FfH2 Bug Thread

Well I definitely have Ashenvale as my State Religion and I've tried losing numerous units on both Attack and Defense; skeletal archers, champions, imps, axemen, and not a single Mane has spawned.

I should have said an LIVING evil unit. Your own units do not give you Manes; Would be even more horrendously unbalanced that way. You could build your own population, one turn a pop point. :lol:

I mean, the Scions (undead civ, now in every major FfH modmod) can do that... But their population units are very expensive, and you can't go over the happy cap anyway.
 
If you're playing as Infernals, the best way to get manes is by razing cities, especially evil cities. They also spawn when living Esus or Veil units die. Complicated and kind of annoying because it means that for your empire to grow even slightly you need to immediately, upon summoning, declare on an evil Civ. It makes sense that you'd want to attack someone right out of the gate, but that it has to be someone evil (and ideally even someone with Veil or Esus) is just counter intuitive and frustrating.
You don't have to be the one doing the killing; so as long as someone is fighting an evil civ somewhere you'll grow. Rather than declaring war on evil civs you can convince evil civs to declare wars, and reap the benefits passively. And as for the benefits of fighting evil civs being counter-intuitive, well, to me it makes sense that a great evil would start by bringing those partially corrupted the short distance to full corruption before starting on the more difficult task of corrupting the pure. Evil is lazy that way.
 
Ah righto, got it now thanks. Looks like I need to continue to fight my way out of the isolated pocket I was dropped in (only way out is through a Neutral and then into a Good who also have the Basium, or if I start up a fleet to cross the ocean). Thanks for all the input, and good to have the clarifications.
 
I should have said an LIVING evil unit. Your own units do not give you Manes; Would be even more horrendously unbalanced that way. You could build your own population, one turn a pop point. :lol:

I mean, the Scions (undead civ, now in every major FfH modmod) can do that... But their population units are very expensive, and you can't go over the happy cap anyway.

Actually, one turn would give a chance for two population points per city.

I believe there are only 2 living units the Infernals can build: Rosier the Fallen and the Baron Duin Halfmorn. (World units do not automatically get racial promotions. If the Infernals had more potential state religions than AV they would have more potential living units.) Rosier has the religion to return as a Manes, and Duin can get it randomly. (I personally love getting Duin as Basium instead, as it lets me turn enemy units into werewolves uner my control that turn into Angels under my control when they die.) The Infernals can also get Gaelen or Mary Morbus, but as units granted from events they would not have an evil religion.
 
I just noticed that after a successful over council vote, it says "UN resolution adopted". Not a big deal, but surprising nonetheless
 
Ritualists are not world units, so they get the DevaultRace of Demon when the Infernals build them, making them non-living and stopping them from returning as Manes.
 
Like the 'old' Svartalfar bug I used to report, hidden nationality may still be a problem.

So not to be a whiner (I can whine after saying that, right?) but is anyone actively working on some of these bugs? I pretty much get the HN bug every few dozen turns. I've been playing vanilla waiting for a 'K' to come along and fix the issue but I'm starting to think rolling back to 'I' is what I should be doing ;).

Darrell
 
So not to be a whiner (I can whine after saying that, right?) but is anyone actively working on some of these bugs? I pretty much get the HN bug every few dozen turns. I've been playing vanilla waiting for a 'K' to come along and fix the issue but I'm starting to think rolling back to 'I' is what I should be doing ;).

Darrell

I think going back to an earlier patch is sadly the answer:sad: I have got the feeling that this mod. has become Dead to the World (more or less anyway).

PS
But I finally got the time to play some other nice games, like Fallout 3, that is upliftning.
 
I'm sure that bug is on Kael's to-do list, but there are a lot of things that need to be fixed. Rolling back to earlier patches to test can be quite helpful, in that you may be able to pinpoint exactly which patch introduced the problem and thus make finding the solution easier. Permanently rolling back to avoid the problems isn't helping anyone in the long run, however, because without feedback the process of locating the source of these problems will take much longer.

This particular crash is hard to track down because it doesn't seem to be happening to everyone. I've never had it happen in any of the games I've played, for example, but if I load up one of the saves someone else has produced then their game crashes for me. Is there something about my playstyle that is somehow avoiding the problem, or have I just been lucky? It's hard to say. Maybe it would be helpful for someone who has this problem to post both the crashing save and the initial save, so that someone else can try playing the game to see if their method also eventually crashes. Either way, comparing the course of different playthroughs might make something stand out as a cause.
 
When trying to load either FFH2 or Fall Further, with my 3.19 patched BTS, I get an immediate crash and the following error message:

Problem signature:
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.1.3.1
Application Timestamp: 48310000
Fault Module Name: CvGameCoreDLL.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4a50bc33
Exception Code: c0000005
Exception Offset: 00064070
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 1033
Additional Information 1: 8485
Additional Information 2: 84853502223d8164a31468861a7c3d71
Additional Information 3: 096e
Additional Information 4: 096e1bd0f1dc1c0a0e6c1d8ecc5c1361

Some other mods have the same problem, some don't.
Mods are installed to the BTS mods directory, with the directory structure of the mod itself within the very folder in the mods folder -- they are not "buried" in superfluous folders.

I am using Windows 7 64-bit. I've tried various compatibility modes, all with admin priveleges.

Can anyone please help? Thank you.
 
When trying to load either FFH2 or Fall Further, with my 3.19 patched BTS, I get an immediate crash and the following error message:

Problem signature:
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.1.3.1
Application Timestamp: 48310000
Fault Module Name: CvGameCoreDLL.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4a50bc33
Exception Code: c0000005
Exception Offset: 00064070
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 1033
Additional Information 1: 8485
Additional Information 2: 84853502223d8164a31468861a7c3d71
Additional Information 3: 096e
Additional Information 4: 096e1bd0f1dc1c0a0e6c1d8ecc5c1361

Other mods seem to work just fine though.
Mods are installed to the BTS mods directory, with the directory structure of the mod itself within the very folder in the mods folder -- they are not "buried" in superfluous folders.

Can anyone please help? Thank you.

The bolded line is your issue. According to the crash report, you're running BtS version 3.13, NOT 3.19.... FfH and it's mods require 3.19.

Just install this patch, and then reinstall FfH or FF, or any of the other mods you'd like. ;)
 
Repeatable CTD playing as Malakim/Varn Gosam with 0.41j

Roger,

Unfortunately, the problem is in the stack where your main army is - so is the Lanun main army! (CoE makes this possible.) Tracking down which specific unit is causing the problem will take some time, it is especially hard since it is difficult to separate the armies inthe worldbuilder. I'll try to get to it when I can free up some time but it could take a while.

Best wishes,

Breunor
 
Hi again,

Some of the scenarios are working fine, but others give me this crash:

Problem signature:
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.1.9.0
Application Timestamp: 4a0c27e6
Fault Module Name: ntdll.dll
Fault Module Version: 6.1.7600.16385
Fault Module Timestamp: 4a5bdb3b
Exception Code: c0000005
Exception Offset: 00034230
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 1033
Additional Information 1: 8485
Additional Information 2: 84853502223d8164a31468861a7c3d71
Additional Information 3: a4ea
Additional Information 4: a4eacf9d27e5ee8cb3a70ac0035eb8ab
 
Repeatable CTD playing as Malakim/Varn Gosam with 0.41j

Roger,

I spent a few hours on this, I can't isolate the issue. My WAG is that Nox Noctis is messed up somehow and the problem is all of those units of his and your in the same sqaure. His army is huge, you would possibly be in some trouble if the AI would attack your elite army, they are scripted to attack the city.

I can wipe out his army with some work, but that saves the game from crashes but elimiantes the purpose of the game.

ote that the game crashes when you try to save in the worldbuilder and load as Falamar, a rare bug.

Sorry I can't help more, but I don't think this is within my skill range to fix.

Best wishes,

Breunor
 
Hi

I've tried looking through the thread to make sure this has not been mentioned so sorry if it has. I'm running patch i and summoned Hyborem and switched to him when given the opportunity. However, the infernals don't seem to be functioning quite right.

1) I can't seem to build ritualists in any cities or upgrade savants (which I can build) to ritualists - I can't even see ritualists as an option in the city screen window greyed out. I have temple of the veil in the cities, all the technology requirements but all I can build are savants.

2) I don't have access to the world spell for the infernals

Any ideas? any changes that I've missed?

Also, I don't know if this is a recent change but civilisations used to change alignment if they adopted some religions e.g. neutral civs with fellowship of the leaves would become good if they adopted the order - this is no longer happening?

Thanks for any advice/help
 
1. Did you remember to adopt AV as your state religion?

2. Again, do you have AV as your State Religion? Are there at least 3 non-capital cities owed by other players with the AV religion in them? Are you trying with the Hyborem Unit? Do you have the Malevolent Design tech? Did you accidentally turn on the No World Spells game option?



They should still be changing alignment.
Order moves anyone to Good
Empyrean and RoK move evil civs to neutral, leaving good or neutral unchanged
FoL has no alignment effect
OO and CoE move good civs to neutral, leving evil and neutral unchanged
AV moves anyone to Evil
 
1. Did you remember to adopt AV as your state religion?

2. Again, do you have AV as your State Religion? Are there at least 3 non-capital cities owed by other players with the AV religion in them? Are you trying with the Hyborem Unit? Do you have the Malevolent Design tech? Did you accidentally turn on the No World Spells game option?



They should still be changing alignment.
Order moves anyone to Good
Empyrean and RoK move evil civs to neutral, leaving good or neutral unchanged
FoL has no alignment effect
OO and CoE move good civs to neutral, leving evil and neutral unchanged
AV moves anyone to Evil


1. Whoops - for some reason I had assumed you automatically adopted ashen veil as Hyborem....problem solved!!! :mischief:

2. Again...whoops - missed the malevolent design requirement!!

Thanks heaps! wish I had asked earlier rather than wait this long into the game!!

Cheers
 
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