FfH2 Bug Thread

Version 0.40k

Game crashes at end of turn 416. I don't even get an error popup (the "This program has committed an error and needs to be shut down" message), the game just closes down when I hit enter. Reloading to turn 415 still causes the game to crash on 416. I tried reloading at turn 412, but the game crashed on 415 instead.

I'm including three saves: turn 416 (the crash), turn 415, and turn 412.
 

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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).

Does that mean that Chalid's going to lose those spells?
 
(Will upload pictures later)

One of my units has Bronze Weapons and Mithrill weapons at the same time.

The situation was that I'm at war, and I took a foothold city on another continent, were I built a warrior (by rushing production with money). That warrior got bronze weapons upon being built. Next turn I built a training yard in the same manner.The next turn I finally finished my mithrill mine, and the turn after that, I upgraded my warrior into a champion (You can directly upgrade from warrior to champion) and my champion had mithrill and bronze weapons.

Fireblaze, assuming you are using the latest version (0.40, patch K), you might want to verify this for everyone, or else your bug report will likely be ignored.

Exactly this bug was *supposedly* fixed back in patch F, so assumptions might be made about your bug report. Personally, I haven't seen the bug re-occur for me, but who knows.

You see, there are many silly people that don't read the instructions for bug reporting that say things like:
- please don't report bugs on old patch versions
- please don't report scenario bugs in this thread
(there's a special thread for this)
- please don't report cosmetic bugs in this thread
(there's a special thread for this)
 
Patch 0.40l (unreleased)
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).

This will really change the dynamic of priests. Right now I am half way through the Black Tower scenario and Heal is a staple of my strategy. If priests lose the ability to cast Heal this scenario will go from being a drawn out challenge to a near impossibility. I don't think any of my units have Medic 3 and I don't remember ever seeing it as an upgrade option.

Is this change ment to nerf the priests or increase the utility of the Grigori Medic?
 
Currently, Medic III has no valid unitcombats, and no unit starts with it. It was supposed to have been available to (high?) priests several versions back, but because it was not because of a lack of unitcombats.


The change is really meant to make Grigori Medics not have all of the abilities of High Priests without any level or religion requirements, no risk of abandoning you, no national limits, and at lower tech prereqs. Although it does make the medics slightly better at healing without spells, is is really meant to nerf an extremely unthematic Grigori Medic exploit.
 
Maybe there's a good reason that they are not disciple units, and perhaps if this was changed, the tech to be researched for them might be different.

Yes, I know they are the Elohim replacements for Assasins, and with the changes in "Destroy Undead" being actually useful now instead of a lame version of "Malestrom" that only affected undead, I like the Devouts more.

However, if I'm building Devouts in the Altar of the Luonotar city planning to immediately upgrade them to Confessors (or other Priests), I don't get any of the +X bonuses that apply to Disciple units. Thoughts?
 
If you build Phoenix wonder while you're in possession of one or more great people, they will get the promotion as well, which will cause them to reappear after you make them join a city. Other actions they can take might also make them reappear, I haven't tested them.
 
Got CtD when finishing to research Mithril weapons with Grigori.

Reloaded the game over 5 times, crashed every time at the beginning of the next turn (basically when Im meant to discover Mithril weapons tech).
 
actually I just check, it crashes on turn 416 as well (as mention in post 483).

So it might not be Mithril weapons.
 
Maybe there's a good reason that they are not disciple units, and perhaps if this was changed, the tech to be researched for them might be different.

Yes, I know they are the Elohim replacements for Assasins, and with the changes in "Destroy Undead" being actually useful now instead of a lame version of "Malestrom" that only affected undead, I like the Devouts more.

However, if I'm building Devouts in the Altar of the Luonotar city planning to immediately upgrade them to Confessors (or other Priests), I don't get any of the +X bonuses that apply to Disciple units. Thoughts?

Yeah, Devouts are really, really bad units. They cost significantly more than a hunter, and have very little to show for it. +1 power (But -50% in cities!) and a bit of life magic? I'm not even sure what the heck you are supposed to do with an assassin unit that doesn't have marksmen... I mean, what's the point? You can upgrade them to priests I guess... so that you have life magic... I guess.
 
using latest patch (k) my captured elven-maceman still have copper and mithryl-weapons
 
Version 0.40k

Game crashes at end of turn 416. I don't even get an error popup (the "This program has committed an error and needs to be shut down" message), the game just closes down when I hit enter. Reloading to turn 415 still causes the game to crash on 416. I tried reloading at turn 412, but the game crashed on 415 instead.

I'm including three saves: turn 416 (the crash), turn 415, and turn 412.

Managed to get the game to crash on turn 458 this time.
 

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Version: .40k
I want to say that in one of the earlier patches there was a CtD when you took a city with a tiger in it, and if this is the case has it been fixed? I tried attackiing a Ljosalfar city 5 times and with 5 different units but it crashed to desktop EVERY time. No worries since it was the last city in the civ and I forced them to capitulate instead, but it was kind of frustrating.
Addendum: And yes I am using .40 with K and the media package installed as well.
 
Yeah, Devouts are really, really bad units. They cost significantly more than a hunter, and have very little to show for it. +1 power (But -50% in cities!) and a bit of life magic? I'm not even sure what the heck you are supposed to do with an assassin unit that doesn't have marksmen... I mean, what's the point? You can upgrade them to priests I guess... so that you have life magic... I guess.

No, no, with the changes to Destroy Undead, Devouts are really nice to upgrade to priests (5 gold only). Have a couple of them around and all those annoying (Amurite) skeletons, Pyre Zombies, Diseased Corpses ... poof, bye bye!

My only comment about them is that since they upgrade to priests, maybe they should be Disciple units too so the Altar of L gives them XP.
 
BUG: CTD to desktop prior to single player(and hotseat) game start(non scenario) 100% of the time.

example: single player(from title screen for FFH2)>Play now!>(select map)Erebus>(world size)Temperate/Medium sealevel/Huge>Leader/Civ=Any(tried all options plusrandom).

Game starts to load = shows full green bar/screen goes blank/hardrive working(loading) then CTD with windows error report:

Appname civ4beyondthesword.exe AppVer:3.1.3.1 ModName: binkw32.dll ModVer: 1.8.6.0 Offset: 0002235e

Software version etc:

XP SP3

Civ4 'Complete'(warlords+BTS) retail version+BTS patch 317(317e)

from Advanced>about build:

Civ version: 317
build version: 3.1.3.1(104717)
build: Final Version

FFH2 version: 0.40k - latest patch k applied
media file: FfH2media
patch: FfH2040k

Some info from txt files on possible errors:

From 'ThemeParseLog' txt file in my '\Beyond the Sword' directory:


[Jan 02, 2009 - 13:31:02] Messages while processing 'Resource/Civ4.thm'

Error : Decl - ('Civ4Theme_Common.thm', Ln:401, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_Italic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:402, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_BoldItalic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:408, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Decl - ('Civ4Theme_Window.thm', Ln:3048, Col:9) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:887, Col:13) Unexpected '.' in the identifier assignment statement
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:927, Col:13) Unexpected '.' in the identifier assignment statement

From 'PythonErr2' in my My Documents '\Beyond the Sword\Logs' directory(after changing HidePythonExecptions to 0):

sys.path = ['..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\email', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\encodings', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\build', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\colourchooser', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\editor', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\floatcanvas', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\masked', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\mixins', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ogl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\af', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ca', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\cs', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\da', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\de', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\el', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\es', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\eu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\id', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\it', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ja', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\lv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nb', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pt_BR', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ru', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\tr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\uk', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_CN', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_TW', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\af\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ca\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\cs\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\da\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\de\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\el\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\es\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\eu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\id\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\it\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ja\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\lv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nb\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pt_BR\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ru\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\tr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\uk\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_CN\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_TW\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py\\tests', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed\\src-images', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM']

sys.modules = {'zipimport': <module 'zipimport' (built-in)>, 'signal': <module 'signal' (built-in)>, '__builtin__': <module '__builtin__' (built-in)>, 'sys': <module 'sys' (built-in)>, '__main__': <module '__main__' (built-in)>, 'exceptions': <module 'exceptions' (built-in)>, 'CvPythonExtensions': <module 'CvPythonExtensions' (built-in)>}

sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module CvUtil
load_module traceback
load_module CvEventManager
load_module CvScreensInterface
load_module CvMainInterface
load_module ScreenInput
load_module CvScreenEnums
load_module time
load_module ScenarioFunctions
load_module Popup
load_module PyHelpers
load_module CustomFunctions
load_module CvCameraControls
load_module CvEspionageAdvisor
load_module CvWBDesc
load_module array
load_module CvDomesticAdvisor
load_module CvTechChooser
load_module CvForeignAdvisor
load_module math
load_module CvExoticForeignAdvisor
load_module IconGrid
load_module DomPyHelpers
load_module TechTree
load_module re
load_module CvMilitaryAdvisor
load_module CvFinanceAdvisor
load_module CvReligionScreen
load_module CvCorporationScreen
load_module CvSomniumInterface
load_module copy
load_module CvCivicsScreen
load_module CvVictoryScreen
load_module CvOptionsScreen
load_module CvReplayScreen
load_module CvHallOfFameScreen
load_module CvDanQuayle
load_module CvGameUtils
load_module CvUnVictoryScreen
load_module CvDawnOfMan
load_module CvTechSplashScreen
load_module CvTopCivs
load_module random
load_module CvInfoScreen
load_module CvIntroMovieScreen
load_module CvVictoryMovieScreen
load_module CvWonderMovieScreen
load_module CvEraMovieScreen
load_module CvSpaceShipScreen
load_module CvPediaMain
load_module CvPediaScreen
load_module CvScreen
load_module CvPediaTech
load_module CvPediaUnit
load_module CvPediaBuilding
load_module CvPediaPromotion
load_module CvPediaUnitChart
load_module CvPediaBonus
load_module CvPediaTerrain
load_module CvPediaFeature
load_module CvPediaImprovement
load_module CvPediaCivic
load_module CvPediaCivilization
load_module CvPediaLeader
load_module CvPediaSpecialist
load_module CvPediaHistory
load_module CvPediaProject
load_module CvPediaReligion
load_module CvPediaSpell
load_module CvPediaCorporation
load_module CvWorldBuilderScreen
load_module CvWorldBuilderDiplomacyScreen
load_module CvDebugTools
load_module CvDebugInfoScreen
load_module CvMapGeneratorUtil
load_module CvGFCScreen
load_module CvPopupInterface
load_module CvScreenUtilsInterface
load_module CvScreenUtils
load_module CvTrophyHall
load_module Trophies
init-ing world builder screen
load_module CvWBPopups
load_module CvAdvisorUtils
load_module OOSLogger
PY:OnInit
load_module CvAppInterface

From 'Init' file in same My Documents '\Beyond the Sword\Logs':

[1143.296] DBG: CIV Init
[1143.296] VERSION: App: F:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Civ4BeyondSword.exe
[1143.296] VERSION: Build: Mon May 19 14:20:10 2008
[1143.296] VERSION: 3.1.3.1 (104717)
[1144.921] VERSION: Mod Loaded: Mods\Fall from Heaven 2\
[1144.921] DBG: FILE Cat Init

From 'xml' file in same My Documents '\Beyond the Sword\Logs':

[1145.593] Loading XML file xml\GameInfo/CIV4PlayerOptionInfos.xml
[1145.640] Load XML file xml\GameInfo/CIV4PlayerOptionInfos.xml SUCCEEDED
[1145.640] SetGlobalClassInfo (Civ4PlayerOptionInfos/PlayerOptionInfos/PlayerOptionInfo)
[1145.640] Loading XML file xml\GameInfo/CIV4GraphicOptionInfos.xml
[1145.640] Load XML file xml\GameInfo/CIV4GraphicOptionInfos.xml SUCCEEDED
[1145.640] SetGlobalClassInfo (Civ4GraphicOptionInfos/GraphicOptionInfos/GraphicOptionInfo)


Tried setting movies to off in the Civ4 ini file as mentioned in other places, still crash at same point - game start(load up).

The 'binkw32.dll' error reported by windows would suggest a movie problem? binkplayer being used by Civ4 for movies.

Still Civ4's other movies all play fine for me, as do the wonder movies etc.

In FFH2 I can play the scenarios with no trouble, and all the wonder movies play fine with no error.

I've also tried loading the FFH2 mod from within Civ4(rather than use the FFH2 desktop icon) - still same crash on non scenario games.

So quick recap:

Civ4 BTS plays fine
FFH2 scenarios play fine
FFH2 non-scenario crash on game load up 100% of time.

Keep up the good work - this is one of Civ4's top mods :b:
 
1) probably not a bug, but weird: Acheron is the only dragon that cannot move over impassable terrain and does not ignore terrain movement costs. he also receives defensive bonuses while the other dragons don't.

2) size 2 cities are immune to River of Blood.

3) it seems that barbs spawned in the fog of war don't get free promotions on higher difficulty levels like units built in cities do.
 
I noticed a few potential issues in my last game of FfH2 with patch k installed:

1. After I build the Pact of the Nilhorn and garner a bunch of XP for the Hill Giants, eventually one of them turns into a big red blob. Not sure why the game would be looking for a non existant graphic, but that is what happened.

2. Playing as Grigori, my heros gain XP up to 100 like normal. But now, not even combat will raise them to 101 or higher. My axeman hero, stiting at 100 XP took out Mokka and didn't even get one extra XP! Is this a balance change and WAD, or a bug? Would it matter if they had a Great Commander attached?
 
2. Playing as Grigori, my heros gain XP up to 100 like normal. But now, not even combat will raise them to 101 or higher. My axeman hero, stiting at 100 XP took out Mokka and didn't even get one extra XP! Is this a balance change and WAD, or a bug? Would it matter if they had a Great Commander attached?

That isn't a bug. No unit can gain exp past 100 from fighting barbarians without valor or a great commander. You'll have to get one of those or declare war.
 
1. After I build the Pact of the Nilhorn and garner a bunch of XP for the Hill Giants, eventually one of them turns into a big red blob. Not sure why the game would be looking for a non existant graphic, but that is what happened.
Alot of things turns into blobs as it seams. In my last game it was a Frigate that every now and then turned into a red blob (re-loading helped most of the times).
 
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