FfH2 Bug Thread

1. When using Clan of Embers Warrens to build Soldiers of Kilmorph, the 1st soldier of Kilmorph starts with 2 xp. The 2nd starts with no xp. (Leader was Sheelba, no techs or civics or buildings gave extra xp.

2. Cities built on hills give 2 hammers but the city displays only 1 hammer (tested on Hill with no Food).

3. Display of Catapault Strength while building is different than Display of Catapault strength when it has already been built. (Most obvious with Khazad).
 
1. When using Clan of Embers Warrens to build Soldiers of Kilmorph, the 1st soldier of Kilmorph starts with 2 xp. The 2nd starts with no xp. (Leader was Sheelba, no techs or civics or buildings gave extra xp.
I suspect that you have the Deruptus Brewing House in that city. It gives +2 xp to Dwarven units built in its city, and Soldiers of Kilmorph are dwarves. This is still a bug, though, because both SoK produced should receive the bonus.
 
Yeah, city.applyBuildEffects(newUnit) only applies things done in the DLL, not anything done in def onUnitBuilt(self, argsList):


For a moment there I thought that meant that the Clan could get Beasts of Agares without paying the population cost for them, but they are national units so they can't. (In my version warrens won't work on non-living units, so it wouldn't matter.)



I think I just realized a really good reason not to make city.applyBuildEffects(newUnit) count things in def onUnitBuilt(self, argsList): That is where the Warrens code is, so it would cause an infinite loop as each new unit makes another.
 
1. When using Clan of Embers Warrens to build Soldiers of Kilmorph, the 1st soldier of Kilmorph starts with 2 xp. The 2nd starts with no xp. (Leader was Sheelba, no techs or civics or buildings gave extra xp.

2. Cities built on hills give 2 hammers but the city displays only 1 hammer (tested on Hill with no Food).

3. Display of Catapault Strength while building is different than Display of Catapault strength when it has already been built. (Most obvious with Khazad).

I have never tested to be certain that what you actually gain matches what is displayed, but the second hammer only appears on a Hill/PLAINS tile. Hill/GRASS still shows (and I assumed provided) a single hammer as normal.
 
I can't start the game with any non human civs (orcs,elves, dwarves), it crashes when loading.

I play on XP FFH .41 patch D and BTS 3.19
 
Minor cosmetic issue:
The Concept: Worldspell's section of the 'pedia still claims that the Illians don't have a world spell. (It was in FF that I noticed it, but it is clearly the case in the normal CIV4GameText_FFH2.xml too.)
 
When playing as Khazad I captured a Luchuirp city with a settler in it. The result was a mud golem with dwarven instead of golem. Version 0.41d.
 

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Another small bug with warrens... It seems the Shrine of the Champion only gives the +1 free promo to one of the two units.
 
I have FFH 0.41 patch d. I re-installed all of Civ all the way to patch BTS 3.19 from scratch then I followed the installation instructions (except for the de-frag as I did so three months ago and have more than enough disk space) from this post.

I play with two other people using IP, the two others don't have my issue. The game is hosted on my friend's pc. After turn 3 I get de-synched. I am the only one with that issue. I may have constructed the environment creating this error inadvertently. We tested it with two player games (him hosting, and I connecting) and I have the same issue. I skimmed the posts since the patch, and I don't think I see someone with the same issue.

could someone please direct me on what to do next, if anything?
 
Not exactly a bug, it it is odd that CvEventManager.py's def onCityBuilt(self, argsList) fuction still gives the Barbarians Champions to defend their city in Medieval Start game or once they know Iron Working. These of course appear human since you removed the Orcish art whenyou make Ogres a Champion UU. Shouldn't you have changed those free units to Ogres at the same time?

(Also, I find it seems to work better if you give then one free Archery unit and one free Melee unit instead of 2 Melee units.)

Having Hellfire spawn human-looking Orcish Champions also still seems quite odd. Wouldn't it be better to bring back the Sect of the Flies?
 
I've been having some really aggravating problems. I started off with a working version (2033 I think) and BTS 3.17 (from the Civ4 Gold package + BTS). Then I upgraded to 3.19 and .41d, and I got the following error upon start-up. That is, I start BTS, load the mod, it begins to load, then crashes on "init engine" with the following error:

GFC Error: Failed to Initialize the primary Control Theme

I then reinstalled the game, twice, and made sure I completely deleted everything before reinstalling.

I'm running Vista SP2 and I've tried running as administrator and in compatibility mode. I've pretty much run out of ideas. Its a real bummer because now I am FfH2-less.

Any thoughts?
 
I've been having some really aggravating problems. I started off with a working version (2033 I think) and BTS 3.17 (from the Civ4 Gold package + BTS). Then I upgraded to 3.19 and .41d, and I got the following error upon start-up. That is, I start BTS, load the mod, it begins to load, then crashes on "init engine" with the following error:

GFC Error: Failed to Initialize the primary Control Theme

I then reinstalled the game, twice, and made sure I completely deleted everything before reinstalling.

I'm running Vista SP2 and I've tried running as administrator and in compatibility mode. I've pretty much run out of ideas. Its a real bummer because now I am FfH2-less.

Any thoughts?

From the first post on this thread:

1. "GFC error: failed to initialaize the primary control theme" error loading the mod. You will recieve this error if FfH isn't installed in the correct location (under Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods). If you don't have Civ4 installed to that location just make sure the FfH is installed in the same directory as Final Frontier, Age of Ice and the other mods that came with BtS. Also make sure you have installed the full mod and not just the patch.

Best wishes,

Breunor
 
:blush: Reading skills fail. Will try to sort it out this way. Maybe it has something to do with the fact that the file path is for the Gold version? Anyway, thanks. Will see if this works

From the first post on this thread:

1. "GFC error: failed to initialaize the primary control theme" error loading the mod. You will recieve this error if FfH isn't installed in the correct location (under Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods). If you don't have Civ4 installed to that location just make sure the FfH is installed in the same directory as Final Frontier, Age of Ice and the other mods that came with BtS. Also make sure you have installed the full mod and not just the patch.

Best wishes,

Breunor
 
I have a rather silly and odd request, but Sephi made a modmod for Fall Further that made some really amazing changes and produced an amazing AI for FFH2 040z and FF 050n. I'm curious if anyone happens to have the installs for either, especially FFH 040z, since this is the thread for FFH2 and its versions. Anyone possibly capable of helping me out on this one? Or know if a source that has all the old versions?
 
Is it a feature or a bug that genesis creates forests on city plots with grass terrain? (I kind of like it but I'm just curious... But on the other hand did you ever tried to take a ancient forest hill city? It's fun but nobody can take your city if your city defenders also have forest promotions because this bonus can't be bombarded.)
In addition to that we could prevent micro managemant if all hill cities will get plain terrain on the city plot with genesis (<-- hills with plain terrain gives +1 production more than other terrain types). With the system like it is now you have to scorch all hill city plots to desert before you finish genesis because afterwards you can't scorch grass terrain hills back to plains.

Also shouldn't marsh be transformed into grass terrain with genesis? (I know you can't vitalize marsh but in my opinion genesis should.)

Furthermore vitalized flood plains and oasis get destroyed by genesis and are transformed into forest. I think that's a bad trade.
That's the present code:
Code:
	def genesis(self, iPlayer):
		iSnow = gc.getInfoTypeForString('TERRAIN_SNOW')
		iTundra = gc.getInfoTypeForString('TERRAIN_TUNDRA')
		iPlains = gc.getInfoTypeForString('TERRAIN_PLAINS')
		iDesert = gc.getInfoTypeForString('TERRAIN_DESERT')
		iGrass = gc.getInfoTypeForString('TERRAIN_GRASS')
		iOasis = gc.getInfoTypeForString('FEATURE_OASIS')
		iForestAncient = gc.getInfoTypeForString('FEATURE_FOREST_ANCIENT')
		iForest = gc.getInfoTypeForString('FEATURE_FOREST')
		for i in range (CyMap().numPlots()):
			pPlot = CyMap().plotByIndex(i)
			if pPlot.getOwner() == iPlayer:
				if(pPlot.getTerrainType() == iSnow):
					pPlot.setTerrainType(iTundra,True,True)
				elif(pPlot.getTerrainType() == iTundra):
					pPlot.setTerrainType(iPlains,True,True)
				elif(pPlot.getTerrainType() == iDesert and pPlot.getFeatureType() != iOasis):
					pPlot.setTerrainType(iPlains,True,True)
				elif(pPlot.getTerrainType() == iPlains):
					pPlot.setTerrainType(iGrass,True,True)
				elif(pPlot.getTerrainType() == iGrass and pPlot.getImprovementType() == -1 and pPlot.getFeatureType() != iForestAncient and pPlot.isPeak() == False):
					pPlot.setFeatureType(iForest, 0)
With this changes this wouldn't happen:
Code:
	def genesis(self, iPlayer):
		iSnow = gc.getInfoTypeForString('TERRAIN_SNOW')
		iTundra = gc.getInfoTypeForString('TERRAIN_TUNDRA')
		iPlains = gc.getInfoTypeForString('TERRAIN_PLAINS')
		iDesert = gc.getInfoTypeForString('TERRAIN_DESERT')
		iGrass = gc.getInfoTypeForString('TERRAIN_GRASS')
		iOasis = gc.getInfoTypeForString('FEATURE_OASIS')
		iForestAncient = gc.getInfoTypeForString('FEATURE_FOREST_ANCIENT')
		iForest = gc.getInfoTypeForString('FEATURE_FOREST')
		[COLOR="Red"]iFloodPlains = gc.getInfoTypeForString('FEATURE_FLOOD_PLAINS')[/COLOR]
		for i in range (CyMap().numPlots()):
			pPlot = CyMap().plotByIndex(i)
			if pPlot.getOwner() == iPlayer:
				if(pPlot.getTerrainType() == iSnow):
					pPlot.setTerrainType(iTundra,True,True)
				elif(pPlot.getTerrainType() == iTundra):
					pPlot.setTerrainType(iPlains,True,True)
				elif(pPlot.getTerrainType() == iDesert and pPlot.getFeatureType() != iOasis):
					pPlot.setTerrainType(iPlains,True,True)
				elif(pPlot.getTerrainType() == iPlains):
					pPlot.setTerrainType(iGrass,True,True)
				[COLOR="Red"]elif(pPlot.getTerrainType() == iGrass and pPlot.getImprovementType() == -1 and pPlot.getFeatureType() != iForestAncient and pPlot.isPeak() == False and pPlot.getFeatureType() != iOasis and pPlot.getFeatureType() != iFloodPlains and pPlot.getFeatureType() != iForest):[/COLOR]
					pPlot.setFeatureType(iForest, 0)
 
Also shouldn't marsh be transformed into grass terrain with genesis? (I know you can't vitalize marsh but in my opinion genesis should.)
Would be nice if you could scorch marsh into plains (or tundra maybe). And would give an extra boost to scorch, which could use it.
 
Shouldn't Genesis turn Malakim's territory into a huge desert?
And in ice for Illians (I know it's done in some mods)?
And in jungles for Mazatl?
 
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