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FfH2 Bug Thread

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

  1. Elm

    Elm Warlord

    Joined:
    Aug 20, 2007
    Messages:
    202
    There was a mod out a while back that would have map scripts place non-blue mana types on the map. If you put a city on one, you got that mana type.

    If you were to somehow allowed put a city on an undeveloped mana node, well, I would guess you would get nothing.
     
  2. Brugarin

    Brugarin Warlord

    Joined:
    Jun 21, 2008
    Messages:
    151
    I am trying to wait patiently for patch 'r'. When is it due? I'm gonna kill my cat if it won't be on soon. :crazyeye: The forum also seems to have gone highwire in the meantime. Maybe it has the same reason as me.
     
  3. Ashdrake

    Ashdrake Chieftain

    Joined:
    Dec 16, 2008
    Messages:
    58
    Forums got DB issue. Also i want patch R as i'm dying here.
     
  4. ChinaBlue

    ChinaBlue Xenite

    Joined:
    Dec 17, 2006
    Messages:
    191
    what's a DB issue?
     
  5. Methuselah

    Methuselah King

    Joined:
    Dec 28, 2007
    Messages:
    677
    Database issue.
     
  6. ori

    ori Repair Guy Super Moderator

    Joined:
    Dec 17, 2005
    Messages:
    16,560
    Location:
    Baden-Württemberg, Germany
    just in case something was lost: this is the googlecache version of the first two posts (1/9/09).
    Spoiler 1st post :

     
  7. ori

    ori Repair Guy Super Moderator

    Joined:
    Dec 17, 2005
    Messages:
    16,560
    Location:
    Baden-Württemberg, Germany
    Spoiler 2nd post :
    . .
     
  8. Kael

    Kael Deity

    Joined:
    May 6, 2002
    Messages:
    17,401
    Location:
    Ohio
    Thanks Ori. Unfortunatly those are a few weeks old. But its better than nothing!
     
  9. ori

    ori Repair Guy Super Moderator

    Joined:
    Dec 17, 2005
    Messages:
    16,560
    Location:
    Baden-Württemberg, Germany
    yes, I know, unfortunately if the posts are genuinely lost we'll need to go to the backup - the last backup was just about at the same time so if we need to go for the backup it'll probably only come up with information just as old :sad:
     
  10. Swebear

    Swebear Chieftain

    Joined:
    Jan 23, 2009
    Messages:
    18
    My browser remembered the posts from the 24th, just incase here is the first.

    Spoiler :

    FfH2 Bug Thread
    Use this thread to post any issues with FfH2.

    Please do not post issues with the scenarios in this thread. Post them in this subforum: http://forums.civfanatics.com/forumdisplay.php?f=332

    Downloads:


    Mod: Fall from Heaven II
    Media Pack: Media Pack
    Patch: Patch "q"


    Patch 0.40a
    1. Fixed the icon for the Timor Mask promotion.
    2. Added the Fall of Cuantine scenario (by Nikis-Knight).
    3. Rituals are all marked as spaceship so that the Celestial Compass bonus applies.
    4. Succubus casts Charm Person instead of Inspiration.
    5. The Mithril Golem and Meshabber both correctly require an AC of 70 (instead of 7).
    6. Fixed an issue that could cause some diplomacy tags to show up as "1".
    7. Game options are no longer saved (it just caused to many issues).
    8. Mip mapped city art textures (so they look less pixelated) by OnmyojiOmn.
    9. New Radiant Guard model art by seZereth.
    10. You can't get around permanent war/peace scenario settings by damaging units with spells anymore.
    11. Fixed a CtD caused by a unit entering the Maelstrom.
    12. Fixed the Wizard graphics.
    13. Fixed Sacrifice the Weak so you can use it with a state religion.

    Patch 0.40b
    1. Centaur Lancers no longer require stables.
    2. New version of the Momus scenario (smaller map).
    3. Fixed an issue that kept players from winning the Radiant Guard scenario.
    4. Fixed the ritual/spaceship issue.
    5. Fixed a CtD that could be caused by an Illusionist summoning an Imp.

    Patch 0.40c
    1. Fixed an issue in the Radiant Guard where an event pops up every time you kill an infernal unit (after the first 100).
    2. Added the Into the Desert scenario (by Nikis-Knight).

    Patch 0.40d
    1. Fixed an issue that could cause upgrades to allow a unit to get bronze and iron weapons.
    2. Fixed an CtD caused by collateral damage against units with a negative strength (thanks to Snarko!).

    Patch 0.40e
    1. Added the Black Tower scenario.
    2. City Split and Soverign City events ("Minister Koun" events) can't trigger in scenarios anymore.
    3. Fixed an issue in Into the Desert which revered your starting civ (if you picked Malakim in FoC you started as Calabim and vise-versa).
    4. Update to the Fall of Cuantine scenario.
    5. AI teammates won't build Gilden or Alazkan if they have a human on thier team in the Splintered Court.
    6. Into the Desert (Calabim) now requires you to raze all Empyrean cities, not just Varn's Empyrean cities.
    7. Fixed the issue where getting the tech for a religion after already founding it founds a 2nd religion.
    8. Perfect Sight can now be learned by Archer and Recon units (and archers can learn sentry 2).
    9. Fixed an issue in the Momus that can make the game unwinnable if the player teams up with Beeri.
    10. Hellfire now has valid terrain types.
    11. Fixed a WoC error when workers with str are trying to move to a plot blocked by an enemy (thanks to Snarko!).
    12. Supplies can now be used to build stables.

    Patch 0.40f (patch "f" will break save games)
    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.

    Patch 0.40g (patch "g" will break save games)
    1. Black Tower: Fixed an error that could make the scenario unwinable.
    2. Removed the Trojan Horse unit.
    3. Added the Verdandi unit (Doveillo Phalanx, doesnt require training yards).
    4. Added the Circle of Urd unit (Doveillo Berserker, doesnt require training yards).
    5. Added the Skuld unit (Doveillo Immortal, doesnt require training yards).
    6. New Svartalfar Settler model by seZereth.
    7. Fixed an issue that could cause barb units to wait to heal even though they heal on move (fix by Xienwolf).
    8. Barb world units will no longer wait in cities (fixed by Xienwolf).
    9. Combat odds will now be displayed when land units with water walking/boarding/flying attack a naval unit.
    10. Barbarian Assault: Increased the amount of turns.
    11. Blood of Angels: decreased the Grigori strength.
    12. Lord of the Balors: Hyborem won't be quite as likely to spawn high level units after the 100 goal is reached.

    Patch 0.40h (patch "h" will break save games)
    1. Defensive strike promotions will now be displayed correctly (for precision and such).
    2. Alazkan the Assassin's poison strength reduced from 2 to 1.
    3. Chalid can't get weapons promotions anymore.
    4. Fixed an error when the Sanctify spell was used in scenarios.
    5. Fixed an issue that could cause errors using the FfH editor on Vista.
    6. The Black Tower: You can now gain the heroes for any civ cities you build.
    7. Grand Menagerie: Game will only post the animal information once.
    8. Fixed an issue that could cause improvements to upgrade twice as quickly as normal.
    9. New system to fix scenario load crashes. There is now a "Fall from Heaven II Scenarios" option under Load Scenario on the main menu that should bring you directly into the scenario load menu and load without crashes.

    Patch 0.40i (patch "i" will break save games)
    1. Acheron will lose his held promotion when captured.
    2. Fixed an issue that caused unit Magnadine hired to pop up in random cities.
    3. The Black Tower- If you have Barnaxus it will apply it's bonus to your golems as if you were a Luchuirp player.
    4. The Radiant Guard- Playing on lower difficulties will start you with bonus units.
    5. Cannibalize will only heal the unit when it kills living enemies.
    6. Maelstrom max damage reduced from 50% to 30%.
    7. Enraged units will no longer turn barbarian, instead they become AI controlled and are very aggressive.

    Patch 0.40j (patch "j" will break save games)
    1. Fixed a CtD when making groups.

    Patch 0.40k
    1. Improved the AI logic on Doviello worker upgrades.
    2. Fall of Cuantine- the catapults won't be held after they are won.
    3. Destroy undead increased from 20% / max 50% damage to 30% max 100% damage.
    4. Blur now protects units from defensive strikes.
    5. Fixed an issue that kept workboats from building improvements correctly (thanks snarko!).
    6. Fixed an issue that based the chance of applying the poisoned promotion on a unit on the attacker poison resistance rather than the victims.
    7. Fixed an issue that can allow you to steal in cities with nothing to steal.
    8. Immobile units (held, blinded, etc) cannot defensively withdrawal anymore.
    9. Units with a duration cannot use an ability to restore their casting ability (to block some exploits).
    10. Opening a Chest is now correctly marked as an ability.
    11. Immobile units can't be taunted.
    12. Many documentation updates on spells and promotions.
    13. Lunatics now have a 3% chance per turn of becoming enraged, and once enraged only killing another unit will remove their enraged status (ie: Lunatics are good, but expect them to run off from time to time).
    14. Fixed an issue that would cause a player to stick around after being defeated if he had equipment.

    Patch 0.40l
    1. Medicine tech provides +1 health (Nikis-Knight).
    2. Military State gives +20% free units per population instead of +20% free military units per population.
    3. Fixed an issue that could cause priests to be able to summon to many tigers.
    4. Fixed an issue that would make only immobile units able to defensively withdrawal (thanks Xienwolf!).
    5. Call of the Grave will now correctly heal nearby undead units (thanks Tarquelne!).
    6. Fixed an issue that caused units Magnadine summoned to always appear in the capital.
    7. Fixed an issue that allowed invisible units to bump enemies out of their plots (and cities).
    8. Mithril Golem can cast Earthquake.
    9. Medic2 now grants the ability to cast Cure Disease (instead of requiring divine).
    10. Medic3 now grants the ability to cast Heal (instead of requiring divine).
    11. Grigori Medic loses the divine and channeling promotions and gains medic promotions instead.
    12. Fixed a python error with the Taunt spell.
    13. Manticore's can fly now.
    14. Return of Winter- the player will now correctly lose if the Illians die.
    15. Units will now be split from their groups when they become enraged.
    16. Fixed a CtD caused by the AI upgrading to airships.

    Patch 0.40m (will break save games)
    1. Added 10 new events.
    2. Bronze Working, Construction, Horseback Riding, Sailing, Archery, Warfare, Code of Laws, Writing, Knowledge of the Ether and Philosophy are all Classical Era techs instead of Ancient Era techs (so they won't be automatically given by Classical starts).
    3. Fixed a CtD with the March of the Trees spell.
    4. Sphener and Yvain regain the ability to cast Cure Disease and Heal.
    5. Removed the Tracking tech (hunting cost increased slightly, Animal Handing and Poisons tech cost increased).
    6. Archery can be researched through Hunting or through Mining.
    7. River trade moved form Sailing to Fishing.
    8. Scrubs will now be cleared with Vitalizing a desert to Plains.
    9. Added a game option that places all the Unique Features on the map.
    10. Fixed an issue where improvements around cities were deleted.
    11. Fixed an issue that kept forts from upgrading if they were inside your borders but not being worked.
    12. The Cult- the mountain block will be removed when the player completes the dungeon portion.
    13. The Splintered Court- added the Parith event.
    14. The Black Tower- Falamar no longer starts with Bronze Working, Construction, Horseback Riding, Archery, Warfare, Code of Laws, Writing, Knowledge of the Ether and Philosophy.
    15. The Black Tower- reworked the starting island, shrunk it a bit, added some rivers.
    16. The Black Tower- the AI gets bonus units depending on the difficulty.

    Patch 0.40n
    1. Fixed an issue that caused held/damaged units.
    2. Fixed an error in the Iron Orb event.

    Patch 0.40o
    1. New Amurite Palace by C.Roland (old Amurite palace model moved to the tower of complacency).
    2. New Bannor cityset art by C.Roland.
    3. New Bannor Palace by C.Roland.
    4. New Dwarven Settler model graphics by seZereth.
    5. Fixed a CtD that could happen if Koun split from a barbarian trait leader.
    6. Updated German translation (thanks to Kontrollator and the German translation team).
    7. Tech recosting (in general early techs become a bit cheaper and later techs become a bit more expensive, but the major effect awas to smooth out a lot of the weird tech cost jumps).
    8. New Dwarven Druid model by seZereth.
    9. New Dwarven Slinger model by seZereth.
    10. New Dwarven Warrior model by seZereth.

    Patch 0.40p
    1. New Dwarven Arquebus model by seZereth.
    2. iAttacker is now correctly passed to the scenario onUnitKilled function.
    3. New Arquebus model by seZereth.
    4. New Balseraph Courtesan model by seZereth.
    5. New Asssassin model by seZereth.
    6. New Malakim Assassin model by seZereth (and the Malakim can now build assassins).
    7. Diseased, Plagued and Plague Carrier no longer effect the heal rates of other units in the plot.
    8. March gives +10% heal in Neutral and Friendly tiles (it used to only effect enemy tiles).
    9. Combat 4 no longer effects heal rates (it used to give +10% heal in neutral tiles).
    10. Combat 5 no longer effects heal rates (it used to give +10% heal in enemy tiles).
    11. T3 units (Mages, Assassins, Rangers, Champions, Horse Archers, Longbowmen, Priests, etc) never obsolete.
    12. Marksmen no longer require Mithril to build.
    13. Fixed a very weird visibility CtD (game crashes when a unit moves into a plot).
    14. Fixed an issue that was causing damage resistance to not be calculated correctly (thanks Snarko!).
    15. Fixed an issue that caused Council of Esus civs to be kicked out of vassal lands when declaring war.
    16. Fixed an issue that would allow you to ressurect a hero another civ was in control of.
    17. World units can't cast Lichdom anymore.

    Patch 0.40q
    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.

    Patch 0.40r (unreleased)
    1. Fixes a post combat python function with Lightning Elemental.
    2. Added the Wages of Sin scenario.
    3. Added the Mulcarn Reborn scenario.
    4. Fixed range problems with a lot of the units (so they would act as melee in the combat animations).
    5. Fixed the Lion upgrade to Lion Pride chance.
    6. All great people are now marked as defensive only (so they won't be mutated).
    7. Fixed Ars create wraith chance.
    8. New Lanun warrior that doesn't look quite as advanced as the old one.
    9. Strategy text for all units a-f.
    10. Crazed and Enraged are no longer possible outcomes from mutation.
    11. New Infernal Assassin model by seZereth.
    12. New Infernal Marksman model by seZereth.
    13. New Infernal Crossbowman model by seZereth.
    14. New Infernal Phalanx model by seZereth.
    15. New Calabim city art by C.Roland.
    16. New Calabim Palace by C.Roland.
    17. Heralds Call now gives the blessed instead of the burning blood promotion.
    18. Unit specific abilities will be displayed in the unit help text.
    19. Cleaned up the promotions lost so that only valid promotions are listed (instead of every unit having all the spell spheres listed).
    20. Fixed a missing graphic issues with Luchurip/Khazad cities.
    21. Fixed a python error int he Taunt ability (getImmobileTimer).
    22. Fixed a python error in the Shrine of Camulos event.
    23. Immortal units duplicated with the Black Mirror won't be duplicated anymore.
    24. Culture flips use conscription rules now (so they won't be able to produce multipe heroes, units that can't be trained, etc).
    25. You can't cast For the Horde if you are at war with the Barbs.
    26. Increased the rate of the AC slightly (from 50 + 15 per player to 50 + 12 per player max).
    27. New Svartalfar Druid model by seZereth.
    28. AutoRaze barb units units will only autoraze their own cities (so they cant destroy allied cities they are in).


    Things to do:
    . AI work.
    . Documentation.
    . 3 scenarios remain to be checked in (Wages of Sin, Against the Grey and Mulcarn Reborn).
    . Local text decode changes for the German translation team.
    . Have colony's use civ minor leaders
    . Sometimes caged units can be moved and then impossible to free (they are still "held" even though they arent in the tile with the cage). Such as when dying while immortal. I'll probably need to make a separate promotion for being caged rather than just held to fix this.
    . Temp terrains sometimes keep permanent terrain changes form happening (such as building a temple of the hand while the deepening effect is still going on).
    . I need to test the explores/open chests with multiple units selected to make sure they work correctly.
    . Switch to the Fall Further volcano graphics.
    . I want to switch the "Wrath" armageddon event (AC 90) to make all the effected units Always Hostile so they can fight with your allied neighbors.
    . Puppets are to powerful
    . Need to allow players to disable the effect of Nox on individual units
    . Make late game improvements (windmills, watermills, lumberthingies) better


    System Issues:
    1. "GFC error: failed to initialaize the primary control theme" error loading the mod. You will recieve this error if FfH isn't installed in the correct location (under Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods). If you don't have Civ4 installed to that location just make sure the FfH is installed in the same directory as Final Frontier, Age of Ice and the other mods that came with BtS. Also make sure you have installed the full mod and not just the patch.
    2. The mod loads okay, but when you go to start a game it crashes. You experience this error if you aren't running BtS patch 3.17.
    3. If you are running BtS 3.17 and the game still crashes when starting your computer could be having problems playing the opening movie. Disabling movies resolves the problem.
    4. If FfH crashes when starting a game and when you look in the Civilopedia from the main menu and you can't see units, then you have only applied the patch and you need to download and install the main mod (then reapply the patch).
    5. While playing if your units look okay when moving but turn back to normal civ4 units when standing still its because you have "Freeze Animations" turned on in your game options.
    6. Vista users have reported crashes if they have UAC (User Account Control) enabled.
    7. Some sites you download the mod from lose the .exe extension on the file, so you just get a file that windows cant use. Renaming the file and putting the .exe back on the end fixes the problem.
    8. If your research is disabled (and not temporarily by the Illian world spell) then you probably have a hidden game option set. This happens because the "saved game options" are shared between mods. So if you enable game option 34 in Fall Further then when you load FfH game option 34 will be enabled (which could be a scenario option that disables research). To fix this load Fall Further and uncheck all the game options.


    Reporting Issues:

    I have five requests before you report issues:

    1. I dont expect anyone to read the whole thread. But please read this post and see if your issue is addressed in patches you don't have applied, in a patch that hasn't been released yet, or is a known issue.

    2. Please don't report cosmetic issues here, use the cosmetic issues thread for that.

    3. Please don't "chat" in this thread. I hate it when real bug reports get lost in other posts, so please try to keep this thread as on task as possible (just for bug reports) and I will try to make sure everything mentioned here gets resolved.

    4. Please don't report issues for other mods in this thread, even FfH modmods.

    5. If you are noticing an issue please make sure you have python popups enabled so we can see what the real error is. To enable python popups in your CivilizationIV.ini change:


    Code:
    ; Set to 1 for no python exception popups
    HidePythonExceptions = 1
    To:


    Code:
    ; Set to 1 for no python exception popups
    HidePythonExceptions = 0
    
    __________________
     
  11. Swebear

    Swebear Chieftain

    Joined:
    Jan 23, 2009
    Messages:
    18
    And the second

    Spoiler :

    Listing of Bugs reported and not yet included in the changelog for the upcoming patch:

    * Posted Savegames with Unresolved Issues
    (List cleared if a Patch breaks savegames, as troubleshooting will require maintaining an older version)
    1. CtD crushing Orb in an event and taking Smelting as a reward (indzasa - Post 945)
    o Another crash when taking the GE option instead (Skiamach - Post 1134)
    2. CtD, patch P (Thunder_Gr - Post 1023)
    3. CtD capturing a Bear (wuntoothrie - Post 1090)
    4. CtD capturing a Bear (Iainuki - Post 1114)
    5. CtD with the sound of a resource pop-up at onset (Johnar - Post 1150)
    6. CtD on load, no details provided (codediddler - Post 1178)
    7. CtD during AI turn with spell soundeffect at about the same time (Y T - Post 1230)
    8. CtD a few turns after AC 90 (Sarisin - Post 1238)
    9. CtD during AI processing (Clean Harry - Post 1244)
    10.


    * Bugs Reported with Fix Reccomended
    1. If an HN unit is blockading and the owner is actually at peace with you, by revealing nationality (willfully or by Revelation spell) the blockade becomes permanent. This can be fixed by updating all blockades for a unit (CvUnit::updatePlunder) whenever changing HN status (CvUnit::changeHiddenNationality). Check the code below for best method (Emptiness - Post 863)
    Spoiler for Code:
    Code:

    updatePlunder(-1, false);
    m_iHiddenNationality += iNewValue;
    joinGroup(NULL, true);
    updatePlunder(1, false);

    2. Units are blocked from taking a promotion via XP spending which places them over Withdrawal cap, but if by spell or upgrade they exceed the cap the unit is allowed to have the excessive withdrawal capability (snarko - Post 1018)
    3.


    * Reported Bugs (General)
    1. In numerous locations throughout CvPlayer and CvCity, checks are done for the city having buildings in them based off of the civ default building. This fails horribly with Assimilation as many of their cities have that CLASS, but not that BUILDING (Y T - Post 1263)
    2. Dedicating the Monument Event option to gain bonus Health had no effect on the city (Y T - Post 1208)
    3. Python error, line 1535 of CvSpellInterface, spellInquisition definition: getStateReligion called on a NoneType entity somehow (Ambreville - Post 1200)
    4. Equipment (in unit form) costs unit support (MiKa523 - Post 1146)
    5. Enraged units can be given orders and will still follow them through instead of accepting wild and crazy AI orders (RogueThunder - Post 1143)
    6. Magic Immunity makes a unit immune to having HELD removed after being caged by a trap (Jay Ray - Post 1144)
    7. Unique Improvements can spawn on top of one another (tag doesn't match the improvement visible) (Kyroshill - Post 1142)
    8. Prophecy of Ragnarok grants Prophecy Mark even to non-living units (ie - demon promoted Infernals) (TheGreatSteve - Post 1068)
    9. Tolerant Civs can build UB versions of buildings when they have a basic version of it free from a wonder (forge from Guild of Hammers + Dwarven Smithy) (rasot - Post 1034)
    10. Barbarian World Units are destroyed when flipping a city by culture that they are nestled in (quick solution: Give them huge Culture Garrison values so you can't flip their cities) (Ranos - Post 1020)
    11. Enraged units can sacrifice themselves in cities to construct buildings (ie - Freak->Freak Show) (shoggi - Post 1016)
    12. Rust spell applies Rusted Promotion even if resisted (if resisted, weapon promotion is not removed, but rust is applied on top of it) (Emptiness - Post 984)
    13. If an Immortal unit turns Barbarian, they are also reborn in the capital (Deon - Post 935)
    14. Doviello who gain an Adventurer cannot upgrade them to a warrior, only to Scout/Hunter line (Master_Hugian - Post 929)
    15. Event for a city atop the remains of a patrian city offers to let you lose 3 population with no benefit, but also doesn't let you select the option in a size 6 city... (Grey Fox - Post 897)
    16. Building Stir from Slumber, have the Celestial Compass. Mouseover claims that there is a bonus being provided, but actual change in production between turns does not reflect it (KnightBoat - Post 896)
    17. Perfect Sight cannot see units hidden by Nox Noctis (giddion - Post 864)
    18. AI can be granted free units in excess of National/World limits at gamestart (Doviello gain 2 Lucian on Deity standard start) (Jet - Post 851)
    19. Tolerant allows you to have 2 palaces (build foreign palace, destroys Elohim palace, build another foreign palace, now have 2 but cannot build another anymore (Gelvan - Post 841)
    20. Water tiles mor ethan 2 squares from land are not workable. Major issue for Kuriotates Coastal cities and any coastal city with CoaTS (Marnok - Post 771)
    21. Sacrifice the Weak claims to cause +4 , but only causes +1
    22. Enraged units can be given a queue of orders which they will obey instead of acting enraged. This can be done post-enrage (far_wanderer - Post 692)
    23. Python exception in line 1052 of CvSpellInterface (spellDomination) (DemonMaster - Post 686)
    24. Double Brigit appeared on Circle of Carcer (giddion - Post 641)
    25. Neutral Khazad AI player (allied with Good Basium) managed to have Paladin units without ever being Good himself (most likely by upgrading in Allies cities) (reverend oats - Post 617)
    26. Lightbulbing help-text was incorect. Used a Merchant claiming he will bulb Mathematics, instead it bulbed Currency. (beorn - Post 610)
    27. Medic III is a purchasable Promotion (nobody auto-starts with it), but lists no unitcombats, so can never be purchased (MagisterCultuum - Post 587)
    You FOund a Dungeon event triggered on a city, thus making it impossible to request the dungeon actually appear (DemonMaster - Post 577)
    28. City Governor Values working promotable Improvements (to include when it cannot actually promote to the Enclave) over working higher yield non-promotable tiles (Zechnophobe - Post 535)
    29. Wandering Enchanter event results in both Swordsman & Adept gaining Enchant I if you hire the Enchanter, instead of one gaining Enchant I and the other Enchanted Weapons (Verily - Post 532)
    30. INVISIBLE_LAND is a useless SeeInvisible type presently (no units have this as a default invisibility type, and invisible by promotion doesn't show up for INVISIBLE_ANIMAL or INVISIBLE_LAND sight) (rief_s - Post 502)
    31. Immortal rebirth doesn't transfer duration to the newly reborn unit (JanusTalaiini - Post 486)
    32. Pillaged a farm with a stack selected, every unit gave gold for pillaging (Deon - Post 475)
    33. Kuriotates can upgrade humans into Centaurs in the new system (possibly make the UpgradeCivilization field allow you to bypass the bCannotUpgradeTo tag and use those in mixture) (Zechnophobe - Post 355)
    34. Cannot build Pirate Coves near the edge of a non-wrapping map (RogueThunder - Post 312)
    35. Illusion Great People can be used to start a Golden Age (both that they can personally trigger it, and they can be taken as the additional required Great people for the GAs after the first one) (rasot - Post 311)
    36. Tooltip for Burning Blood states a 75% chance for the caster to die for casting the spell, but no such thing happens (rasot - Post 311)
    37. Python error in spellSanctify, CyPlot.setTerrainType does not match C++ arg types (westamastaflash - Post 310)
    38. AC went down after razing an Empyrean & Order Holy City (city razed by Hyborem) (Frozen-Vomit - Post 276)
    39. Using Illians Assassin's Snow Hide spell causes them to bug-out (do not give up selection autmatically, screen won't auto-center when they become active) (CuteKills - Post 273)
    o Same with Krakens and Hide (Fafnir13 - Post 274)
    40. Fireballs aren't immune to fear (Wyrmhero - Post 251)
    41. Bombarded a Luchuirp city to 0%, then captured it, and defense restored itself to Luchuirp values over time, even though the new status of the city would have demanded cultural defense only (Had 68 culture with 25% defense instead of 10%) (Dionesos - Post 92)
    42. Sent a single unit through a Portal while another unit was on the same (starting) tile, both units appeared on the other end of the portal, and the second unit also remained (duplicated) at the origin (Caradoc - Post 134)
    43. Crazed Swordsman event promises Crazed & 10 XP, but does not grant XP along with Crazed ([to_xp]Gekko - Post 88)
    44. Able to use "Add to Freak Show" without having a Freak Show in the city (Methuselah - Post 40)
    45.


    * Reported as a Bug, but actually a Feature
    1. You are allowed to gain Mithril/Iron/Bronze Weapons without having any tech at all, so long as you somehow gain access to the resource (trade or a building)
    2. Vitalize can upgrade a Floodplains/Desert to a Floodplains/Grassland. Spring cannot be cast on Floodplains
    3. Heroes that have abandoned a Civilization due to religion changes can be rebuilt by other (same) Civilizations with the appropriate religion. Heroes/Units with Religion/Civic requirements will enver abandon the Barbarians
    4. Heroes with Channeling promotions are incredibly unlikely to defend, but generally not so unlikely as to be targetted by assassins either.
    5. Sometimes Basium doesn't take over the city with the Mercurian Gate (this is because he has the OPTION to do so by a spell at any point in any city with the Mercurian gate. Occasionally he decides to move instead of casting this spell, and if he never returns to the city, he'll never think to take it)
    6. Building Shadows requires Esus religion is present in the City, not that you follow Esus as a state religion
    7. If enemy units are walking right through your units, that means you probably have Nox Noctis, and your units are invisible
    8. Pillar of Chains & Governors manor provide 1 bonus production per source of unhappiness, not per angry citizen
    9. Combat and Command (and possibly other) promotions which are sequential (Combat I, Combat II, Combat III...) STACK their bonuses. Thus even though each level says the same percentage, it is that much MORE than what you have without that promotion.


    * More of a Balance Question
    1. Wolves have a 1% chance to become Wolf Packs in combat, Baby Spiders have a 2% chance to become Giant Spiders in combat. Both seem abnormally low ([to_xp]Gekko - Post 1185)
    2. An event offers a Great Bard in exchange for a period of Unrest, but by using the Bards Great Works ability the unrest stops immediately (Zechnophobe - Post 1160)
    3. Rob Graveyard doesn't consume movement like Explore Lair does ([to_xp]Gekko - Post 1148)
    4. It is possible to gain Blitz and a 100% chance to perform defensive strikes at 40% damage, thus gaining a guarantee that no unit can attack your stack with more than 60% or so health. (AlazkanAssassin - Post 1113)
    5. Mushroom even can trigger in a city tile ([to_xp]Gekko - Post 1083)
    6. Should changes to the AC from various sources scale with gamespeed and/or mapsize? (TheGreatSteve - Post 1068)
    7. Hyborem/Koun/Basium entering the world while Stasis or Arcen Lacuna are in effect are not "retrofitted" with the condition and can act freely (TheGreatSteve - Post 1068)
    8. Sidar can wane Rathus, res him, and then wane again a short time later since he has Hero (rasot - Post 1033)
    9. Cannot use a Healing Potion to remove Diseased from a unit unless the unit is damaged (Emptiness - Post 984)
    10. AI upgrades Archers to Horsearchers for city defenders, which reduces effectiveness dramatically (Thunder_Gr - Post 966)
    11. AI doesn't understand that Pyre Zombies offer no happiness for military garrison and will suffer while trying to defend itself with only undead (Thunder_Gr - Post 966)
    12. Can Sacrifice Brigit on the Pyre of the Seraphic to gain 7 permanent Fire Elementals, she is reborn (immortal and all that) and can walk back and do it again (Pike the Hands - Post 964)
    13. Dragon Slayers do not upgrade to Luonnotars anymore (codediddler - Post 927)
    o Can any unit? (feydras - Post 953)
    14. Should Ride fo the Nine Kings require Horses when many Civilizations use something else to handle their mounted line? (Jules.lt - Post 928)
    15. Unhappiness from feasting doesn't seem to stack (eat with 1 vamp gives same unhappy as eating with 3 vampires (Kjara - Post 905)
    16. Raging Seas can destroy Mushroom tiles, which cannot be replaced. Maybe instead make them permanent, but offer a spell to remove the mushrooms (and gain mutated maybe?) so they aren't destroyed so easily? (KnightBoat - Post 903)
    17. Is it appropriate that Lightning Elementals are only created after battle with a living creature? (Jules.lt - Post 892)
    18. Should Council of Esus have access to Cure Disease & Heal? (Skitters - Post 694)
    19. New event which can cause 12 turns of disorder ought to require that you have more than 1 city (Medicine_Man_55 - Post 848)
    20. Should an event offer Supplies and a Great Engineer as choices and have the same cost for each? (Justicar333 - Post 831)
    21. Is the new Orb Event meant to raise the AC on both choices? (Justicar333 - Post 785)
    22. Druids cannot Heal (westamastaflash - Post 777)
    23. Equipment bumped by expanding culture borders seems to jump farther than normal units, or be killed/deleted (Inkling - Post 714)
    24. Hide lets you voluntarily TAKE Invisibility, but doesn't provide any way to voluntarily LOSE Invisibility (far_wanderer - Post 692)
    25. Kraken being a Beast unit means they can get a lot of weird promotions which don't do anything for them out at sea (far_wanderer - Post 692)
    26. Should Bronze Working be on the path to Sanitation still? (w. irving - Post 688)
    27. Forts inside borders, but outside workable radius, do not upgrade ever (Ahwaric - Post 645)
    28. At AC 100 event, most of world was good, but Basium got almost no angels (Sarisin - Post 632)
    29. River of Blood does nothing to size 2 cities ([to_xp]Gekko - Post 599)
    30. Should Devouts be Disciple units? (uberyeager - Post 588)
    31. Overcouncil needs a repeatable vote issue so they do not run out of things to vote on (Avahz Darkwood - Post 547)
    32. AI undervalues economy when choosing Techs to research ([to_xp]Gekko - Post 543)
    33. Temple of the Hand should gain a bonus from Religion Civic (giddion - Post 534)
    34. Illian should gain +1 commerce from riverside in tundra/snow (giddion - Post 534)
    35. Grand Menagerie, Nexus, Blood of the Pheonix & Gensis don't offer any benefit to Team Members, only building Player (Karnja - Post 416)
    36. Number of Priests of the White Hand gained via ritual should scale with map size (Iainuki - Post 368)
    37. Herbalists are not worth the hammer cost now that no civic can boost them to grant a bonus 1 (Zechnophobe - Post 355)
    38. Basium killed by Final Five, but the Permanent Alliance wasn't reset (still shows player research on Scoreboard, and cannot form a new Permanent Alliance) (civplayah - Post 347)
    39. Elohim can perform Illian Rituals in Illian cities (rasot - Post 315)
    40. Great People can be reborn through Immortality after doing Great People actions, like construction of buildings (rasot - Post 311)
    41. Casting Limit for Druid/High Priest permanent summons is set without checking religion of the potential casters, just promotions (so you can have too many easily) (rasot - Post 311)
    42. Grigori Medics can have a religion type and thus cast divine spells without limit (rasot - Post 311)
    43. Peace should be linked to a Feat so you can only cast it once per game, since Corlindale is easy to ressurect (rasot - Post 311)
    44. Promotions which require a Living unit to gain them can carry over after the unit stops being considered alive (possibly modify bValidate to also check for Living Status requirements and utilize it) (rasot - Post 311)
    45. Units gifted from a dungeon inside another player's Territory without Open Borders (via HN unit) are spawned in the borders and thus unable to move anywhere unless you negotiate for Open Borders (Sarisin - Post 305)
    46. Agnostic Civilizations can Bulb Religion Technologies (avalonnn - Post 303)
    47. Herne cannot gain Defensive Bonuses, but other Centaurs can (MagisterCultuum - Post 292)
    48. Kuriotates are blocked from Great Library & Similar Wonders on maps where they cannot build sufficient (3) cities (uberyeager - Post 226)
    49. Mithril Golem & Arthendain have Divine, but no Channeling to accompany it and grant any spells, instead they can Summon Earth Elementals and Destroy Undead (respectively) rather than Crush and Cure Disease (which may have been wanted) (nikosison - Post 267)
    50. Should gaining Immune to Disease cure Diseased? (Merddyn - Post 270)
    51.


    * Unconfirmed Reports
    1. Reliably crash as Faeryl Viconia after ~100 turns, but don't crash at all as Auric Ulvin (CMHistory - Post 1245)
    2. Workboats under AI control (automated or AI player) seem to be parking on tiles and waiting for no good reason (DemonMaster - Post 1139)
    3. Gained Mithril Weapons without having the needed Tech after capturing an Infernal City, only the units in that city gained them (Mesix - Post 1129)
    4. Blinding Light is heavily resisted, while Entangle continues as normal (cabbagemeister - Post 1121)
    5. Infernals gain Ashen Veil in captured cities before being asked to raze them, so always decrease the AC and gain Manes when razing even the holiest of cities (TheGreatSteve - Post 1068)
    6. Centaur Archers require Stirrups to build (Xuenay - Post 1019)
    7. Is taunt working? Should units attack immediately, or on their next available turn? (iffi - Post 963)
    8. Boar Riders not buildable with Pigs + Archery + Stirrups + Stable (Sarisin - Post 917)
    9. When under AI Control from Enraged, are units selecting their own promotions with available XP? (indzasa - Post 875)
    10. System Freeze on loading game with End of Winter Selected (Xtiaaan - Post 859)
    11. Seven Pines spawned on top of a mountain (Emptiness - Post 832)
    12. Units scattered by fear when attacking can wind up on the same tile as your own units (Reporter had Nox Noctis and was attacking a city, it could be that the terrain was placed under his control before the units were moved to tiles with now invisible units, but the dislocation should have happened before any change of territory ownership) (Tasharil - Post 637)
    13. Still able to get Copper + Mithril weapons on patch K (Ashrak - Post 593)
    14. CtD if taking a city with a tiger in it (Sid_Unbreakable - Post 595)
    15. Not gaining Health bonus for Riverside (Black Attila - Post 127)
    16. Sheelba's Wolfriders appear to have Marksman capabilities (HadesScorn - Post 46)
    17. With No Tech Brokering enabled, returning from use of Impersonate Leader leaves you unable to trade any of the tech you personally discovered before the impersonation (KingOfLands - Post 71)
    18. Ability to Summon (but not ability to cast other spells) mysteriously vanished, returned when MP opponent deleted his summons and suddenly player was capable of summoning again (uberyeager - Post 357)
    19. Bloodpets lost Blessed when Upgraded to Vampires (odalrick - Post 395)
    20. Some odd issues with display of Typed Damage (occasionally shows as pure standard, sometimes omits the typed completely) (Meee - Post 398)
    21.


    * Cosmetic Issues
    1. No Result from lair isn't announced as being no result on purpose (Ranos - Post 1239)
    2. Life Mana comes from the Divination Tech (1 of 5), but is required for the Alteration Tower (Alteration Tech only providing 3 mana) (ExMachina - Post 1145)
    3. Production display doesn't reflect Governor's Manor/Pillar of Chains properly (renardargent - Post 1098)
    4. Event which offers to let you kill a prophet for some happy, spare him for a Great Person, or support him for an academy doesn't specify if the happiness reward is permanent or temporary (vivictius - Post 1065)
    5. Magnadine's Hire Merc ability is blocked by Arcane Lacuna, but standard Merc hiring is not. Magnadine's ability also pops the merc in a city other than the one he is in (Ambreville - Post 1035)
    6. Pedia shows units as being able to upgrade to UU versions which aren't upgrade-able to (scouts -> Centaurs) when viewing it as that Civ (mahazel - Post 946)
    7. Multiple-Level promotions which offer the same benefit (Combat, Command...) would be nice if they always included mouseover information on the unit to demonstrate that they ARE working cumulative to one another (Inkling - Post 930)
    8. It is possible to capture multiple units from a single enemy (worker & settler by capturing settler with a Command unit) (Inkling - Post 930)
    9. Hidden changes Unit Artstyles, so Sidar Worldspell causes all of their units to appear as default instead of Sidar (Fafnir13 - Post 922)
    [*}Hellfire spawns Champions, but they look normal, not demonic (Tyrs - Post 904)
    10. Cannot build a sawmill in an Ancient Forest, but a Sawmilled forest can become an Ancient Forest and keep the mill (baddl - Post 571)
    11. Hellfire Spell Prereqs should move out of python and into XML so they auto-document in the Pedia (thus show that it is Infernal only) (MagisterCultuum - Post 568)
    12. Map Grid looks funky (shrike2005 - Post 869)
    o Possible demonstration picture (Cliftor - Post 1260)
    13. Casting Dance of Blades on a unit caused his Combat Odds displayed to go DOWN instead of UP (Nameless One - Post 802)
    14. AI/Automated Workers love to build over that which they JUST built (cypher132 - Post 791)
    15. AI offered a resource for free which both the AI and the human had, and even when it was accepted, continued to offer more (KingOfLands - Post 774)
    16. txt_key_event_werwolf_morality_good should be txt_key_event_werEwolf_morality_good (Tielby - Post 751)
    17. Basium's spawning kicks your units out of the city, even if he doesn't decide to take it (far_wanderer - Post 692)
    18. AI Continues to stockpile units in Barbarian Cities (Sarisin - Post 649)
    19. Warrens units do not move to an established Rally Point (westamastaflash - Post 616)
    20. Acheron can gain defensive bonuses, cannot cross impassible terrain, does not ignore terrain movement costs. All 3 are contrary to the other Dragons ([to_xp]Gekko - Post 599)
    21. Landmark tags sometimes appear with no landmark, or duplicate in the tile next to the actual landmark and proper tag, especially frequent in Multiplayer (Leigekiller - Post 581)
    22. Mouseover of Production details shows happiness from angry citizens adding hammers, rather than from every angry point (odalrick - Post 559)
    23. Equipment that starts the turn in a water tile is destroyed instead of moving to the nearest valid tile (SweussDuece - Post 536)
    24. Hell Terrain spread clears Volcanoes, making an originally Peak tile become passable flatland (MagisterCultuum - Post 508)
    25. Obsidian Plains never appear (MagisterCultuum - Post 508)
    26. Drifa is Magic Immune, Vulnerable to Fire, and Cold Immune. But magic Immunity overrides both of the other 2 by blocking all typed damage flat out
    27. Chopping forests reports that Production bonus is granted to the nearest city, instead of the nearest city belonging to your team, which is where they really do go (ie - says wrong city if you are nearer to an enemy city than one of your own) (Deon - Post 475)
    28. Treasure Chests can pop Goodyhuts ([to_xp]Gekko - Post 404)
    29. Worker Animations are occassionally inconsistant with current activity (PieceMaker42 - Post 403)
    30. River Crossing Penalty not displayed in Combat odds (Dora190 - Post 402)
    31. Grigori Luonnotars start with Inquisition, but the ability granted can never be used without having a state religion (Methuselah - Post 401)
    32. "Double Movement" bonuses cause units with 1 move point to be allowed to move 2 tiles, but for other units it just cancels the 2 MP cost normally associated with the tile (Moos - Post 358)
    33. Can recieve Malakim Pilgrimmage Event without having Open Borders with the Malakim (Zechnophobe - Post 353)
    34. Ancient Forests can spawn Treants when the player isn't capable of seeing the invisible unit which moves onto the tile, but Treants can't see Invisible to find the intended target (Sarisin - Post 351)
    35. Popup asking if you want to convert to Caste System describes the Vanilla Civ version of the Civic instead of FfH version (Mesix - Post 339)
    36. Jungle Marshes have no food output, so have to be manually cut before you can build a cottage on them (MiKa523 - Post 258)
    37. HN units damaged by spells which declare war results in a pop-up announcing who owns them (and falsely claiming you risk war) (Fafnir13 - Post 124)
    38. Airships can load into other Airships (Kartoffelvampir - Post 239)
    39. AI is willing to start a Golden Age during Stasis. Would still be nice if GA timer would stop during Stasis too (westamastaflash - Post 234)
    40. Elohim Devouts cannot upgrade to Empyrean Priests (Pike the Hands - Post 230)
    41. No Attack Odds shown when HN units attack Barbarian Trait Civilization's units (Sarisin - Post 213)
    42. Fear gives a message that you aren't willing to attack even when you pass the 10% chance and DO attack (mahazel - Post 212)
    43. Hellfire spawns Orcish Champions instead of Demonic ones (MagisterCultuum - Post 208)
    44. Goblin Forts have become very rare (PotatoOverdose - Post 194)
    45. Civilopedia reports that Fire 1 gives Scorch (should say Blaze) and Mind 1 gives Charm Person (Should be Inspiration)
    46. On smallest resolution, some of the text display on top center screen is covered by the upper left interface piece (The Doc - Post 138)
    47. Manabar Toggle button doesn't use a TXT_KEY and so doesn't get translated (The Doc - Post 138)
    48. AI seems to undervalue Defensive Strikes (Jie - Post 130)
    49. Missing Text key: TXT_KEY_TRAIT_MAGIC_RESISTANT
    50. Soundtrack looks for ectehouse.mp3 in assets/sounds/soundtrack . File is actually named ECTheHouse.mp3 ([to_xp]Gekko - Post 101)
    51. AI wastes a lot of processor time moving units back and forth between 2 tiles. Might benefity from some weighting toward building up Fortification Bonuses? (Morikal - Post 95)
    52. Music doesn't always play when first starting a game (always seems to after reload though) Sometimes lose music mid-game(leo. - Post 70)
    53. Unit/Building graphics appear as red/black blobs at random (Sarisin - Post 15)
    54. Ancient Tower spawned on Pool of Tears (no pool present, just the nametag on a tower) and Guardian of Pristinus Pass spawned on a non-mountain tile (hbar - Post 47)
    55. Defensive Strike chances and Damage are not listed on unit mouseover (needs to be listed for bOneLine/bShort so you can see it on enemies) (rusty217 - Post 48)
    56. Shadowwalk promotion misleads the user as to which defensive bonuses it actually bypasses (uberyeager - Post 56)
    57. Unit Graphic overlaps the Help Text (westamastaflash - Post 61)
    58.



    Last Updated as of: Post: #1284 and Patch R: Item 26
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  12. Kael

    Kael Deity

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    Swebear, you are my new hero, thanks!
     
  13. KillerClowns

    KillerClowns Emperor

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    If it should turn out that the original changelog and bug listings can't be restored to their rightful places, re-post them, and I'll edit links to them into my post. Hopefully, though, they can be restored, saving me a bit of trouble.
     
  14. xienwolf

    xienwolf Deity

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  15. Kael

    Kael Deity

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