FfH2 Bug Thread

Is Incense functioning correctly? Playing as the Svartalfar I didn't see it in my cities resource boxes or giving happiness to the Pagan/Temple of Leaves.

Have you researched philosophy? You can only gather the resource when you research philosophy.
 
ok. I tried to post this yesterday, but right as i clicked post my internet died. Then just a couple minutes ago i did the same thing and it happened again! my internet is so screwed up (to put it mildly)

but off that tangent, the problem seems to be with the FlavourMod. Although the main menu background still doesn't work. edit: although i see that's been fixed. cool.
 
Have you researched philosophy? You can only gather the resource when you research philosophy.

I think is one of the most common issues that confuses newbies. If I were to edit the Civilopedia to make one thing more clear, this would be it. Every new player wonders about this, and I can't remember how many times I've seen this asked in the forums.

Maybe add a note to the Pagan and other Temple's description text about the +1 happiness bonus for Incense only occurring after Philosophy is discovered.
 
1) about Wonder spell
Sometimes Wonder spell summons a creature which has three turns duration by the summoning trait leader, instead of two turns duration.
(And have no Combat I promotion and no Empower promotions.)
These summoning creatures have no duration at default.

2) about World random event
World random events (Mary, Gaelan, etc.) NEVER occurs in current version.
Because each triggerd flag is changed TRUE at first turn whether it has occured or not.

in CvPlayer::initTriggeredData
Code:
    GC.getGameINLINE().setEventTriggered(eEventTrigger, true);
This code is certainly executed every turns without trigger checking.

Please review these behaviors.
Thanks!:)
 
Hi,

I don't know whether I should post this here, because it seems that this may be particular to me, or may have been fixed already in a patch of which I could not find the description. Because it's hard for me to imagine that this really is a bug, I assume it would have been noticed before in that case.

I play the Calabim, Ashen Veil is my state religion and I have researched Infernal Pact.
Then I wanted to switch to 'Sacrifice the Weak' civic. It says 'XXX adopts Sacrifice the Weak' and I go into anarchy. But the turn the anarchy is over it says that my anarchy is over, followed by 'XXX adopts Religion' (Religion was my civic prior to StW).
So it seems that I cannot adopt StW.

If I've understood correctly, one of the requirements is to have Ashen Veil as state religion, and one of the effects of StW is that you have no state religion. That seemed a bit contradictory to me. Can that have something to do with this?

I run FfH2 040.
I've tried installing patch 040z but then I couldn't load the game anymore.
Is there a break in saved games in the patch?

If it turns out that this is not a bug at all then my apologies for posting it in this thread!

Or is this indeed a very infernal pact and I get Hyborem, Hyborem's Whisper, Hell Terrain and a higher AC counter in exchange for ... nothing :-)

Regards,
Alex
 
Hi,

I don't know whether I should post this here, because it seems that this may be particular to me, or may have been fixed already in a patch of which I could not find the description. Because it's hard for me to imagine that this really is a bug, I assume it would have been noticed before in that case.

I play the Calabim, Ashen Veil is my state religion and I have researched Infernal Pact.
Then I wanted to switch to 'Sacrifice the Weak' civic. It says 'XXX adopts Sacrifice the Weak' and I go into anarchy. But the turn the anarchy is over it says that my anarchy is over, followed by 'XXX adopts Religion' (Religion was my civic prior to StW).
So it seems that I cannot adopt StW.

If I've understood correctly, one of the requirements is to have Ashen Veil as state religion, and one of the effects of StW is that you have no state religion. That seemed a bit contradictory to me. Can that have something to do with this?

I run FfH2 040.
I've tried installing patch 040z but then I couldn't load the game anymore.
Is there a break in saved games in the patch?

If it turns out that this is not a bug at all then my apologies for posting it in this thread!

Or is this indeed a very infernal pact and I get Hyborem, Hyborem's Whisper, Hell Terrain and a higher AC counter in exchange for ... nothing :-)

Regards,
Alex

You need the patch. That's an old bug. There was a time when StW made it so you couldn't have a state religion... but required you worship AV. The second you switched to it, the AV requirement couldn't be met, so it defaulted you to Religion. This was an oversight, because of the strange way StateReligion is specified in the XML (if I remember correctly, it says <iStateReligion>0</iStateReligion> for all civics. If every civic is 0, it has no effect. If a single civic has <iStateReligion>1</iStateReligion>, all the others become "No State Religion").

If you have problems with the patch, you can fix this by enabling a state religion for StW in the Civics XML file.
 
I've modified the XML file and now I can continue this saved game with StW.
After this game has finished, I'll make sure to install the latest patch.
Thanks a lot, Rystic!
 
The attached save game invariably crashes for me after ending the turn. I see some units moving from other AI civilizations. I can't tell if it crashes during an AI's turn or later.

I've tried reloading several times, and even gone back to a couple of earlier save games to try playing forward but it still seems to crash on this turn each time. I don't really have any idea what is causing the crash.

Fall from Heaven 2
Version 0.40

I tried showing Python exceptions (per the first post of this thread) but didn't get any popups at all. Just the "Send this crash information to Microsoft?" box thing.

Let me know if I should to add any other information, first time I'm posting a bug here.

Thanks for producing a great game.
 

Attachments

Fall from Heaven 2
Version 0.40

What patch are you using? I tried loading your save and the game insisted that it needed to load the mod (which was already loaded), and then crashed while attemping to do so. I am using version 0.40z.
 
Last night I was playing a multiplayer game ad the Grigori with the goal of using my Luonnotars to build the Alter of Luonnotar. After many hours I finally got all the levels of the alter research and the techs needed to upgrade my adventurers into Luonnotars. Imagine my surprise when the option to use then to build the first level of the atler wasn't available. Considering a friend told me about this tactic and the write-ups on the alter and the Luonnotars in the civilopedia indicate these units are supposed to work just like the Great Prophets in the regard.

I'm using patch 40z and not using any of the modmods.
 
That was taken out because it was too easy of a win for the Grigori. They need a level requirement before they should be able to build them (lets say maybe 12 - 15). Flavor wise it should be added back somehow...
 
That was taken out because it was too easy of a win for the Grigori. They need a level requirement before they should be able to build them (lets say maybe 12 - 15). Flavor wise it should be added back somehow...

I've never understood how it was an easy win.... but I don't end up with 100 level 20 units like everyone else seems to..... If I get units pumped up enough to upgrade to Luonnatar, I don't necessarily want to sacrifice them for an Altar.... and since Grigori will never be able to produce enough Prophets to build the Altar, it's now an impossible win for the Grigori....

From what I can tell, Grigori can only win a Conquest or Domination win.... very UN-Cassiel-like I think.
 
What patch are you using? I tried loading your save and the game insisted that it needed to load the mod (which was already loaded), and then crashed while attemping to do so. I am using version 0.40z.

Sorry, until now I hadn't realized there *were* patches. I think I was using an unpatched version of 0.40? At least, that's what the readme .rtf file said.
 
But it really wouldn't be any easier a win for the Grigori than for anyone that can build a pagan temple early on to set 1 priest specialist then use that first GP to build the first level of the alter, thus enabling a 2nd priest specialist. Add in anotyher priest specialist for any religious temples and it becomes easier and faster to get 6 GPs than it is for the 6 Adventures. Plus no need for a high level tech to upgrade those GPs before they can make those first 6 alter levels. Thus long before the Grigori can even get their special units to build the alters, some other, non-agnostic, civ could have been reaping the benefits of each of those 6 levels of the alter for quite a long time.

For example in a single player game as the Calabim, I was pumping out the GPs fast enough that I could research the required techs for the alter as well as other techs I needed for defense, my economy and to found all but one of the religions, and had enough GPs to get the alters built and all the special religious buildings built.

When you consider that each priest specialist is +3 GPP and the Grigori at most get +4 Adventurer GPP (1 from the capital, 2 from the adventurer guild and 1 from the Grigori Tavern), that's barely more than 1 specialist to gain GPs of any other type. Then considering it only takes a tier 2 tech, Mysticism, to build the pagan temple to get +3 GPP towards a prophet vs the 1 from the Grigori palace towards the Adventurers, But having to wait for a tier 4 tech for the grigori to build the adventurer's guild just to match the +3 a specialist gives

When ya look at it, letting the Grigori win via the alter is actually more difficult than anyone else doing so. Especially someone that can build all the religious temples and also has the philosophical trait and running pacifism. Sure, they will get their first Great Prophet about the time the Grigori get their 2nd Adventurer, but at this point they can start getting their GPs at least as fast as the Grigori can get adventurers by adding just 1 more priest specialist. Anyone going for the alter win is not going to run just 1 or 2 priest specialists, they're run as many as they can. I've had cities with more than 10 priest specialists.

In any case, I'd say the Grigori's method of building the first six levels of the alter was just as balanced as someone else running a specialist economy getting their alter built. So please put this back in.
 
From what I can tell, Grigori can only win a Conquest or Domination win.... very UN-Cassiel-like I think.

A tower victory seems to fit them best, but without holy cities that's either going to take some serious vassaling or metamagic and a lot of patience.

Sorry, until now I hadn't realized there *were* patches. I think I was using an unpatched version of 0.40? At least, that's what the readme .rtf file said.

Good god, man, you missed the whole freakin' alphabet! There's a link to the most current patch in the first post in this thread.
 
I'm not sure if this is in the latest patch, but when I attacked an Angel of death from my city and lost, the city lost a point of population! Kinda silly that the effect can kick in while the angel is defending.
 
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