FfH2 Bug Thread

They give 1 hammer not per angry citizen, but per source of unhappiness. If a city has 17 population and 15 are unhappy it would have no angry citizens but would get 15 free hammers. This is working as intended.
Sorry, did not know that.:blush:
And regarding the hammers from free specialists, it was just my miscalculation... :blush:
Sorry for troubles.
 
However, the production display only shows 1 hammer/angry citizen. Or at least it did a while back and I haven't seen any bugfix mentioned for it.

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 ;)
 
It gets fun with a size 40 city with manor and pillar XD
 
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...
 
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.
 
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.
 
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.
 
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
 
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?
 
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

Will do, it will be fixed in patch "r".

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?

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

Attachments

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).
 
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
 

Attachments

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
 
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