FfH2 Bug Thread

OK, I understand.. thx for trying ;) Maybe I'll try my luck too, but I guess I wont play on large maps anymore ;-) was a pain in the a** anyway to wait so long for each turn to complete...
 
yes my wife and I are still having OOS errors under patch N. We are using the same version of the game and everything. It's the main thing we wait for fixes on these forums. I haven't been able to isolate the reason but it always happens at the start of a turn.

I know this is after the fact and all, but I had to say:
"Don't you hate it when you get OOS errors with your wife?"

Sorry for the interruption.
 
I think I found a problem that has yet to be reported.

I have Hyborem with Blitz, Commando, and Fear. It seems like, whenever I attack an emeny stack on a road, I knock the enemy stack back and advance into their square (fine this is how Fear works.. no problem). The thing is, if the combat takes place on a road, it seems to only deduct movement points for walking on a road. That is to say, I can attack several times before it deducts a movement point. (I never had a chance to try it out, but I'm guessing I could attack 9 times in one turn if the setupp was right.)

I'm using the latest patch (n)
 
Withdrawing the complaint about the AC (found the section in the manual where it describes relationship between "increasing the AC" and the actual AC)

However, I've confirmed the Commando/Blitz/Fear/road issue. Definitely getting more attacks than I should.
 
Uhm, I have still version 0.40s running, so can I use the latest patch to update my FFH2 or would I need a complete new download and install of FFH2 0.41 first?
 
You need to download 0.41. But you won't need to download the patch as it's included.
 
You need to download 0.41. But you won't need to download the patch as it's included.

Too bad, I had the hope I would only need to patch, because the connection I currently use is very slow and limited (umts) ;)

Did Kael update the main download? Last I checked, the .41 download only went to patch d.

Seems so since the downloadfile is called FallfromHeaven2041n.exe ;)
 
Could you give any idea when (if) patch 0.41o will be released? I just got to thinking that I might want to make one more release of my modmod before school gets too hectic, but seeing how many WoC errors I've been getting I don't really want to start until those have been fixed.


Also, does the first listed fix on 0.41n mean that you no longer get a CtD when an invisible unit on the same tile as an enemy unit is upgraded? I have not made a patch n modmod, but I've noticed that CtD several times in my patch m one.
 
This was my first time playing as the Mercurians, so forgive me if I'm just missing something obvious. I built The Mercurian Gate on my best city containing many wonders, including the Guild of Hammers. After switching to play as Basium, I soon noticed that my city lacked the forge it should have, along with the +1:hammers: for (Great) Engineers. Any of the new cities I settled didn't get free forges either. Later, as my former Luchuirp civilization settled a new city, it got a free forge. Yet another setback was to notice that I was missing two :traderoute: per city. It seemed as if the bonus :traderoute: from Trade and Currency were not available anymore.

I'm playing with the newest (0.41n) version, and a save from the turn I switched to Basium is attached.
 

Attachments

Could you give any idea when (if) patch 0.41o will be released? I just got to thinking that I might want to make one more release of my modmod before school gets too hectic, but seeing how many WoC errors I've been getting I don't really want to start until those have been fixed.

Also, does the first listed fix on 0.41n mean that you no longer get a CtD when an invisible unit on the same tile as an enemy unit is upgraded? I have not made a patch n modmod, but I've noticed that CtD several times in my patch m one.

For my friend MC. Patch "o" is linked in the first post (and here). It fixes the following issues and will break save games:

Patch 0.41o
1. Fixed an issue causing Dain's favorite wonder to be the Pagan Temple.
2. Fixed a CtD when pyre zombies kill a players last unit.
3. Units running in fear with no place to escape to stay in their plot (instead of dying).
4. Fixed a CtD checking invisibility on units without a plot (fix by Snarko).
5. Fixed a WoC (joining an illegal group) in ConquestMove (fix by Snarko).
6. Fixed a WoC (hiddennationailtiy) in ConquestMove (fix by Snarko).
7. Fixed a python exception in doCrusade.
8. Fixed a bug that was causing resists from promotions to be doubled (fix by Sephi).
9. Fixed a WoC when the first player is killed (fix by Snarko).
10. Fixed a WoC caused by AIControlled and Hidden Nationality units grouping with each other (fix by Snarko).
11. Fixed a WoC (or unneeded bounce) when a unit moves between invis and non-invis or vise versa (fix by Snarko).
 
Thanks! I'm thinking things may be getting busy a bit too soon for serious mod work though.

p.s. Did you mean to have the new patch ask you to rename the old Fall from Heaven 2 and install fresh? Following its suggestions leads to have only the patch installed, which of course does not work very well.
 
Having a spiffing game, romping along through another continent when i realise civs are being snuffed out at an alarming rate.
In the end i'm left with perpentach and 3 others (all his vassals).
Now i'm feeling pretty confident, i've got a steady commercial and production base, a lot more tech and a few ninja wonders (nexus anyone?). He turns up at my front door and starts invading. First turn, catapults - it took 3-5 minutes to finish that bombardment,
Second turn the mimics show up, they just don't stop coming either. He wipes away the 30 strong defensive force i've got positioned there without blinking.
RAGEQUIT.
After a day or so i boot it up again and just before the battle i check the stats on the stack he's attacking with... 59 Catapults, 161 mimics, about 30 horsemen and a mixture of other units.
I'm playing on the 3rd difficulty!
ridiculousstack.jpg
 
Thanks! I'm thinking things may be getting busy a bit too soon for serious mod work though.

p.s. Did you mean to have the new patch ask you to rename the old Fall from Heaven 2 and install fresh? Following its suggestions leads to have only the patch installed, which of course does not work very well.

Thanks man, new version posted (it just changes the installer script).
 
After a day or so i boot it up again and just before the battle i check the stats on the stack he's attacking with... 59 Catapults, 161 mimics, about 30 horsemen and a mixture of other units.

Yeah. It's not a bug though. You get big stacks in FFH. Time to find some new tactics for dealing with them. You might also want to change some of the game options so you're not watching animations for every attack.
 
Thanks man, new version posted (it just changes the installer script).

Thanks so much Kael! We all know you are going on to a different experience, I'm glad you came back to fix release this patch! I'm sure patch o will be much appreciated!


Best wishes,

Breunor
 
Having a spiffing game, romping along through another continent when i realise civs are being snuffed out at an alarming rate.
In the end i'm left with perpentach and 3 others (all his vassals).
Now i'm feeling pretty confident, i've got a steady commercial and production base, a lot more tech and a few ninja wonders (nexus anyone?). He turns up at my front door and starts invading. First turn, catapults - it took 3-5 minutes to finish that bombardment,
Second turn the mimics show up, they just don't stop coming either. He wipes away the 30 strong defensive force i've got positioned there without blinking.
RAGEQUIT.
After a day or so i boot it up again and just before the battle i check the stats on the stack he's attacking with... 59 Catapults, 161 mimics, about 30 horsemen and a mixture of other units.
I'm playing on the 3rd difficulty!
...

Yes, stacks like that are pretty common. But there are lots of things you can do to destroy, soften or slow them down. AOE spells, cavalry attacks (with good flanking promotions most of yours will survive while doing considerable damage to the enemy), assassins (will certainly help with the number of their catapults), and finally hold type spells (charm, blinding light, entangle) to make sure that if that stack survives, only some of it will be able to attack.
 
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