FfH2 Bug Thread

I'm playing a game aiming for a time victory, one of my favourites in BtS.

I has some discussion about time/score here.

Anyway, i'm on turn 751, based all my strategy on time (future techs and city growth) but i don't have the victory message (it should be at turn 750 on Epic).

Is this VC not working in FfH???

In FfH2 the time limits for the game are:

Quick: 480 turns
Normal: 690 turns
Epic: 990 turns
Marathon: 1800 turns

You'll need to play to turn 990 to reach the time limit in an Epic game. Progress can be checked on the Victory Screen (accessable from the button in the upper right area of the screen, or by pressing <F8>). The first item listed on the Victories page is the amount of time left. One can also check what game speed is being played by looking on the Settings page, which can be selected at the bottom of the window.
 
That certainly sounds like a bug, but it's a bug I like. If my invisible units were one model and my regular units were another model, it would make the game a lot easier for me to manage. Keeping track of which units are visible/invisible is tricky for me - especially with Nox Noctis.

After you take any action with them, they go back to normal, too.
 
In FfH2 the time limits for the game are:

Quick: 480 turns
Normal: 690 turns
Epic: 990 turns
Marathon: 1800 turns
Often the answer is under your eyes... just look at it.
Thank you.
:( 240 more turns... a nightmare ... :(
they continues with the privateers.

Edit - NP: i made all my counts on 750 turns, so i won a cultural on turn 759 ... too many concentrated wonders.

And for the load a save game, i always use the method you describe: in BtS, not only in FfH it's the only way to avoid a CTD or other errors.
 
Not exactly a bug, but an AI problem...
Priests have UNITAI_MISSIONARY as one of their UnitAIs. But the AI isn't allowed to cast the found temple spells (nor I assume has any code in place to do so in an intelligent manner). Result: AI build a bunch of priests intending to spread religion and then, since they can't, they sit idle in a city doing nothing. It's replaced disciple spam and is just as bad when it happends.
 
I have cows in my pool of tears. Is that a bug? cant' milk those cows.. :p

silly, you don't milk the cows, you eat them!:D

edit: I just noticed:
11. New Clan of Embers model by seZereth.
is this some new leader model? Or banner?
 
I get a CtD at the end of the following turn (but I don't know why).
Nothing seems to happen to me, but maybe based on some work of the AI.

Btw, I'm on patch y, without FF.

There is an elohim archer in a clan city (tentatio-onis) that you are at war with. I assume it was placed with worldbuilder.
 
Why does the city have that name anyway? It looks like someone lifted the name from a Latin dictionary without knowing enough Latin to understand that the -onis just indicates that tentationis is the genitive case of the 3rd declension feminine word tentatio (an alternate spelling of temptatio, i.e., temptation).
 
I don't know if anyone else has noticed this. But every time I try to upgrade a ship to a airship, my game crashes. And when my friends on a different computer in the same game does it. We both crash. I'll try and get a python copy up on here when I get a chance. But figured while I had a moment I'd let it be known that It happens every time we upgrade a ship to a airship. I am kuriotate. He is Elohim.

See if you can get me a save of this. I can upgrade frigates to airships without a problem.
 
See if you can get me a save of this. I can upgrade frigates to airships without a problem.


Yes, I have the same problem. It just boots me out w/o so much as a thank you.:confused:

suffer me to answer this: what is a "python copy"? can I help to get it for you?
 
Hi,

I am using patch 0.40y and in my current game great generals just wont spawn. I collected 138 GG points already (30 points normally would be sufficient as it would be my 1st). I am fighting other civs with mostly the hillgiants from the Nidhalf pact (or something like that) wonder. Does anyone know a fix for this? Would it help to "cheat" :eek: a GG in (and if, how does the "cheat" work?).

Another issue (but more a feature than a bug) is that, like in the plain vanilla CIV4, Barbarians still do not count to GG points. Would it not make sense - as Barbarians play a major role in this mod - to change this (I found that in the already a flaw in the CIV4)?

Cheers and thx for your answers in advance!;)
 
Hi,

I am using patch 0.40y and in my current game great generals just wont spawn. I collected 138 GG points already (30 points normally would be sufficient as it would be my 1st). I am fighting other civs with mostly the hillgiants from the Nidhalf pact (or something like that) wonder. Does anyone know a fix for this? Would it help to "cheat" :eek: a GG in (and if, how does the "cheat" work?).

Another issue (but more a feature than a bug) is that, like in the plain vanilla CIV4, Barbarians still do not count to GG points. Would it not make sense - as Barbarians play a major role in this mod - to change this (I found that in the already a flaw in the CIV4)?

Cheers and thx for your answers in advance!;)

That's actually not a bug. FfH does not use the Great General mechanic from Warlords/BtS. Instead, FfH has a type of Great Person called a Great Commander, which is generated like other Great Persons (GP points, certain buildings and wonders add Great Commander points to the city). Great Commanders can be joined to other units, can recruit units a city (1 unit for every 3 population points in the city), or can be used to build Command Posts in a city. Check the Civilopedia (I'm not home right now and don't have the game at hand), but I think that's it.
 
GGs are popping just like regular great people. It's not like in Warlords.
 
That's actually not a bug. FfH does not use the Great General mechanic from Warlords/BtS. Instead, FfH has a type of Great Person called a Great Commander, which is generated like other Great Persons (GP points, certain buildings and wonders add Great Commander points to the city). Great Commanders can be joined to other units, can recruit units a city (1 unit for every 3 population points in the city), or can be used to build Command Posts in a city. Check the Civilopedia (I'm not home right now and don't have the game at hand), but I think that's it.

The Civilopedia is actually incorrect as you gain far more than 1 unit fir every 3 population. Or at least you do with Donal, but since he uses the same ability I guess it's the same way with Great Commanders.
 
Elohim Devouts can't upgrade to Empyrian priests, but they can upgrade to priests of every other religion. That oversight should be fixed.
 
any idea when this will be worked on?

I want to switch the "Wrath" armageddon event (AC 90) to make all the effected units Always Hostile so they can fight with your allied neighbors.
 
I'm getting a CTD in mid-late game (at least I think it is-I had one after a few turns of a medieval start and another after about 150 turns of a classical start) and I don't know why. It happens about 2 turns after the auto-save I uploaded.

Edit:

No, it's not.

No crash for me form this save. Either its fixed in "z" or it isnt reproducable on my system.
 
I've got two "bugs" to report.

One is from my latest SP game with Clan (and it's the one that makes me REALLY angry cause it's actually a good game! :mad:).

I attached the savegame, it's the one named luca AD-0481.*
The game will crash at the end of present turn, no idea why!! If someone could help me out, it would be so much great!!

The other bug is from a MP game (and it's the next savegame I attached, named VOTE AD-and so on...).

That's quite weird. You can see on of my city (Slane which is surrounded by invisible elohim enemies (among which Chalid). I can't understand why those enemy are invisible only nearby that city!!! If you note, every turn Slane is attacked by the elohim and if u cast Tsunami (in Slane there are two cultist) you actually hit all the surrounding enemy units...I think that happened when elohim casted their WS, cause before things were just fine...just a supposition though!!

Well thanks for any help!!
 

Attachments

Mootpoint found a native Firaxis code issue which causes memory allocation problems if any combat capable units lack a unitcombat type. In light of a comment above having stated that the red/black blob issue is more common when you reload a savegame, this might be hitting you slightly and causing the problem (it would explain why it is so hard to reproduce at the least).

Here's his post
 
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