FfH2 Bug Thread

I believe the first is actually intended behavior and is a reward for completing the ritual (for gameplay reasons).

I think the creators does not think about the effect on great persons. If they knew it, they would make an exception. Especialy because of FFH is so much focused on comprehensibility. What i mean is, units that does not die but are just removed from game because of the are "busy" should not be resurrected mainly because of it were not comprehensible.
 
i just noticed something from which iam pretty sure that it is a bug (FFH2 0.41 patch j unmoded). If you have great persons and then building these ritual whichs gives all your units the imortal promotion, and then using your great persons to: finish a building or create the holy building of a religion, then they appear in the capital and can be used a second time. It is the same with slaves when they are used to finish buildings but in this case i think they are realy dying because of the hard work, but when priests or great persons building a temple or holy building or something else, they did not realy die but deciding to move in the city and making them new home there (or manage their great project). So they are still living and should not be resurrected.
I do not tried what happens when they are directly planted in the city but i think they are resurrected too, and that makes much lesser sense.

This one isnt a bug, kael considers it a perk of the wonder!
 
This one isnt a bug, kael considers it a perk of the wonder!
ok when it is intended it is not bug. But does he mean the aspect of resurrected slaves (which is ok i think) or does he mean the "resurrection" of great prophets which just sitting on their just builded high temple and trying to share wisdom with their listening followers and maybe are realy frightened because of they have a maybe evil clone now?
 
Is there a non-installer version (a zip file for instance) of the FFH2 patch available anywhere?

I'm running Civ4 under Wine on a Linux machine and everything works, expansions, patches, FFH2 itself, FF+, RifE, Orbis, modmods, modular modmodmods. Everything except the installer for the FFH2 patch which just throws up the splash screen and then bungs out.
 
ok when it is intended it is not bug. But does he mean the aspect of resurrected slaves (which is ok i think) or does he mean the "resurrection" of great prophets which just sitting on their just builded high temple and trying to share wisdom with their listening followers and maybe are realy frightened because of they have a maybe evil clone now?

Kael's response in hidden within this thread somewhere (is only a million within million pages to search), but the jist of it is that if you save your great ppl up to the point in the game and then do that ritual then you deserve the reward. Slaves are more or less an artifact of this same thing, and may be considered a bug. This "bug" I hope is the very last thing on his list if he even considers it an issue...
 
That's a bug that has been in the "things to do" list for a very, very long time. I'm starting to wonder if putting something in the "things to do" list is Kael's way of saying "this will never get done".


:mischief::agree::mischief::mischief: ?:deadhorse:?

I want to switch the "Wrath" armageddon event (AC 90) to make all the effected units Always Hostile so they can fight with your allied neighbors.
:whipped:

:deal::deal::deal::popcorn:
 
AFAIK, the tiger bug has yet to be run to ground in the code, so here's a little more information which may shed some light on it. In my present game (huge map, noble difficulty), I cast Nature's Revolt 2 or 3 turns ago and had recon units strategically placed to harvest the animal bounty. As planned, I picked up several tigers that way... which resulted in a CtD. I guess my only point is, it's not only the specifically summoned ones, although I'm sure the game mechanics are nearly identical. Just hoping that helps.
 
Thanks Tielby!

Yes, we had two WoC's from 'unsummoned' (barbarian) tigers - I probably should change the name. Since the first 5 or 6 were from summoned tigers, I began calling it the summoned tiger bug but it more likely is a 'tiger' bug.

The fact that the number of tigers increased from the rutual, and crashed, gives some credence to the issue that the crash may be related, certainly in some cases, to some sort of limit imposed, like that tigers are limited to priests of leaves. Or maybe not.

Best wishes,

Breunor
 
You could test that by playing games with FoL removed (that's still an init option, right?) and WBing in a bunch of tigers. If it still crashes, it probably doesn't have anything to do with the priests.
 
Is Govanan supposed to provide spell casting to all living units? This is what he is currently doing but I would have thought he can only teach Arcane units 1st level spells.
 
Repeatable CtD at end of turn (save attached). Removing Sephi's AI Fix does not prevent the crash. (I didn't expect it to be a factor, but checked for the sake of thoroughness.)

The crash is caused by the Svartalfar Tiger 2NW+1N of Gereth Minar. Removing the Tiger prevents the crash.

Interestingly, the crash is also prevented by:
• Placing a Sheaim Hawk on the mountain 2N+1NE of the Tiger and then exploring the area around the Tiger.
• Placing a Sheaim Hawk on the mountain 2N+1NE of the Tiger, exploring the area around the Tiger, and then deleting the Hawk (!).
• Placing a Sheaim Scout (w/ Invisible promotion) NW of the Tiger.
• Placing a Sheaim Scout (w/ Invisible promotion) 2NW of the Tiger.
• Placing a Sheaim Scout (w/ Invisible, Sentry, and Sentry II promotions) 3W of the Tiger.

Simply entering and exiting Worldbuilder does not prevent the crash, nor does removing other Svartalfar Tigers (instead of the one found to be responsible).

In other words, anything I can think of to do that will allow me to observe what that Tiger is doing at the moment of the crash prevents the crash. Even observing the Tiger before the crash, but not at the moment of the crash itself prevents the crash. Perhaps 'Heisenberg's Uncertainty Bug' or 'Quantum Entanglement Bug' would be better names for what we've been calling the 'Tiger Bug'...

When observed, the Tiger moves to Gereth Minar. I suspect that the Tiger, when not observed, may be attacking the adjacient Adept. Perhaps the death of the Tiger, or its victory in combat, is related to the crash. That's just speculation, however. The most conspicuous difference of the observed/unobserved situations is that the terrain displayed (for me) differs from the actual terrain of the area, because I have not explored that area recently. I have no idea whether that could cause or be a supporting factor of a crash, however.
 

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I'm sorry for suggesting this and not just doing it myself. You hypothesized that the interaction of the tiger and the terrain might be a factor. Maybe somebody should check the terrain which the tiger is standing in or entering in each of the various saved games which are available as examples of the "tiger bug".
 
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