FfH2 Bug Thread

Dain the Caswallen's favorite wonder, for which he grants a better diplomatic relation, is the Pagan Temple :lol:

This seems to be because his section of the Civ4leaderheadinfos.xml has the line:

Code:
<FavoriteWonder>BUILDINGCLASS_CATACOMB_LIBRALUS</FavoriteWonder>

Whereas Thessa has

Code:
<FavoriteWonder>BUILDING_CATACOMB_LIBRALUS</FavoriteWonder>

Also, Dain has the line

Code:
<iFavoriteEarlyWonder>BUILDINGCLASS_CATACOMB_LIBRALUS</iFavoriteEarlyWonder>

Whereas Thessa has

Code:
<iFavoriteEarlyWonder>BUILDING_CATACOMB_LIBRALUS</iFavoriteEarlyWonder>

Though judging by the other leader sections Thessa is the one who has the wrong value for that variable.
 
Game crashed at end of turn, but not before generating an auto save which crashes on loading. Patch n, windows 7.

Darrell

Darrell,

Unfortunately I can't do anything with the file if it saves after the crash - I need the save from before the crash. I can't fix it if I can't load it myself!

Best wishes,

Breunor
 
Game crashes at end of turn, seems unavoidable.

WinXP, Patch N

Here you go.

Bug described below.

Spoiler :
The bug is being caused by a Calabim skeleton in Svartalfar lands. The Svartalfar are hidden so we have our usual violation error type issue.



Best wishes,

Breunor
 

Attachments

The newest patch is patch N, which fixed a bunch of CtDs. I would suggest downloading and installing that, see if it fixes your problem. You can download it from the first post in this thread.

I tried it and it still crashes. Love the mod. Any ideas?
 
I tried it and it still crashes. Love the mod. Any ideas?

Wait for someone to look at your save and track down the cause of the crash. Sorry, that's the best I can suggest. Also, sorry that it won't be me, I have no skill at that sort of thing.
 
The game crashes 2 turns after this save no matter what I do. Windows Vista Patch M (I am pretty sure) View attachment 253200

Here is a fixed file. This bug is potentially very serious. Ultimately, it is being casued by the Sheaim capturing the Luchuirp capital - the Sheaim have about 28,000 pyre zombies (Ok, they have 16 I think) and there are about 4 Luchuirp defenders. The Luchuirp capital is size one and it is their only city, they are doomed.

Barnaxus apparently was just built. I fixed the file by killing Barnaxus. As I said, this doesn't impact the game, the Luchuirp cannot be saved anyway. An odd fact is that after I eliminate Barnaxus, two turns later the Luchuirp are destroyed, we get the 'Barnaxus has been killed message' which is odd.

Anyway, I think the game works now - if it doesn't, please repost.

I'm not done tracking the bug down, I'm going to try a few things. But I wanted to post now so that Talencross can continue to play.

Best wishes,

Breunor
 

Attachments

Here is a fixed file. This bug is potentially very serious. Ultimately, it is being casued by the Sheaim capturing the Luchuirp capital - the Sheaim have about 28,000 pyre zombies (Ok, they have 16 I think) and there are about 4 Luchuirp defenders. The Luchuirp capital is size one and it is their only city, they are doomed.

Barnaxus apparently was just built. I fixed the file by killing Barnaxus. As I said, this doesn't impact the game, the Luchuirp cannot be saved anyway. An odd fact is that after I eliminate Barnaxus, two turns later the Luchuirp are destroyed, we get the 'Barnaxus has been killed message' which is odd.

Anyway, I think the game works now - if it doesn't, please repost.

I'm not done tracking the bug down, I'm going to try a few things. But I wanted to post now so that Talencross can continue to play.

Best wishes,

Breunor

Ok, I think I have a better idea of what may be going on now. For some reason, if you increase the population in Ithralia (the Luchuirp capital) to a population of 3 or 4, the crash doesn't occur - but if it stays at 1 or 2, the crash will occur.

I tested this fact pattern becuase fo the events in posts 3539 and 3540 - where we saw that increasing the population in cities prevents crashes.

Both the previous game and this game are being played on Marathon. Therefore, there may be some error associated with takling a city, or a capital, with too small a population on marathon. In the earlier game, the bug seemed to be triggered by killing a scout - in this game, by killing Barnaxus.

Or I could be totally off base. But some food for thought.

Best wishes,

Breunor
 
I downloaded the file you put up, but it still crashes at the same spot. If you want to know what I am doing when it crashes. I fortify the archer, the I set the worker to make a road on the copper. Thats it.
 
Hi yall, my first post on the FFH boards, I've been playing for a while though. Anyways, not sure if this is considered a bug, but I have a big issue with the game, here goes :

First you surround an enemy stack with units (doesnt matter what kind, just so that the enemy stack can't move without attacking something). Then follow up attacking with a single unit with fear. If that unit wins the combat the whole stack dies. Sounds pretty ridiculous to me.

In my last game, I used a couple spectres to surround a real enemy "SoD" consisting of ~200 units and then proceeded to attack with a single wraith, which killed the whole stack. Some may call this a balance issue, I'd also call it a game-breaking bug, because it really ruins the game if abused (did for me anyways)

An easy way of fixing this would obviously be to prevent fear from working when an enemy stack is hindered from moving anywhere.
I'd go even further and let fear only work on units if they have any movement points left (and the scattering from fear would cost move points), it's kinda silly how you can chase a stack through your whole land in a single turn if you have a few attackers with fear...really don't like the whole fear implementation I'm afraid :D.
 
I downloaded the file you put up, but it still crashes at the same spot. If you want to know what I am doing when it crashes. I fortify the archer, the I set the worker to make a road on the copper. Thats it.

You crash is from pyre zombies exploding against the luchuirp capital. If the pyre zombies lose fights they explode and damage all surrounding units. If the last unit dies like this it is still in the process of clearing the dead player when the damage is applied, the damage tries to notify the non-existent player and CtD.

There will be a fix for it in the next patch (a check on dodamage that makes sure the unit isnt already in the process of dying).
 
Hi yall, my first post on the FFH boards, I've been playing for a while though. Anyways, not sure if this is considered a bug, but I have a big issue with the game, here goes :

First you surround an enemy stack with units (doesnt matter what kind, just so that the enemy stack can't move without attacking something). Then follow up attacking with a single unit with fear. If that unit wins the combat the whole stack dies. Sounds pretty ridiculous to me.

In my last game, I used a couple spectres to surround a real enemy "SoD" consisting of ~200 units and then proceeded to attack with a single wraith, which killed the whole stack. Some may call this a balance issue, I'd also call it a game-breaking bug, because it really ruins the game if abused (did for me anyways)

An easy way of fixing this would obviously be to prevent fear from working when an enemy stack is hindered from moving anywhere.
I'd go even further and let fear only work on units if they have any movement points left (and the scattering from fear would cost move points), it's kinda silly how you can chase a stack through your whole land in a single turn if you have a few attackers with fear...really don't like the whole fear implementation I'm afraid :D.

I'll change it so that it units don't have a free plot to flee into they will just stay where they are (for fear and defensive withdrawls).
 
Now, since there will be patch O, may I suggest to include Lamia unit models? We have at the least three versions of Lamiae here, here, or here.

The differences are in clothing and skin color. Me prefer the green-skinned ones :lol:
 
I downloaded the file you put up, but it still crashes at the same spot. If you want to know what I am doing when it crashes. I fortify the archer, the I set the worker to make a road on the copper. Thats it.

If Kael hadn't posted the cause of the bug, I would have said 'Very odd'. Indeed, I played the game I posted 3 times, no crash! I did your actions, no crash.

One potential issue is that you have 'new random seed on reload' checked which may mean that you simply have different random numbers.

Since Kael has indeed posted the cause of the bug, I think we can figure out what is happening. It appears that in my games, which don't crash, the pyre zombies are killing off the last Luchuirp unit WITHOUT exploding, so the game continues 'cleanly'.

However, with a different random seed, you may have the pyre zombie killing off the last unit exploding, causing the crash. I suspect the reason that killing Barnaxus impacted the result is that he may be tougher to kill in straight melee so the pyre zombies are more likely to win by exploding.

So, I recommend trying a few different things maybe to get a different seed. If that doesn't work, try the attached save. Here, I simply eliminated the doomed Luchuirp. This is a 'worse' result because the Sheaim probably lose some pyre zombies if they have to attack (although the Sheaim have so many pyre zombies they are probably hurting, their economy is likely very weak).


Best wishes,

Breunor

PS - strategy hint - In my opinion, you need a LOT more workers!
 

Attachments

Now, since there will be patch O, may I suggest to include Lamia unit models? We have at the least three versions of Lamiae here, here, or here.

The differences are in clothing and skin color. Me prefer the green-skinned ones :lol:

I prefer the third one, honestly. But that's mostly because I dislike the idea of greenskinned lamias. They aren't naga. :p
 
Hi all, I have run into a very strange problem. I run Civ4 through steam on a windows7 box, but every time i try to load the FfH2 mod the game will not load it. In fact to even get it to show up I had to place the files in the "C:\Users\user\Documents\My Games\beyond the sword\MODS" file. Which is also in my steam program file for regular(64-bit) and the x86(32-bit) program file.:confused:
 
Can you fix the bug where Sons of Inferno require some sort of tech, level 6, and limit of 4?
 
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