home or from college. We fixed the issue by enabling No Unique Features (in patch 'q'), after which the game started and played without a hitch until around turn 150 (game speed was Quick), when we OOS'd (log attached, if that actually helps anything).
     

    Attached Files:

  17. Domingo

    Domingo El Desaparecido

    Joined:
    Oct 16, 2006
    Messages:
    92
    Location:
    Corea -_-
    This is probably already known, but I just had a CtD trying to load a saved game for The Momus while playing a different scenario (Against the Wall).
     
  18. jpartlow

    jpartlow Chieftain

    Joined:
    Jan 17, 2009
    Messages:
    1
    Hello,

    First off, many thanks to the development team, who I think have done a superb job building an extraordinary mod.

    Attached is a save game that has a ctd that I think mirrors
    http://forums.civfanatics.com/showpost.php?p=7642225&postcount=914

    Traceback (most recent call last):

    File "CvSpellInterface", line 22, in cast

    File "<string>", line 0, in ?

    File "CvSpellInterface", line 1249, in spellForTheHorde

    RuntimeError: unidentifiable C++ exception
    ERR: Python function cast failed, module CvSpellInterface

    It's reproducible through patch q for me. (XP, BTS, 317)

    Thanks for the amazing work,

    Josh
     

    Attached Files:

  19. cabbagemeister

    cabbagemeister Please wait...

    Joined:
    Jun 26, 2008
    Messages:
    517
    Did something happen recently with the Blinding Light spell? After about 20 casts on about 80 targets, I find it's getting resisted 95%+ of the time for me. On the other hand, Entangle works just fine.

    Patch q
     
  20. feanor70115

    feanor70115 Chieftain

    Joined:
    Jul 31, 2007
    Messages:
    11
    Thanks, but that isn't the issue. I've installed the full mod, before installing the patch.
     

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