FfH2 Bug Thread

I have noticed a minor issue since installing patch "z"

I have the gridlines on the map, helps avoid clicking on the wrong tile sometimes. Since installing the patch I've played a couple games and the gridlines in the ocean are skewed so they cross in the middle of the tile. Everything works correctly but it's a pain moving around the ocean now. The first game was a pangea map so ti didnt matter to me, but now I'm playing continents and need to estimate distances to the enemy ship SODs and have to do it manually instead of just counting squares.

Also- and this is an old bug- if I have units on a hill without a road next to an enemy city and attack the city, they will move off the hill to a square with a road and attack from a different direction ending their movement without the hill defense bonus.

Edit:

Just read the first post...

19. Added the ability to examine cities before you decide to keep or raze them (code by Smeagolheart!).

I CAN'T WAIT!! :)

Another question- if I manage to capture a religious hero through combat, why does he run away the next turn? For example I defeated Bambur with Sphener. He was defeated in honorable combat and agreed to fight for my cause then turns around and runs away?? How dishonorable and unheroic. Maybe there should be a type of "captured" tag that over-rides the religion requirement?
 
He was defeated in honorable combat and agreed to fight for my cause then turns around and runs away??

No, he agreed to fight in your cause based on your lies, deception and mind control, and leaves you when he realizes how brutally you cheated him by making him serve the Order.
 
Hi there,

I don't know if this is a typically FfH2 bug or a BtS bug. I didn't play BtS for 2 years now and I don't remember seeing it in BtS, but maybe it occured, I don't know so maybe this message should be in the general bug report Civ IV section, I just searched the thread for this kind of error but I didn't find anything, so I posted here.
I installed FfH2 few days ago and yesterday I tried a Cultural victory. But here is my problem, I'm wondering if culture isn't bounded at around 63.000 (like old MAXINT, 65.536, with 2 coded integers). In my first screenshot (Alpha-442), you can see culture = 62.273/50.000 and +702/turn and in the second one (Alpha-443), one year later, culture = 63475/1 and everything else is 0/turn, no production, no research, no money, this city lost it cultural boundaries too.

Civilization played : Calabim with some minor modifications to :
- CIV4CivilizationInfos.xml : added to Calabim <CivTrait>TRAIT_SPRAWLING</CivTrait>
- CIV4LeaderHeadInfos.xml : changed Flauros traits to <TraitType>TRAIT_FINANCIAL</TraitType> and <TraitType>TRAIT_CHARISMATIC</TraitType>
Customized world, normal size, regent level.

Patch installed : 0.40z.
OS : W2K sp4.

Thanks !

Myy.
 

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Your city is in unrest. Cities in unrest do not produce culture, production, research, money, and so on. It is possible for a city to have culture in excess of 65536.

This thread isn't the best place to report bugs with a version of FfH2 that you have modified. I would suggest creating a new thread for that.

Also, I question the wisdom of attempting to create of modmod for yourself before you are familiar with the basics of the game.
 
I installed FfH2 few days ago and yesterday I tried a Cultural victory. But here is my problem, I'm wondering if culture isn't bounded at around 63.000 (like old MAXINT, 65.536, with 2 coded integers). In my first screenshot (Alpha-442), you can see culture = 62.273/50.000 and +702/turn and in the second one (Alpha-443), one year later, culture = 63475/1 and everything else is 0/turn, no production, no research, no money, this city lost it cultural boundaries too.

In the second Screenshot, your city is revolting, which should explain all the issues. Or do I see it wrong and the revolt ist an effect of the bug?

Edit: Typing too slow...
 
I don't know if this is a bug or not, but it was fun nonetheless :P

I managed, as the Elohim, to find an Adventurer in a dungeon that I explored. Now, of course, Cassiel is the only one that gets these units regularly. I abused the Adventurer to such an extent that it was the only unit that I needed to take over the island Luchrip, it tore apart the Hippus, and the Illians were no match (I had a pretty rough start, spawned as the Elohim with the Hippus, Calabim, Illians, Sheaim and the... Northern/Barbarian group (forget their name)). It sits as a Champion with about 350 experience, and tore apart Acheron in one fight (though I admit, he had to be Courage'd). This one unit lead me to about a 90,000 point Conquest win.


I really don't think that Adventurers are supposed to be available through dungeons... it allows religion civs (read: not Cassiel) to upgrade it. Just reporting it in is all.
 
Your city is in unrest. Cities in unrest do not produce culture, production, research, money, and so on. It is possible for a city to have culture in excess of 65536.

Damned, you are right, thanks for the answer ! I didn't see the unrest symbol, nor the smoke, because of the huge size of the city ! But btw, I don't know why it is revolting, happyness seems correct, I'll try to find why then, thanks ! Infernal isn't in the game so Hyborem can't steal the city, and it's a capital btw. There are no dangerous cultural borders. I see no spies, as I built Nox Noctis, so, no obvious reason of a revolution.

Hmmm... ok right ... I found the solution ... I built a beast of Agares => revolution, so, sorry for posting that in this thread, it's not a bug, just an awful bad surprise, thanks Kael :D.

This thread isn't the best place to report bugs with a version of FfH2 that you have modified. I would suggest creating a new thread for that.

Also, I question the wisdom of attempting to create of modmod for yourself before you are familiar with the basics of the game.

Well, these modifications just change the gameplay of races, not the technical aspects of the FfH2 mod.
 
So I recently installed the mod, patch Z, and the media pack; I just ran into a kinda weird bug/feature (not sure if it was intended, but it's certainly odd).

On turn 49 of the game, I founded the Empyrean religion because a burrow I explored spawned an Ecclesiastic; when I told him to convert my capital city it became a holy city. Needless to say, I'm nowhere near being able to found it through the normal means of discovering Honor.
 
On turn 49 of the game, I founded the Empyrean religion because a burrow I explored spawned an Ecclesiastic; when I told him to convert my capital city it became a holy city. Needless to say, I'm nowhere near being able to found it through the normal means of discovering Honor.

The first city of a religion becomes the holy city. The associated tech is not necessary, if you are lucky enough to get a disciple some other way. What you experienced is working as intended.
 
What I found is not so much a bug as a flawed gameplay mechanic. When Goblin Archers spawn early in the game, they tend to use ranged attacks on any unit that is next to them. This works well. What doesn't work is how the AI handles the situation when their unit is attacked. They don't run away from the archer - they attempt to fortify until healed. The problem is, under constant archer barrage, the unit never fully heals, and thus stays under archer attack indefinitely. This results in savage archers having Combat V, Drill IV, Archery III, and a myriad of other promotions around turn 100. These archers then fortify and never move, and when your civilization expands around them, they're a constant nuisance you can't get rid of because they're so powerful your units can't even damage them, let alone kill them.
 
What I found is not so much a bug as a flawed gameplay mechanic. When Goblin Archers spawn early in the game, they tend to use ranged attacks on any unit that is next to them. This works well. What doesn't work is how the AI handles the situation when their unit is attacked. They don't run away from the archer - they attempt to fortify until healed. The problem is, under constant archer barrage, the unit never fully heals, and thus stays under archer attack indefinitely. This results in savage archers having Combat V, Drill IV, Archery III, and a myriad of other promotions around turn 100. These archers then fortify and never move, and when your civilization expands around them, they're a constant nuisance you can't get rid of because they're so powerful your units can't even damage them, let alone kill them.

Ranged attacks sound like a Fall Further issue and you would probably get a quicker response in their sub-forum.
 
Since patch z when playing the Gift of Kyrolin scenario, I can correctly see the first chest, but all the spell buttons stay greyed out and I can't cast spring (or any other spell)
 
Patch z, Playing as Amurites.

I am currently at war with Sheelba. I have Brigit and a Harlequin I captured from Perpentach traveling through Clan lands. Every time I run into a SOD in the field or a city the Harlequin "encourages" a good number of the clan to throw themselves on Brigits sword in an attempt to drown her with their blood since they can't beat her on the field (though that stoneskin ogre hit her pretty hard).

I've noticed every time I use that trick I get several times more "defensive strike" messages than units in the stack. I don't know if that's related to the bug I ran into, though.

The last time I used it- the game got "stuck" I let it sit for a while but it just sat there frozen. I could move the mouse but not the screen. Then I clicked on the mini-map and the screen moved. I clicked on a unit that hadn't moved yet and was able to use him, and finished my turn. Then I noticed the end turn button doesn't work, I can't end my turn. If I click on Brigit- the screen freezes again but can be moved with the mini-map trick.

Any ideas?
 
Is there a corpse lying at Brigit's feet, remains of a unit that attacked but then didn't disappear after being killed? If so, what unit is it?
 
Is there a corpse lying at Brigit's feet, remains of a unit that attacked but then didn't disappear after being killed? If so, what unit is it?

I don't recall seeing anything like that, but I'll check again when I get home.
 
Im sure this is known - and maybe theres something i can do to fix it on my own without needing a patch of some type, it might be because my graphics setting is to "LOW" on everything.


Most special units - lizards, goblins, etc when fortefied or after walking turn into average looking warriors, and gryphons turn into bears. in fact, it looks like almost everything is skinned "over" something else, and that "something else" always shows itself. its pretty ugly and i would like it if there is something i can do on my own to make it ALWAYS show the units as they are meant to be shown.

is my problem my graphics setting?
 
Also- and this is an old bug- if I have units on a hill without a road next to an enemy city and attack the city, they will move off the hill to a square with a road and attack from a different direction ending their movement without the hill defense bonus.

I think it only happens to units with more than one movement. I might be wrong though.
 
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