FfH2 Bug Thread

Please see post 3038. Here, in the same game, Valledia comverts back to Fellowship of Leaves. Note however, that Valledia was inthe middke of a Golden Age so she did't go into anarchy.

Could code saying 'I can convert now without a penalty' urging switching?

Best wishes,

Breunor
 

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That could be a reason, but flipping is occuring even when the AI must suffer the penalty. In my current game Decius is switching between AV and FoL, and he's not in a golden age. (It's actually slowing the rate of spread of hell terrain through his territory. I was thinking that this was some kind of clever AI tactic until I saw the other reports of this behavior.)
 
Fixed. The WoC was caused by a barbarian wolf outside of Dis.

Best wishes,

Breunor

PS. Installing patch K now, I won't be able to fix earlier versions.


Thanks a lot !,
but please let me understand, why was the game looping due to a Barbarian wolf outside of Dis ?
 
but please let me understand, why was the game looping due to a Barbarian wolf outside of Dis ?

Barbarian units, usually animals, located near civs' borders/units, sometimes cause stuff to start looping. That's everything that's known.
 
This was brought up in another thread, but I thought it should be posted here in case it's a bug, since there's nothing in the patch "k" notes to indicate that this would happen.

Barbarian units start with higher strength as the game goes on. I'm at Turn 240 in my game (Normal speed) and am seeing Strength 5 Barbarian Warriors (was seeing Strength 4 earlier). I didn't see anything in the patch "k" notes about this. I'm playing with Raging Barbarians, if that matters.

I don't know if this is intended, or perhaps an unintended side effect of other changes in the patch, but figured it was important to note here in case it's actually a bug.
 
Not sure if this has been posted before, but I'm playing a game on patch k, and just summoned the Mercurians. Anyway, they adopted my religion (Empyrean), but they are researching a religion specific tech, Hidden Paths.
 

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10. Feature growth is now modified by game speed (idea from jdog5000).

I don't think this is calibrated very well. I've noticed that in over 100 turns (in a Normal Speed game) following FoL in an empire made of mostly forests that only one tile grew to an ancient forest. I'm not sure any of the New Forests had progressed to forests yet.


I also noticed that when I order a fireball is used to attack units in a city that still has some defenses it bombards it instead.


(I'm playing my modmod based on patch k rather than patch k itself, but I don't see how these problems could be my doing.)
 
Yeah, I had a new forest tile in base FfH that didn't grow into a forest during the 160 or so turns before it got chopped.
 
On patch k, promos previously with +1 strength like the hippus worldspell and the strong effect say +1% strength, dunno if its as intended.
Also there is a txt key exposed on the Svart worldspell: 'NATIONAL_LINK'/
My skeletons are represented with vanilla swordsmen. Again, dunno if that got changed awhile back. (weirds me out, tho'):vomit:
 
In my game, cottage is not improving into hamlet. Mouse-tip says "10 turn become hamlet" each turn, without number of turn recedes.

Edit : the bug only affect human player. Any other AI players in my game is able to grow their cottages normally.

Edit 2 : tried two new game as Khazad and Calabim, with same result : I can not grow my cottage, or any other timed-improvement (dwarven mine, etc).

I played my personal modmod based on patch K, but IIRC, none of my modmodings affect this (I mostly modmod spells, promotions and unit artstyles). If it is not happening in vanilla K, then I am sorry bothering you guys :p
 
Confirming that the show enemy moves is very glitchy for barbarians. Simultaneous attacks without the camera focusing.
 
Could anyone tell me where snapshots are stored?

I had a problem with leaderheads the last few patches, and finally resolved to ask, but don't know where the sample I took might be.
 
I don't think this is calibrated very well. I've noticed that in over 100 turns (in a Normal Speed game) following FoL in an empire made of mostly forests that only one tile grew to an ancient forest. I'm not sure any of the New Forests had progressed to forests yet.


I also noticed that when I order a fireball is used to attack units in a city that still has some defenses it bombards it instead.

Both of these problems were in the older Wild Mana version.
 
My Documents/My Games/Civ 4 BtS/Screenshots

Good, thank you!

So, here's the snapshot:

Spoiler :
Capria0000-1.jpg
 
My skeletons are represented with vanilla swordsmen.
You probably have the option that disables unit animations turned on. Unit animations are required for many FfH2 units to be displayed correctly. Turn off the option disabling animations and your Skeletons should look like skeletons.

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In my game, cottage is not improving into hamlet. Mouse-tip says "10 turn become hamlet" each turn, without number of turn recedes. <snip> I played my personal modmod based on patch K, but IIRC, none of my modmodings affect this (I mostly modmod spells, promotions and unit artstyles).
Cottages are upgrading just fine for me with unmodified 0.41k.

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I had a problem with leaderheads the last few patches, and finally resolved to ask, but don't know where the sample I took might be.
You are using an older version of the main FfH2 installer. Uninstall FfH2 (delete the folder), redownload the installer (FallFromHeaven2041d.exe), reinstall the mod, and then reinstall the patch. This will correct your problem.
 
Emptiness is right on all counts.
 
This was brought up in another thread, but I thought it should be posted here in case it's a bug, since there's nothing in the patch "k" notes to indicate that this would happen.

Barbarian units start with higher strength as the game goes on.

This is a feature of WildMana that was intentionally or unintentionally merged in. Personally, I like it. Keeps the wilderness challenge going for a bit.

Foul
 
This is a feature of WildMana that was intentionally or unintentionally merged in. Personally, I like it. Keeps the wilderness challenge going for a bit.

Foul

It was evidently unintentional, since Kael's getting rid of it in patch "l." (See the patch notes in the first post.)
 
I'd like to confirm that over the space of about 150 turns (normal speed) not one new forest turned to regular forests, and only 2-3 ancient forests formed. On the bright side, 325 turns in, and not 1 OOS, though there were a few slowdowns during a few of the wars waiting on AI's (I'm assuming due to spellcasting).

-Colin
 
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