FfH2 Bug Thread

Only enemy units though? They never attack you, or neutral civs? (I was thinking it would be rather appropriate for them to be AlwaysHostile.)

How easy would it be for you to force them to return to normal? Could you just make a spell that removes the Enraged promotion, or would you need python? (I was thinking that this change made Loyalty pretty weak, but that it would be a much nicer spell if instead of giving a promotion to keep a unit from turning on you it made the unit return to your control.)
 
They remain as a part of your civ. So an enraged Doviello Axeman is still a Doviello unit, but you as a player don't have any control over it anymore.

It wont nessesarily run off on its own. It may even go and guard a city for a while, though most likely it will just wander around. But if it gets anywhere near an enemy unit you can just about garuntee it will rush toward them and attack, for good or bad.

It doesnt effect AI players as much as human ones. But it will switch to a much more aggressive script than the one that is typically used.

I do like this. Turning barbarian can be quite a big issue. This rule makes a lot of sense.

Best wishes,

Breunor
 
This is an issue I encountered a few patches ago, but I haven't seen a note fixing it yet:

If an Immortal uses the Black Mirror, the double dies as is normal after a turn, but is restored in the capital without a duration. Because of this, it's possible to build an unlimited amount of illusionary Immortals, one per turn.
 
just installed patch j and i get a load error at startup:
GFC Error: Failed to initialize the primary control theme

running windows vista sp1
 
Read the first post people!

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.
 
hey Kael, can you give an ETA when the last 3 scenarios are coming, i've finished all of them so far so i want to finish the last 3 before i can take a break from FFH/bts because it's wayyy to addictive...
 
I THINK this is a bug.

I'm in the Momus scenario (I don't know if this matters). I am using patch g; sorry I haven't upgraded, but I'm finally winning the Momus scenario and I didn't want to break the save game!


Anyway, the city of Tiaran (center of the board, to the far north) has a monument that is giving two gold in addition to two culture. Note that Nubia in the southeast to south middle has a monument giving the expected two culture. Of course, Tiaran has the Ashen Veil but I can't find where that would matter.

On a different note, I'm not positive that the enraged promotion is working properly in this scenario. This may be moot since patch i changed it anyway -- however, I haven't had one enraged unit turn barbarian on me, and I have to admit I have started changing strategy since now the enraged promotion is helpful! I recognize with 3%/turn it may just be 'lucky', but with this scenario there are a LOT of enraged units and turns. 1 - .97 ^N should be very close to 1 for me by now. If the probability isn't working properly, then the change in the effect for patch i may not matter much.

Best wishes,

Breunor
 

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Anyway, the city of Tiaran (center of the board, to the far north) has a monument that is giving two gold in addition to two culture. Note that Nubia in the southeast to south middle has a monument giving the expected two culture. Of course, Tiaran has the Ashen Veil but I can't find where that would matter.
There is a random event which allows you to choose between: 1health, 2 food, 2 research, 2 gold, 2 production and 6 culture.
And the food and health bonus really should be switched to 1 food or 2 health
 
The random event for the monument often reoccurs too. I had a single monument with three of the bonuses in a recent game. It was giving me +2 culture, +2 food, +2 gold, and +2 research. I think I lacked the requirement (religion?) for the +2 production when it came up.
 
I think I lacked the requirement (religion?) for the +2 production when it came up.

You have to be playing as the Illians to gain the production bonus. Likewise you need to be playing as the Grigori for the extra culture bonus.

As it is, I've not seen it come up more than once on the same monument myself.
 
There is a random event which allows you to choose between: 1health, 2 food, 2 research, 2 gold, 2 production and 6 culture.
And the food and health bonus really should be switched to 1 food or 2 health

Ok, thanks, that makes sense. SInce I captured the city, the original owner must have gotten it and I got the beenfit after taking it.

Best wishes,

Breunor
 
an old bug is here again : basium declared war on me, pushs my units out of the city and my city-defenders stands on the neihgbour-tile and dont know whats happens
 
(.40, patch J, XP, etc.)

I just downloaded .40 on 12/19 (along with patch C), so I can't swear if this problem was always there or started in one of the subsequent patches, but...my custom game options are no longer saved between games. In other words, each time I start a custom game, all the options are cleared, and I have to go in and reselect the ones I want. ..fritz..
 
(.40, patch J, XP, etc.)

I just downloaded .40 on 12/19 (along with patch C), so I can't swear if this problem was always there or started in one of the subsequent patches, but...my custom game options are no longer saved between games. In other words, each time I start a custom game, all the options are cleared, and I have to go in and reselect the ones I want. ..fritz..

This is intentional. The mod doesn't save options as it was causing problems I believe.
 
an old bug is here again : basium declared war on me, pushs my units out of the city and my city-defenders stands on the neihgbour-tile and dont know whats happens

Can you give me a little detail around this. Whats the situation? Are you ashen veil? Is Basium on your team? Did you just summon Basium? Any details which I can use to reproduce would be good.
 
Patch "k" is linked in the first post. It wont break save games and makes the following changes:

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.
 
I found that Hawk, Floating Eye, and Sand Lion can't see units with Invisible/ Hidden promotion. They still can see unit which set as invisible unit though. And Perfect Sight is not working too. So, the only way to counter Shadow/ Angel of Death is using Revelation spell from Empyrean Priest. I think Shadow should have a way to gain their invisibility after hit by Revelation.
 
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