FfH2 Bug Thread

The "unrestricted leaders" option doesn't seem to be working for me. I select it, but am still limited to the appropriate civilizations for a given civ.
 
Is anyone else having problems with the AI teching very poorly?
That's a problem with BtS as a whole. The AI routines need some help. It's complicated though and the modders seem to not be able to do anything about it.
 
There are a couple of good AI mod mods out there, 2 specifically for ffh.

I have not tried these out myself, but the results, especially the ffh ones, look promising.
 
That's a problem with BtS as a whole. The AI routines need some help.

Sure, but in FfH it's much more pronounced. The problem is the big AI militiary weights combined with the fact that most of the early essential techs like Education, Exploration etc. aren't classified as "militiary" techs.

I added large militiary weights to them, imported the Python code from some AI mods, which forces the AI to research Education and Code of Laws at a certain point, and it does better.
 
JanusTalaiini,

Select "END OF WINTER" option. Doing this will give you "unrestricted leaders" - it will also give you "End of Winter", but the end of winter yuckiness goes away as you play, so it really isn't a big deal. From what I understand this is caused by "hard wiring" in the coding for BTS where certian options have to be in a certian place.

JoMac
 
FFH2 0.41/a crashes before getting to title screen with the newest BTS patch (3.19).

It is not supposed to work with the latest patch.
 
It is not supposed to work with the latest patch.

Well, it does say on the main thread on the first post:

Requires Civilization IV: Beyond the Sword patch 3.17 or greater

It might be a good idea to change that so others know too.
 
Well, it does say on the main thread on the first post:

Requires Civilization IV: Beyond the Sword patch 3.17 or greater.

Ha. He's got you there. :)
 
Seems to me the heroes replace the game idea of GGs pretty much insofar as the accelerated and mass gain of XP goes.

For a story argument, it "feels" to me like each unit in FFH is a single person/creature. In CiV it "feels" like each unit is a group. Attaching a leader to a single person doesn't make sense like it does to a group.
 
For a story argument, it "feels" to me like each unit in FFH is a single person/creature.

I disagree. I certainly don't think that my army I send to pick off the Clan of Embers consists only of 15 champions, 6 rangers, 3 satyrs, 4 archers and some catapults. That's what, less then 30 people (in broader sense of the world)? Is that a war we fighting or a large gang fight between Elves and Orcs on the lawless streets of Vice City?

To me, most of the FfH units are a group. Even a Hero units to me, in most cases, is the hero himself and his small bunch of personal followers.

I do think that Great Generals as per Civ would take something away from the concept of Heroes, but I don't have anything against Great Commanders spawning using the currently unused Great General-like mechanics. That's more of a question of balance, through.
 
I think the AI treats the units as individuals and that is one of the reasons I do the same thing. When creatures come through a Planar Gate, the text refers them as individuals. I could go on but it really a matter of how you want to conceptualize the game in your mind. There is no right or wrong way to think about this idea.
 
I think the AI treats the units as individuals

What do you mean? AI doesn't think of what the units are supposed to represent at all.

When creatures come through a Planar Gate, the text refers them as individuals.

That doesn't apply to all of them. Mobius Witch, but Revelers. I do think of magic-using units as individuals, though.

And if you turn the Single Unit Graphics off, you can see that most of the units are in groups.

There is no right or wrong way to think about this idea.

I'm sure that FfH wars are intended to be epic fantasy wars, not big gang fights. But that's getting off topic. That discussion should continue in the lore forum.
 
I've played a few recent games as Auric of the Illians. I noticed that while they can build cottages and farms on ice tiles before and after building a Temple of the Hand nearby, they CANNOT build workshops on ice! It seems like if they are able to till the frozen earth itself into productive farmland they should be able to build a little smith on it too. Plus it was quite dismaying to see cities in arctic regions of a Tectonics map be size 20 with 1 base production outside specs...

Anyone know if this is a bug? Thanks!
 
Hello. I posted earlier in this thread, but didn't get any solution to my problem.

I have reinstalled Civ 4, complete, upgraded BTS to version 3.17 and the dowloaded FFH and the patch "a". When I start the game and load the mod, all I see is the regular BTS screen, with the text "Fall from Heaven 2" in the upper right corner. If I start a game, it's regular BTS.

- No I did not just install the mediapack
and
The directory is /.../beyond the sword/mods

What could be the problem and the solution?

Does anyone else have this problem?
Maybe it's because I have civ 4 complete?

I have windows vista.

Thankful for any advice
 
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