FfH2 Bug Thread

There seems to be some bugs with the werewolves. Ravenous Werewolves only have a 1% chance of becomming Blooded Werewolves, and the Blooded Werewolves only have a 1% chance of creating Ravenous Werewolves. I somehow doubt it matters, since it even says so in the pedia entry, but just in case it does, I'm playing as the Launun.

This seems to also be true of wolves become wolf packs; if I had to guess, other units that have a chance of promotion like that on combat have the same problem, too.
 
Cosmetic issue: I started the Grand Menagerie scenario through double-clicking the scenario file, this resulted in playing on the standard BtS tileset instead of the FfH one.

Cosmetic Issue: Ocean graphics still not fixed (visible in the Momus scenario around the Maelstrom).
 
There seems to be some bugs with the werewolves. Ravenous Werewolves only have a 1% chance of becomming Blooded Werewolves, and the Blooded Werewolves only have a 1% chance of creating Ravenous Werewolves. I somehow doubt it matters, since it even says so in the pedia entry, but just in case it does, I'm playing as the Launun.

This seems to also be true of wolves become wolf packs; if I had to guess, other units that have a chance of promotion like that on combat have the same problem, too.

That is because while lightening CIV4UnitInfos.xml, all 0 in create/convert from combat chance in FfH editor were accidentaly(?) removed. So, every chance that was 10, 20, 30, 100 became 1, 2, 3, 1 (poor air/lightening elementals).
If it was i.e. 35, it is fine.
Definetly a bug that needs fixing.
 
Quote:Originally Posted by JAMiAM
Tried starting a Custom Game, Advanced Start, as Malakim, and no units were available to buy while in set up. After starting the game, no units were available to be built either. Seriously broken...

Same thing starting as Amen of the Ljoslfar.

Someone mentioned this yesterday, probably you have some options from other mod active. Try start new FFH game as Play Now, and it should reset yours options.
 
the "crazed swordsman" random event gives some choices. one of them is to receive a swordsman with crazed and 10 XP. he definitely gets crazed, but he does NOT get any XP.
 
Slaves and workers can cause WoC if they have strength. The problem is in CvUnitAI::AI_improveBonus.

They succesfully generate a path to a plot with an enemy unit on it (they have strength, they can attack the unit) but the mission pushed, to build a route or improvement there, does not allow attacking so it can't move into the plot.

My suggestion for a fix is to add if (canMoveInto(pLoopPlot)) before it tries to generate a path. canMoveInfo defaults to no combat allowed. There may be a better way, I don't know that much about how moving units work.


There may be other functions than AI_improveBonus which have the same problem.
 
I have a problem with the music since .34

Sometimes i have no music during the whole game from the beginning on, and sometimes i can't even hear it by changing from a custom sound folder and back to normal (what helped as a temporary solution).
But it works if i reload the game.

Every game i play it happens that the soundtrack is gone after a time. Not only when changing from ancient to classical or changing religion (that happenes too). It looks like it plays 2 seconds of the soundtrack, and then its gone... difficult to explain.

Another problem, perhaps connected to it, is that the soundtrack for any religion doesn't play (lets say in 50% of games), it just plays the normal soundtrack. It doesn't even play a single soundtrack from the soundtrack folder for that religion.

I never had issues with the sounds in ffh or bts before.

Did anyone else notice anything?

I've had this problem too. I didn't report it because I figured it was a low priority bug, and I just leave a media player on random in the background. But since you're reporting it too...
 
Playing Amurites, I bombed the defense of some Luchuirp Cities to 0%. After conquering them the defense goes up again until it reaches the old (luchuirp) value, even if there is no culture or defensive building in them.
 
I've had this problem too. I didn't report it because I figured it was a low priority bug, and I just leave a media player on random in the background. But since you're reporting it too...

Same problem. To fix it, I just hit ctrl + m (turns the music off) and then ctrl + m again (turns it back on, and it works.)
 
Same problem. To fix it, I just hit ctrl + m (turns the music off) and then ctrl + m again (turns it back on, and it works.)

yes i used to do this this but it doesnt always work and it partially still plays the wrong soundtrack (or it is intended to be like that i dont know...).

yes kind of minor priority issue but i wondered if its a problem of the game or not.
 
AI Issue (I know this is listed, but I'm wondering if this particular issue is known):

Early game, the only other civ I've met declared war on me and marched in with an army of 7: 4 warriors and 3 goblins (sheelba).

They are now just walking back and forth between a square next to my city and a square 2 away from my city. I have 4 warriors fortified in the city, so I'm not sure whether they are just biding their time waiting for reinforcements, or whether there is something odd in the AI. Seems weird that they would want to sit around wasting their support cost for being in enemy territory and just walking around instead of fortifying at least...

EDIT: Right after posting this, they attacked with one of the warriors but then moved the rest of the stack off to the 2 squares away from my city spot...
A few turns later they decided to attack with everything.
 
I think I've found a bug in .4

I'm playing as the Sheaim, I've founded Ashen Veil and it's my state religion, and every time I try to adopt the "Sacrifice the Weak" civic it changes over the course of one turn, then changes back to whatever I had. I kept looking back at the civic screen thinking, "huh.. apparently I forgot to adopt StW but didn't the same thing happen last night?" Then I tried switching civics again and it was apparent.

So right now there's no way for me to adopt the unique civic for Ashen Veil. Not sure if it's like this for the other unique civics.

Found a possible cause for this in the changelog thread - apparently STW switches you to 'no state religion', so that might be why you switch out of STW the next turn, since it requires Ashen Veil.

AI Issue (I know this is listed, but I'm wondering if this particular issue is known):

Early game, the only other civ I've met declared war on me and marched in with an army of 7: 4 warriors and 3 goblins (sheelba).

They are now just walking back and forth between a square next to my city and a square 2 away from my city. I have 4 warriors fortified in the city, so I'm not sure whether they are just biding their time waiting for reinforcements, or whether there is something odd in the AI. Seems weird that they would want to sit around wasting their support cost for being in enemy territory and just walking around instead of fortifying at least...

EDIT: Right after posting this, they attacked with one of the warriors but then moved the rest of the stack off to the 2 squares away from my city spot...
A few turns later they decided to attack with everything.

That happened with me too, also with Sheelba. It was kind of nice, because I was able to build an extra defender while her army was flashdancing, but it wasn't exactly a good tactic on her part. Especially since there were no reinforcements coming, and no improvements were razed.
 
I think it's supposed to be that way, it is Perpentachs playground after all.

I'm wondering about this. I'm NOT playing a scenario, but at war with Keelyn, and EVERY one of her units is mutated -some ridiculously so.

Is there some mechanism now that causes all Balseraph units to mutate? It's been awhile since I played them and I thought with the Chaos mana there was only a small chance that units would be created with mutations - now it looks like they all get it.
 
I'm wondering about this. I'm NOT playing a scenario, but at war with Keelyn, and EVERY one of her units is mutated -some ridiculously so.

Is there some mechanism now that causes all Balseraph units to mutate? It's been awhile since I played them and I thought with the Chaos mana there was only a small chance that units would be created with mutations - now it looks like they all get it.

She could have upgraded them from Freaks, which would cause them to all be mutated. Or she got a mage with chaos II.
 
She could have upgraded them from Freaks, which would cause them to all be mutated. Or she got a mage with chaos II.

Definitely not the latter as I have not seen a single Balseraph mage. Also, this was somewhat early in the game before most civs had Sorcery.

As to the former, doesn't that seem a little too bizarre even for the Balseraphs? I mean later there were Archers, Harlequins, Merrymen, Mimics, everything. There were plenty of Freaks, though, too. I came across one that had at least 10 promotions and, of course, was mutated. :crazyeye:

Funny thing was I saw no Priests (they had ROK) or even Loki - just mutated units.
 
1) regarding the AI moving units back and forth between tiles: I play with "show friendly moves" and "show enemy moves" both ON, and I see the AI doing it ALL the time, not just in enemy territory but even their own. they just LOVE to move units back and forth without any reason, and I suspect this is slowing down the end-game a lot. :(

2) there's a bug in the soundtrack: FFH is looking for ectehouse.mp3 in assets/sounds/soundtrack . I'm pretty sure it's a typo cuz there's a file named ECTheHouse.mp3 in there ;)
 
As to the former, doesn't that seem a little too bizarre even for the Balseraphs? I mean later there were Archers, Harlequins, Merrymen, Mimics, everything. There were plenty of Freaks, though, too. I came across one that had at least 10 promotions and, of course, was mutated. :crazyeye:

Funny thing was I saw no Priests (they had ROK) or even Loki - just mutated units.

All possible from freaks :P.

Odd yes, but I would guess that's what she did. Or there's some sort of event/bug which caused all her units to mutate.

Weird for no Loki though, I've yet to play a game against them where they haven't created him.
 
Back
Top Bottom