FfH2 Bug Thread

Ctrl + # does not work for a while now (since patch j ?).
It is very annoying as you can not track remote units/groups (ex: heroes, explorers) by assigning a key on them...

Is it a "bug" or is it intended (by instance, for solving a real bug) ?

Is there a way to re activate this function?

EDITED:
I edit my post for not disturbing the flow of bug reports.
saying THANK YOU Steven_Aus (c.f.: post below)
It works fine and I always play single !
 
Well, one of the things that denev's FfH2 Unofficial Bug Fix 003 for FFH2 patch 'm' (available at http://forums.civfanatics.com/showthread.php?t=342018) does is allow you to use Ctrl + number again. So you may want to try that! :) Note though that when playing FFH2 multiplayer all FFH2 mod files (including either a single mod-mod, or properly integrated & merged multiple mod-mods/edits) need to be exactly the same on all computers that are taking part in a multiplayer game. :) For more information, see the link in the post above your post (in the first post on this page).

However if you intend to just play single player you don't have to worry about that. :king:

Best regards,
Steven.
 
I just upgraded to patch m, I have been using g for a while, and whenever I try to start a game it slows down to being unplayable and I'm forced to restart my computer as I can't even maneuver my mouse over to the exit to desktop button. I downgraded back to patch g and it works fine again. Somehow patch m is rendering my game unplayable.
 
Computer opponents are moving catapults into my territory and bombarding defences with them in the same turn. I can't see any circumstance in which this would be valid as catapults aways have 1 movement, can never get movement promotions, and always expend that 1 movement entering enemy territory.

I've seen this happen twice and the second time I checked very carefully to see that there weren't mages (or giants etc) bombarding the defences.

Can you please post a save?

Best wishes,

Breunor
 
I get an infintite WoC loop playing as Cardith Lorda on Pangaea map with 41m. It's really a shame because it was a very exciting game. See attached save.

The WoC is being caused by a Luchiurp mage in Gostai. There are three mages in the city. It is the second mage that is causing the WoC. I fixed the game by eliminating two mages.

I tried changing that mage's AI script, I tried 5 different scripts. No good.

The 'problem' is that those two mages are quite powerful - eliminating them can have a material impact on the game.

So, I recommend playing the game I attached. At the end of the turn, you can give back two powerful mages to the Luchiurp and you will probably be fine. I can do that for you, but I would have to play your Civ for one turn and you are in a ciritical spot in your game.

Therefore, I recommend playing the save, and finishing your turn. Give the Luchiurp two powerful mages. If you don't know how to do that, or don't want to peek in the worldbuilder, just play your turn, send back the save, and I'll do it for you.


Best wishes,

Breunor
 

Attachments

I'm playing a hotseat game, requiring complete kills. 1 of the civs was offered to buy a treasure map, and did. Every unit it has, has been killed except the treasure chest which appears to show as their last remaining unit. Irony is that only they can see the chest. So for a conquest victory it seems impossible to kill such a civ.

Going to try using spells like revelation etc to see if it helps to reveal the treasure chest - not sure if any of those will work. For that matter I am not even sure if that treasure chest civ is even capable of disbanding itself.

Summary: not sure if this is a bug or a feature, but it certainly has proved incredibly interesting.
 
A treasure chest probably should not save a civ from elimination, so I don't think anyone would fault you for just using Worldbuilder to delete the unit. Of course, you might see things you don't want to that way, so you might prefer to solve the problem the "hard" way.

The Treasure Chest can be seen by units with the Perfect Sight promotion, or by a Hawk or Floating Eye that performs a recon mission, or by the Supplies unit (which makes no sense to me, but that's another topic). You can use Revelation to make the chest permanently visible. If you control Dies Diei, and the chest happens to be within your cultural borders, then you will be able to see it automatically. Finally, if you do not have open borders with a civ and your territory expands to a square containing a Treasure Chest they own then the chest is eliminated (not relocated), even if you cannot see the chest.
 
I just noticed that the Doviello Wolf Packs created by their Wild Hunt worldspell are also being tagged with the ANIMAL AI, but I don't see where in the code they are being generated.
 
Therefore, I recommend playing the save, and finishing your turn. Give the Luchiurp two powerful mages. If you don't know how to do that, or don't want to peek in the worldbuilder, just play your turn, send back the save, and I'll do it for you.

Thanks a lot Breunor, you saved my day. I was able to add the mages myself, still nice to offer.
 
If a priest is using an inquisition on another nation's city and that city changes religion in the mean time, the inquisition will be based on the new religion. This means the priest will actually eradicate his own religion from the city!

I'm guessing that all inquisitions should be halted when the national religion is changed.
 
Priests are allowed to remove their own religion, if that religion is not the state religion. The situation you describe is rare, and because you have open borders with the other civ you can just re-spread your religion to that city.
 
The WoC is being caused by a Luchiurp mage in Gostai. There are three mages in the city. It is the second mage that is causing the WoC. I fixed the game by eliminating two mages.

I tried changing that mage's AI script, I tried 5 different scripts. No good.

The 'problem' is that those two mages are quite powerful - eliminating them can have a material impact on the game.

So, I recommend playing the game I attached. At the end of the turn, you can give back two powerful mages to the Luchiurp and you will probably be fine. I can do that for you, but I would have to play your Civ for one turn and you are in a ciritical spot in your game.

Therefore, I recommend playing the save, and finishing your turn. Give the Luchiurp two powerful mages. If you don't know how to do that, or don't want to peek in the worldbuilder, just play your turn, send back the save, and I'll do it for you.


Best wishes,

Breunor

Bruenor, how did you find the source of this bug (and other bugs you had squashed?) I got a bug too, endless loop after ending my turn. This is the first major bug I got all this time playing FfH :lol: Since I heavily modmodded my FfH, I think it would be useless to attach my save game. Thus, if you'd be kind enough to teach me how to track bugs, I'd be very grateful.

Thanks!
 
Back
Top Bottom