FfH2 Bug Thread

I've got one with mana nodes and building a city. I build a Law Mana node in my territory, and when sending a settler out to expand and reinforce my cultural borders, I noticed that I was able to actually build the city right on top of that node. When I built the city, I still had access to the mana itself. Nice little way to protect your mana lol

Trouble with that is, as far as I know, you can never change that law mana to anything else. So make sure you don't settle on a raw mana node! :lol:

[edit:] Hence, I don't think it's a bug, just a choice you have to make for yourself. There was one related to the AI settling on raw mana nodes, but I think that's been fixed.
 
the Meshabber of Dis just gets fireball, since he has the divine promotion and should have AV though I think he should also have ring of fire or something?
 
This is not a bug, but just something that bothers me about Meshabber of Dis: He can only be built in the Ashen Veil holy city, which cannot possibly be Dis. Meshabber of Galveholm or something like that would really be a better name.
 
if you only have access to bronze ( no iron ) and you use magnadine to hire a champion, the champion will have both bronze and iron weapons :D
 
automated workers will totally ignore workable tiles courtesy of the city of a thousand slums ( the outer ring of tiles ) . I wonder if the same is true for kurio automated workers? :\
 
[to_xp]Gekko;8399916 said:
just noticed the Genesis ritual does not work on hell terrain, not sure if it's intended.

I think it's always been like that, so I'm almost certain that it's intended.
 
I got a random event where I could choose between getting a hunter or getting a horse archer - I chose the hunter.

After a while I upgraded that hunter to a ranger. Later I wanted to upgrade him again, to a beastman but I couldn't. The symbol for the upgrade was not there. I had the grove and could upgrade other hunters just fine.

Was playing the Sidar.
 
Not sure if this is a FfH2 bug or not, but I was playing around with the Khazad, and it's going great. Until now. For some reason, I can't advance to the next turn. It just starts loading and then.. nothing. The globe just keep spinning and nothing ever happens. Waited several minutes the last time.

Obviously something is amiss, but I don't know what. I hate to be a bother, but if someone could just try the save out to see if the same thing happens to them or if it does, try to locate the problem, I'd be grateful. If it for some reason works, maybe do a new save past the turn change and upload it so I can see if it works from that point onward for me?
 

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I got a random event where I could choose between getting a hunter or getting a horse archer - I chose the hunter.

After a while I upgraded that hunter to a ranger. Later I wanted to upgrade him again, to a beastman but I couldn't. The symbol for the upgrade was not there. I had the grove and could upgrade other hunters just fine.

Was playing the Sidar.
are you sure you could upgrade hunters to beastmaster after this ? AFAIK you may have reached the max number of beastmasters just before upgrading your prised ranger... 3 for a small map, 4 for normal size map.
 
are you sure you could upgrade hunters to beastmaster after this ? AFAIK you may have reached the max number of beastmasters just before upgrading your prised ranger... 3 for a small map, 4 for normal size map.

There's a limit to beastmasters? That might have been it then, sorry.
 
There's a limit to beastmasters? That might have been it then, sorry.
all tier IV units save musketman are limited in number (4 for normal sized map, lower or higher for respectively smaller and bigger maps).
 
Not sure if this is a FfH2 bug or not, but I was playing around with the Khazad, and it's going great. Until now. For some reason, I can't advance to the next turn. It just starts loading and then.. nothing. The globe just keep spinning and nothing ever happens. Waited several minutes the last time.

Obviously something is amiss, but I don't know what. I hate to be a bother, but if someone could just try the save out to see if the same thing happens to them or if it does, try to locate the problem, I'd be grateful. If it for some reason works, maybe do a new save past the turn change and upload it so I can see if it works from that point onward for me?

I can take a look at this when I get home. I've run into a 'waiting for other civilizations' infinite loop when a unit tries to load onto a hidden nationality ship, or conversely when a hidden nationality unit tries to board a revealed ship. Indeed, when the Svartalfar are on the board, it is pretty common in my experience.

Do you know if the Svartalfar are there? If so, open the worldbuilder. Look for a port with a hidden nationality ship. See if there are non-hidden units in the port. If so, change the ship to non-hidden nationality (this is a promotion that you change from the 'edit unit' menu.) Alternatively, look for the opposite. It is easist to change the promotion on the ship and not on the units.

Expect this to happen maybe one more time if you fix it.

Let us know if this works.


Best wishes,

Breunor
 
I can take a look at this when I get home. I've run into a 'waiting for other civilizations' infinite loop when a unit tries to load onto a hidden nationality ship, or conversely when a hidden nationality unit tries to board a revealed ship. Indeed, when the Svartalfar are on the board, it is pretty common in my experience.

Do you know if the Svartalfar are there? If so, open the worldbuilder. Look for a port with a hidden nationality ship. See if there are non-hidden units in the port. If so, change the ship to non-hidden nationality (this is a promotion that you change from the 'edit unit' menu.) Alternatively, look for the opposite. It is easist to change the promotion on the ship and not on the units.

Expect this to happen maybe one more time if you fix it.

Let us know if this works.


Best wishes,

Breunor
Thanks a lot for the suggestion. I was just coming back to the board to post that I managed to fix it. I first removed all units in the entire world, and it worked. I then started to painstakingly remove all units, nation-by-nation, reloading the game every time it hanged, until I found out that it was the Svartalfar that caused it. I then removed their units stack-by-stack, again reloading the entire game every time it hanged.

Turns out the stack at Nameless Tower caused it. It was 5 Swordsmen, an Archer and a Settler. I simply removed them from Nameless Tower and recreated them a square outside, and the turn progressed just fine. Seemingly had nothing to do with Hidden Nationality, though - and definately nothing to do with boats. Very strange.

At least now I can continue my game. Thanks anyway. :)
 
Thats good to know, thanks Luckmann. I dont thinkt hat will be fixed in the next patch, but the detail is good and I appreciate you taking the time to isolate and posting the results.
 
Thanks a lot for the suggestion. I was just coming back to the board to post that I managed to fix it. I first removed all units in the entire world, and it worked. I then started to painstakingly remove all units, nation-by-nation, reloading the game every time it hanged, until I found out that it was the Svartalfar that caused it. I then removed their units stack-by-stack, again reloading the entire game every time it hanged.

Turns out the stack at Nameless Tower caused it. It was 5 Swordsmen, an Archer and a Settler. I simply removed them from Nameless Tower and recreated them a square outside, and the turn progressed just fine. Seemingly had nothing to do with Hidden Nationality, though - and definately nothing to do with boats. Very strange.

At least now I can continue my game. Thanks anyway. :)

It is actually the same error, I'm pretty sure. The problem is that the stack in Nameless Tower has the top three swordsmen with hidden nationality; the other two swordsmen, archer, and settler don't.

I loaded your save. Instead of deleting the stack, I simply took off the hidden nationality promotion from the three swordsmen on top; that fixed the WOC bug.

Clearly, something to do with the Svartalfar is ignoring the 'grouping' restrictions of some sort, and it is caused by having the Svartalfar mixing hidden and non-hidden units.

Best wishes,

Breunor
 
Hi,

I have systematicly a CTD with this saved game
 

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Patch "e" is linked in the first post. It will break save games and makes the following changes:

1. New Elohim Scout model by seZereth.
2. New Elohim Hunter model by seZereth.
3. The Clairone (harpy) event now applies hurry anger with the free bard instead of riot turns.
4. Animals can now get courage.
5. New Elohim Adept model by seZereth.
6. New Elohim Mage art by seZereth.
7. New Elohim Axeman art by seZereth.
8. New Elohim Champion art by seZereth.
9. Genesis won't create forests in cities anymore.
10. Barb's get free Ogres instead of free champions (which don't exist for them anymore) after they learn iron working.
11. Into the Desert: Fixed an error when Dirage is razed.
12. World units won't be given out in late game starts anymore
13. Fixed an issue that caused blight to effect player 0 (usually the human player) twice.
14. High Priests of Winter can call blizzards like priests of winter.
15. Marsh's build modifier increased from 25% to 50% (25% more work required to place improvements on it).
16. Fixed the issue that caused damaged stacks to always have the normal number of units.
17. Fixed an error that occured if you started the game next to the Guardian of Pristin Pass.
18. New Elohim Archer unit model by seZereth.
19. New Elohim Horseman unit model by seZereth.
20. New Elohim Chariot unit model by seZereth.
21. New Elohim Longbowman unit model by seZereth.
22. New Balseraph Chariot unit model.
23. New Elohim Horsearcher unit model by seZereth.
24. Tons of text fixes by Nor'easter.
25. Fixed an issue that could make blockades permanent when using revelation on a hidden nationality unit blockading your ports.
26. Ashen Veil and free demonic buildings won't be given to captured Infernal cities unless they are kept (keeps the AC form lowering when the Infernal raze a city that they just pushed the AV to).
27. The Radiant Guard: The Radiant Guard units start with the Bronze Weapons promotions.
28. The Radiant Guard: The Mercurian area starts revealed to the player.
 
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