FfH2 Bug Thread

Are you suppose to be able to use xp earned by summoned skeletons. I can't say that I have played much with death mana, but I cant remember that you can use their xp.

Not that I actually complain about it.
 
I've never played as the Sheaim before, but I am creating units with the mutate spell cast on them with all normally associated effects. Not all units, just some; it's kind of hit or miss. I don't remember that happening before, but I could have missed it.

Windows Vista, patch b installed now (only noticed effect since then: maybe just wasn't paying attention), but started this game with patch a only
 

Attachments

Didn't see this in the changelog, so I doubt it is broken, but I notice that all palaces give +1 Hammer now. I like the change, but was it intentional?
 
Didn't see this in the changelog, so I doubt it is broken, but I notice that all palaces give +1 Hammer now. I like the change, but was it intentional?

Yes, to mitigate starting locations a bit.
 
I completed Radiant Guard (both options) and The Black Tower scenario will not unlock. I checked my scenarios folder in assets and The Black Tower is not in there. I saw in an earlier post it was added in.

Edit: Looks like it was an old changelog. When I cached the thread, it showed 10. on the check log was changed from The Black Tower to Gift of Kylorin.
 
I prefer Loki to have inspiration than charm person.

Patch "c" is linked in the first post. It doesn't break save games and adds the following:

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).
 
Kandros Fir declared war on me (Elohim) in the early game, and I've been killing his warrior/scout stacks with some losses. I checked F5 and discovered I had 98/30 great general points.
 

Attachments

Re:

I had some axemen with BOTH Iron AND Bronze weapons .. +1 strength from each, not sure if they are the few who have been upgraded from warriors ... anywho, now after another round of upgrades I have several strength 9 champions with both Iron and bronze weapons.

I figured it out, its a bit interesting...

in the North-West 3 cities there are some warriors waiting to be upgraded .. lets transform them from strength 4 to 7 for fun mayhem.

Khazak and Kablang have training yards, so can do upgrades.. hallowell has warriors but no training yard yet ..

-take the 2 warriors in Kablang, send them to Kazak.
-take the 1 warrior in Kazak, send them to Kablang.
-take the 3 warriors in Hallowell, send them to Kablang.

-when they arrive INSIDE the city upgrade them.
tada: 6 strength 7 axmen.

-=-=-=-=-=-

-if they are upgraded in the city they were in, they upgrade normally.

-if they are upgraded OUTSIDE a different (or the same) city and then bring them into the city for the iron upgrade, they upgrade normally.

---------------------------------------------------------------------------------------------------
edit:

oh and the 3 wood golems North of Kadar haven't moved since they arrived and won't attack even when they could have been decisive... I'm well into the future now and they still haven't moved or attacked anything. .. although when I replayed the beginning of the war everything went diff and they didn't stay... and I thought it was interesting that Gyr declared war on me a turn after I had given him open borders .. he was pleased at the time.. thought that was a bit odd but figured $#!^ happens :)
 

Attachments

Kael, could you plz include the note "will/won't break savegames" into the patch list on page 1 !?
It's annoying to search through the pages, if one doesn't keep track of this thread.
 
minor healing issue: one of my Hand priests got poisoned from a dungeon. the description of poison said it should be removed when he was healed (which was possible because there was another priest in the stack). Poison was not removed. Not sure if this is a separate issue or related to other healing issues.



another minor issue: As the Illian, I can build Empyrean temples. Is this intentional? I founded Empy once with the zealot-from-a-dungeon shenanigan, then spread it to all my cities. Really helped my economy! As Illian, I cannot spread the original religions, because I cannot build priest units, but I _can_ spread Empy (and, I assume, Esus) making either a reasonable source of gold if I can build their holy city or capture it. Is this intended?
 
Is Govannon really supposed to teach every unit in the stack his spells, or just the adepts? His description implies that this is intended, but it just seems too powerful.

Precision (Promotion) lacks a description.
Keen Sight (Promotion) says it does 0% damage.

Also, I had an issue (I believe not intensional) where a unit (champion) did not loose bronze weapon (promotion) after gaining iron weapon (promotion).
This occured when I had access to both copper and iron. The unit began as a warrior, gained bronze, then was upgraded to champion and gained iron as well. Units built directly as champions only have iron.
 
Is Govannon really supposed to teach every unit in the stack his spells, or just the adepts? His description implies that this is intended, but it just seems too powerful.
...

I agree with you "Meee", it seems a bit too powerful, especially now that Govannon does "train all" at once.

There's a friend I play against that fields armies of 40+ Skeletons against me in the early mid-game, and say 2 turns after they hit me, there's another 40 skeletons! I'd soften them up with spells, but suddenly, I can't cast spells due to their world spell! :eek:

(Also, thanks, Kael for commenting on Loki/Charm Person. Since this change happened at the same time as the Succubus, I thought it was the same.)
 
I agree based on my first game played as the Amurites. Just about every one of my units is able to fling Fireballs (Wizards, Priests, Firebows, etc.) ...then, they get to attack. You could also have tons of Skeletons.

I used to think these guys were pansies in the past (maybe as the AI they still are), but now in .40 with Govannon they are pretty tough.
 
.

nm, bug was fixed by patch B, didn't see the post.
 

Attachments

  • Civ4ScreenShot0003.JPG
    Civ4ScreenShot0003.JPG
    180.5 KB · Views: 93
  • AutoSave_AD-0276.CivBeyondSwordSave
    AutoSave_AD-0276.CivBeyondSwordSave
    207.3 KB · Views: 63
I agree based on my first game played as the Amurites. Just about every one of my units is able to fling Fireballs (Wizards, Priests, Firebows, etc.) ...then, they get to attack. You could also have tons of Skeletons.

I used to think these guys were pansies in the past (maybe as the AI they still are), but now in .40 with Govannon they are pretty tough.

Neither Fireballs nor Skeletons are new for Govannon.
 
I checked F5 and discovered I had 98/30 great general points.

Great General points aren't used in FFH.

minor healing issue: one of my Hand priests got poisoned from a dungeon. the description of poison said it should be removed when he was healed (which was possible because there was another priest in the stack). Poison was not removed. Not sure if this is a separate issue or related to other healing issues.

Poisoned is removed the turn after the unit is completely healed.
 
It looks like you are running Cvi4 complete. You will need to do one of the following, either:

1. Change the path in the shortcut to your path

or

2. Load the mod from within Civ4. To do this load BtS normally then go into Advanced -> Load a mod and select FfH2.

I tried to load the mod from within Civ4. It wont work either, the same result as before: I see the ordinary BtS screen with the text "Fall from Heaven 2" in the upper right corner. When I try to start a game it's normal Civ4 BtS.
 

Attachments

  • Namnlös.jpg
    Namnlös.jpg
    136 KB · Views: 78
I tried to load the mod from within Civ4. It wont work either, the same result as before: I see the ordinary BtS screen with the text "Fall from Heaven 2" in the upper right corner. When I try to start a game it's normal Civ4 BtS.

Did you make sure you downloaded the mod itself, and not the media pack/patch?
 
Back
Top Bottom