FfH2 Bug Thread

Ive had a game w/o problems go up to Avatar of Wrath and even Armageddon. Of course, that was on my lucky computer.
 
Patch "k" is linked in the first post. It will break save games and includes the following changes.

1. New Kuriotate Scout model by seZereth.
2. New Kuriotate Hunter model by seZereth.
3. New Kuriotate Ranger model by seZereth.
4. New Kuriotate Assassin model by seZereth.
5. New Kuriotate Beastmaster model by seZereth.
6. Genesis now removes all hell terrain from your lands (though it might convert again, idea from WildMana).
7. Promotions that pass promtions to summons won't pass them to abilities (ex: Hire Goblin, idea from Denev).
8. Improvement discovery chances are now modified by game speed (idea from jdog5000).
9. Feature disappearance is now modified by game speed (idea from jdog5000).
10. Feature growth is now modified by game speed (idea from jdog5000).
11. Hundreds of AI updates from Wildmana (all Sephi's latest AI python and SDK code reviewed and many changes checked in).
12. Checked in Sephi's OOS fixes.
13. Fixed a CtD caused by switching to no religion (fix by Sephi).
14. Fixed a CtD caused by some spell where the caster dies before the spell resolves (ie: taunt, fix by Sephi).
15. New Illian Adept model by Esvath.
16. New Illian Mage model by Esvath.
17. New Illian Archmage model by Esvath.
18. New Malakim Adept model by Esvath (old Malakim Adept moved to Malakim Mage).
19. New Malakim Archmage model by Esvath.
20. Fixed a python issue with the doCrusade function.
21. Added the Disciple of Acheron unit (fire caster that will occasionally spawn from Acheron's city, chance based on difficulty).
22. Added the Son of the Inferno unit (upgraded form of the Disciple of Acheron).
23. Fixed an issue where players could hang around after being killed if they had an equipment still in the game.
24. New Calabim Adept model by Esvath.
25. New Calabim Mage model by Esvath.
26. New Calabim Archmage model by Esvath.
27. Updated Profane model by Esvath.
28. Updated Prior model by Esvath.
29. New Priest of Leaves model by Esvath.
30. New High Priest of Leaves model by Esvath.
31. New Speaker model by Esvath.
32. New Vicar model by Esvath.
33. New Cultist model by Esvath.
34. New Grigori Adept model by Esvath (current adept moved to mage and mage moved to archmage).
35. Updated Runekeeper model by Esvath.
36. New Vampire Lord model by Esvath (current Vampire Lord model moved to Vampire).
 
[to_xp]Gekko;8835668 said:
sweeeet, thank Kael!!

I just wanna ask, why didn't you like Esvath's regular vampire?

I like the old Vampire Lord model better.
 
Heres a CtD save using patch J if its still useful. Just hit enter and after a couple ai units move it crashes.

I tried a variety of things(changing system resources, config settings, removed the unit that seemed to be moving) and nothing helped

I see that K is up so I'm going to load that now and start a new game.


thanks for a wonderful mod,
tom
 

Attachments

Hi,

I have attached a savegame (still using patch j). Where the game goes into a loop after I finished my turn 148.
The game is just running (not crashing) but somehow it does not seem to reach turn 149.
 

Attachments

Did you mean to use the Vampire Lord button for both Vampires and Vampire Lords? It is a bit confusing that way.
 
No ferretmen racial promo? What a pity :(.
 
Did you mean to use the Vampire Lord button for both Vampires and Vampire Lords? It is a bit confusing that way.

Nope, I'll fix that.

No ferretmen racial promo? What a pity :(.

Because of the way the Kuriotates are set up I would have to create new units for each of them to support a race. I didn't think it was worth adding a handful of new units just to get the racial promotion, though it does bother me a little that if you capture a human scout as the Kuriotates it will turn into a rat.
 
...though it does bother me a little that if you capture a human scout as the Kuriotates it will turn into a rat.

The Kuriotates dabble in genetic engineering with captured scouts? :eek:

BTW, Kael, you forgot to mention new model for Luridus.

And, why wouldn't you use my Elohim Archmage? She is fit with Elohim theme, IMHO. But if you think she still needs some reskin, I'll be glad to do it rather than seeing Elohim Mage upgraded into regular Archmage model :lol:
 
well thanks
i should be studying anyway

Well, I did have some time and tried to fix it. To be honest, I think can, but games on huge are hard to fix just because it takes so long to do anything (load, get into wb, etc.)

Anyway, if I delete every civ except one (I did the Kuriotates) the game will go on. If, however, I eliminate several of them, it won't - I've tried each Civ on the board in several combos, no go. Maybe getting rid of the horsemen has something to do with it.

Anyway, sorry, I'm calling this one.

Best wishes,

Breunor
 
Heres a CtD save using patch J if its still useful. Just hit enter and after a couple ai units move it crashes.

I tried a variety of things(changing system resources, config settings, removed the unit that seemed to be moving) and nothing helped

I see that K is up so I'm going to load that now and start a new game.


thanks for a wonderful mod,
tom

Tom.

Here is a fixed file. It was the tiger bug, from the elohim - I elimianted one tiger and the game now appears to be stable.

Best wishes,

Breunor
 

Attachments

Hi,

I have attached a savegame (still using patch j). Where the game goes into a loop after I finished my turn 148.
The game is just running (not crashing) but somehow it does not seem to reach turn 149.

Fixed. The WoC was caused by a barbarian wolf outside of Dis.

Best wishes,

Breunor

PS. Installing patch K now, I won't be able to fix earlier versions.
 

Attachments

41k
Do Luridus and Vicar share the same unit art?
 
41k
Do Luridus and Vicar share the same unit art?

Yes. The difference is Luridus have a glow in his staff while Vicar doesn't.

On the new unit graphic, does anybody see bugs/missing graphics? I explored the graphic folders and it seems, many folders don't contain proper dds (Malakim Archmage, Empy Priest, FoL Priest, OO Priest, RoK Dwarf both High Priest dan Priest). Do these units look okay in the game? If not, probably because of the missing dds files.
 
I was looking forward to this patch, thanks Kael!! :worship:

I noticed two point on this patch about text issue.
First, TXT_KEY_UNIT_HELP_DELAYED_CASTING tag does not exist.
(It is used to mark the spellcaster casting delayed spell, for example, Priest of Leaves with Bloom spell.)

I added the following xml code to my modmod.
This is tweaked from xienwolf's original code. (I think this info tweaking is his idea, probably...)
Spoiler :
Code:
    <TEXT>
        <Tag>TXT_KEY_UNIT_HELP_DELAYED_CASTING</Tag>
        <English>Casting %s1_Spell (%d2_TurnsRemaining [NUM2:Turn:Turns] Remaining)</English>
        <French/>
        <German/>
        <Italian/>
        <Spanish/>
    </TEXT>
Next, TXT_KEY_VOTE_ENLIST_THE_NIGHTWATCH says "Enlist the Nightwatch: A Nightwatch unit is provided to every member who pays 25 gold" in XML, but popup shows "Enlist the Nightwatch" only. Other TXT_KEY_VOTE_ tags are same.
Spoiler :
Code:
    <TEXT>
        <Tag>TXT_KEY_VOTE_ENLIST_THE_NIGHTWATCH</Tag>
        <English>Enlist the Nightwatch[COLOR="Red"][B]-[/B][/COLOR] A Nightwatch unit is provided to every member who pays 25 gold</English>
        <French/>
        <German/>
        <Italian/>
        <Spanish/>
    </TEXT>
This is my sample code to fix it.

I hope this post helps your great work, thanks!
 
On the new unit graphic, does anybody see bugs/missing graphics? I explored the graphic folders and it seems, many folders don't contain proper dds (Malakim Archmage, Empy Priest, FoL Priest, OO Priest, RoK Dwarf both High Priest dan Priest). Do these units look okay in the game? If not, probably because of the missing dds files.

Nothing obviously wrong with the ROK, FoL, Empy. But I do note that the Priest of Winter has a glow affect while other priest do not. And, the High Priest of Winter has no glow affect though the other High Priest do. The Malakim Archmage has a lot of fire going on, in both hands, but otherwise impressive.
Does the Clan Archmage hold something in his glowing right hand? If so, I don't see it.
The Svart Archmage scale seems too big by a bit.
The Sheim, Sidar and Elohim Archmage are just the default while their adept are really nice. Cries out for a cool Archmage instead.
 
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