FfH2 Bug Thread

Patch I

Created Basium. Apparently Basium has no mana or resources of any kind in his capital.

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I'll have to take this one back. I suspect nothing was visible since Basium capital was on a separate continent and my Civ didn't have Astronomy. Not sure this is correct, but the resources are there now, many turns later.
 
This save is from a game with patch i. Going to next turn (turn 300) causes out of sync. Original human players are Doviello and Svartalfar (teamed).

We've seen more out of sync issues in general since patch h, but this is the first where I have a save game where it always happens next turn. (Based on a small amount of tests.) We're downgrading to patch g in hopes of seeing less out of sync until the issues can be fixed.

Out of sync issues are probably some of the most difficult and/or time consuming to debug so we really appreciate any efforts made here. :)
 

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I tend to be a builder and fighter style player, I don't use much magic. So I tried a game last night and noticed that I don't have the ability to set a spell caster to auto cast like in wild mana. Is this patch intended only for the AI to get better at spell casting or is this supposed to allow me to set auto cast as well. Wild mana has kinda spoiled me...
 
041.i
Playing as Tebryn/Sheaim, when I converted to Ashen Veil, all of my towns/hamlets/villages/cottages disappeared. They're still present, but they are graphically unrepresented.
This was fixed in a previous patch, although I don't recall exactly which one and I don't see it listed in the patch notes. Redownload patch I (FfH2041i.exe) and repatch, then open the "Readme 041.rtf" file in your "Fall from Heaven 2" folder and make sure it says "Version 0.41i" to confirm that patch installed correctly.

Perfect sight promotion or "Can see stealth" units can't see invisible units by Nox Noctis effect.
Does anyone know that is intended or not?
This is intended. Within the civ's cultural borders, Nox Noctis invisibility cannot be pierced and Dies Diei pierces all forms of invisibility.
 
Not sure if this has been addressed before, but ever since installing FFH2, Beyond The Sword and the mod both have refused to open - I'm getting an error message stating only that "Sid Meier's Civilization 4: Beyond The Sword has stopped working." Anyone have experience with this problem/know what I can do to fix it?
 
WOC error here a the end of turn 281. I wasn't surprised to find my old buddies the Svartalfar were around - however, this wasn't like the 'usual' WOC error I get with them; when we get the hidden unit/non-hidden unit problem,the game locks up. Here, we get an WOC forever but you can still move around the map.

I've spent about 40 mintues trying to find the cause but I'm coming up empty.

Best wishes,

Breunor
 

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Basically, here is what happens. I actively try and cause the apocolypse, just to see what happens. Then probably around 1000 units go enrage, judging by the number of cities left and the fact that the AI builds a metric ton of units on every city because they are ********. Then it stops, an error message pops up, and I have to close it.

Please. PLEASE. Add an upper limit to the number of units that can be enraged, or built. Maybe if the number of units in the world is large enough, a gradual random kill-off would be just as effective before the event.

Regarding save: Find the Ashen Veil holy city, build meshibber of dis, and rush it. End turn. I crash right after the engrage.
 

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Ok, I found the problem in post 2507. For some reason, there is an elephant (an elephant!!) with a hidden nationality promotion 2 spaces south of Despero. Taking off the hidden nationality from the elephant fixes the game.


Best wishes,

Breunor
 
Patch "j" is linked in the first post. It won't break save games and fixes the following issues:

1. Privateers check wasnt valid (fixed by Turinturambar).
2. Fixed an issue with prereqCiv on units (fixed by Denev).
3. Updated joingroup ai function by Sephi.
4. All leaders xml settings reviewed compared to WildMana (mostly involving AI changes).
5. Civic AIWeights adjusted according to WildMana.
6. Fixed an issue that would cause the Barbarian World to do nothing when selected (and sometimes activate when it wasn't selected).
7. Fixed the Tower Shield event so it provides the cover promotion instead of combat.
 
Thats an old graveyard graphic, it doesnt exist in the mod anymore. I would delete your FfH folder entirely and reinstall both it and the latest patch to fix it.

Thanks Kael--this fixed the problem, as well as some other graphical problems I was having (such as certain units appearing as red hemispheres instead of their normal unit graphic).
 
I got a scenario problem, i cant load the black tower scenario, every time i want to start it it stucks and i have to alt-tab and there is a window [This program has encountered a problem and needs to be closed. Do you wish to save a diagnostic file?]
[normal dump] [Full dump] [no Dump]


No prblems so far with civ 4 bts
minor crashes alongside the FFH2 patchseasons from 32- to now (no major ones just like anybody from time to time) no crashes with patch i or j

German version.. but changing the language dosnt change the problem.

I never startet the scenario before bts 3.19 so no knowlege about problems before than.

I just startet to play the scenarios now, except the first one witch i played as they were released.


Hope someone has a solution.
 
Were the pagan temple and incense nerfed? Beause when I play patch J as the Sheaim on noble, I get neither a happiness benefit for hooking up incense or for building the pagan temple.
 
Were the pagan temple and incense nerfed? Beause when I play patch J as the Sheaim on noble, I get neither a happiness benefit for hooking up incense or for building the pagan temple.

he he. I asked this once long ago, and it has been asked dozens of times since. You need philosophy to get the effects of incense.
 
The bug with that one is a base Firaxis bug where the format for the text keys in the plot mouseover is set up to stop displaying assistance if you have the tech for whatever improvement can be placed on the item. I modified the DLL to continue to display "Requires Tech: Philosophy" even if you have a plantation on them until the point where you DO have philosophy, I would advise importing this minor cosmetic tweak. (Also covers you for mines on Bronze/Iron)
 
I got a scenario problem, i cant load the black tower scenario, every time i want to start it it stucks and i have to alt-tab and there is a window [This program has encountered a problem and needs to be closed. Do you wish to save a diagnostic file?]
[normal dump] [Full dump] [no Dump]


No prblems so far with civ 4 bts
minor crashes alongside the FFH2 patchseasons from 32- to now (no major ones just like anybody from time to time) no crashes with patch i or j

German version.. but changing the language dosnt change the problem.

I never startet the scenario before bts 3.19 so no knowlege about problems before than.

I just startet to play the scenarios now, except the first one witch i played as they were released.


Hope someone has a solution.

You can check out the 'scenarios' sub-forum for dealing with the Black Tower. A lot of people are having trouble loading it especially from the scenarios menu, its not 100% clear what is happening. I can't load it anymore.

Best wishes,

Breunor
 
I don't know if this is a base Civ4 bug or a FFH bug...

I ran out of money, and I saw "STRIKE" appear at the top, near my gold reserves, and then had a CTD. I'll try loading the last autosave and see if it happens again.

EDIT: Reloaded, didn't happen again
 
there exists a manual how to increase your memory on 32bit machines somewhere on civfanatics
found it here

i am still having difficulties even after resorting to low graphic settings and so i am looking at what you suggested. is it necessary to download flowcast and solid cast both, separately or is only one of them needed. i have looked at the sites and it is not clear what to download. and which site is the best site to download them from. thanks for your help.
 
So does patch j improve stack mechanics any? I'm hoping
3. Updated joingroup ai function by Sephi.
Did something alone those lines. Particularly, does the AI still spam archers, and does the AI still have large stacks running around it's territory doing nothing instead of attacking/defending like they should be doing?
 
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