FfH2 Bug Thread

Perhaps this isn't classified as a bug, but I think it should be. I'm playing 0.41M. I can't build cottages on Hills/Jungle/Grassland tile. But if I build a mine there first, then a cottage is doable. Doesn't make any sense to me.
 
Perhaps this isn't classified as a bug, but I think it should be. I'm playing 0.41M. I can't build cottages on Hills/Jungle/Grassland tile. But if I build a mine there first, then a cottage is doable. Doesn't make any sense to me.

This is not FfH2 bug, but vanilla Civ4 (or BtS) rules.
Cottage tile needs at least 1 food yielding.

But your pointing is interesting...I stacked it on my reminder.
 
Hi everyone,

I've been noticing the same problem as poliorcet 13 in the later stages of my current game - I hit end turn and see the other players moves but the "Waiting for other players" message still stays on screen and I still have the timer icon but I can click on the pedia and other menu buttons.
Sometimes this goes away by reloading and trying again, but I seem to have hit a point where this "try again" fix doesn't work anymore.
Could Breunor or somebody else take a look and see if you can figure out what the problem is?

Thanks a lot.
 

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Sorry Bada-bing, your file is just too large for me (or for my system), I can't handle huge games late.

Best wishes,

Breunor
 
Perhaps this isn't classified as a bug, but I think it should be. I'm playing 0.41M. I can't build cottages on Hills/Jungle/Grassland tile. But if I build a mine there first, then a cottage is doable. Doesn't make any sense to me.
The best way to make the cottage buildable is to just chop down the jungle. Building the mine only makes the cottage buildable because it also chops down the jungle, but that process takes longer.
 
I'm splitting the compilation of the bug thread.

I've completed all the bugs, using my usual criteria, up until patch k, which is post 3002. I'm creating a new bug compiliation thread for the part after patch k. However, there were still a few bugs reported from earlier patches listed after 3002, so they will also be in the 'old' thread. I'm be completing those over the next few hours.

http://forums.civfanatics.com/showthread.php?t=329991

The reason I'm splitting the thread is that patch k was so large and complete it is hard to say how relevant the 'older' bugs are. So, I'll be posting a 'new' compilation of bug threads for post patch k, I hope to have that by tonight.

Best wishes,

Breunor
 
The Balseraphs seem to be overbuilding freaks and not promoting them up. This is very similar to the patch J problems of large stacks of warriors. Sometimes they have a stack of freaks but promote them up later and get on with business. Sometimes they keep their freaks, build the stack into the 100s, and wreck their economy. I've seen this at least twice and I think someone else posted about it too (somewhere).
 
Getting out-of-sync errors every 1-5 turns in this game (0.41m - 4 players, 7 AI's). The save I've attached is right before another out-of-sync error occurred (though I haven't checked that it's repeatable).

Edit: tried loading with multiple instances of civ4, wasn't repeatable. Pruned attachment.
 
Patch 41m

Has someone meationed that the infernals uses their population as soldiers instead of building/adding to cities?

Also Hippus hero can recruit champions with iron weapons and if you have mithril they will get both metals given them a strengh of 12.

Still I would really like a comment regarding why some wonders works for teams while some only affect the nation that builds them.
 
The Balseraphs seem to be overbuilding freaks and not promoting them up. This is very similar to the patch J problems of large stacks of warriors. Sometimes they have a stack of freaks but promote them up later and get on with business. Sometimes they keep their freaks, build the stack into the 100s, and wreck their economy. I've seen this at least twice and I think someone else posted about it too (somewhere).

Just for some contrast: I'm currently playing a game at Emperor difficulty where the Balseraphs killed off Sabathiel, then declared war on me. I've seen lots of swordsmen, and some archers and mimics later in the war, but only one Freak (who was outside a city and maybe on his way to being promoted). The swordsmen appear to been promoted from Freaks, since they're all mutated. I didn't notice whether the archers and mimics were mutated.
 
It's not a bug. Acheron and Gurid are Beast Units, not Animal Units. Capturing them requires the Subdue Beast promotion, not the Subdue Animal promotion.

Thanks. I edited my post to reflect the correction. I'm still getting used to the BTS version of FFH2. :)
 
Great mod,

but i have some troubles with CtD's lately.

The first game (Bannor dead end) gives a CtD at the beginning of the next turn, removing the newly conquered city (Fjirgard) (incl. the heros and hi-confessors) alows the game to advance to the next turn.

In the second game (Makun AD90-crash) gives a CtD in an AI's turn (Clan of Ember)
Removing the Clan of Ember (deleting all citys) prevents the CtD from happening, so i think it might be related to their world spell.

both patch 041m.
 

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Greetings,

I am also getting the infinite loop problem where the AI turn never ends, as two other players using patch M have already reported. Too bad for such a great mod. :sad:

UPDATE: OK, I guess this is a known bug with the Avatar of Wraith.
 
Great mod,

but i have some troubles with CtD's lately.

The first game (Bannor dead end) gives a CtD at the beginning of the next turn, removing the newly conquered city (Fjirgard) (incl. the heros and hi-confessors) alows the game to advance to the next turn.

In the second game (Makun AD90-crash) gives a CtD in an AI's turn (Clan of Ember)
Removing the Clan of Ember (deleting all citys) prevents the CtD from happening, so i think it might be related to their world spell.

both patch 041m.

For the first file, here is a fixed game.


The problem is not the city of Fjirgard, it is the stack of three champions and 3 demagogues two squares away to the NW - W. Interestingly, deleting one of the denmagogues fixes the game!

The crash comes very late, and I suspect the 'real' reason has to do with the Doviello. I think I fixed the game to play, but I doubt I really found the issue here.

Best wishes,

Breunor

PS Ok, I fooled with it a little more. It isn't the Doviello, Amurites, or Ljosalfar and most of the other players finish their turn. Very strange.
 

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Thank you very much for your quick help Breunor

i tried deleting the Doviello, but only when i accidently deleted my new town Fjirgard the crash didn't occur. But anyway thanks again for your help.

Makun
 
I've been doing some experimenting as well, and I found out that the file does not crash when you delete virtually any demagog in the empire. No World Editor needed. Just killing any demagog via the standard disband order works.
 
I've built some warrens in an Elohim city captured from the clan. The units are not being built double. If this is intentional then the Elohim shouldn't be able to build the worthless warrens.
 
I've been doing some experimenting as well, and I found out that the file does not crash when you delete virtually any demagog in the empire. No World Editor needed. Just killing any demagog via the standard disband order works.

Interesting! Can I ask you to to try deleting other Bannor unts to see if that would also cure the problem? I can't remember a crash before caused by a NON-AI unit, a player's unit unless it was a weird HN violation error.

The other interesting test now is to see if it crashes if another demagogue is built (or if the total number of them increases past some limit). Or, take a demagogue off, and then add one. I doubt I can do this tonight, but I might try it when I get a chance. If anyone else can they should try it and see what heppens.

Best wishes,

Breunor
 
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