FfH2 Bug Thread

I was merging the Musteval art from the new patch, and noticed that the wrong animations were used.... All of them use the Scout animation, but none of them are actually supposed to. It's most noticeable with the Musteval Beastmaster... What's meant to be a whip is a scythe, floating out in front of the unit. :lol:

Correct animations are listed in this post: http://forums.civfanatics.com/showpost.php?p=8761285&postcount=2523
 
first, with patch k, for some reason my option to "show enemy moves" is being ignored, infact, i'm not even seeing most combat, my scout simply vanished followed by a message he lost(the screen didn't even center on him or anything). i have no other mods running and don't even play native, and not an hour ago while playing patch j it was fine. i've reset the option with no effect(turn it off, exit, turn it back on)

second, and this may not be new, just the first time it has happened, i have a shipwreck dungeon sitting in a single water tile lake. makes it a little difficult to explore.
 
I like the changes to Acheron, although I have no idea how to tackle the city.

Since the AI is poor with using fireballs, giving the "son of inferno" units ring of flames would prob make them use their arcane powers to more devastating effect.

I also noticed alot of barbs running around with heroic strength promotions, is this given from them visiting the dragons horde or is it just a new change for barbarians?
 
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

thanks for the effort man
 
I updated to the new patch (and it is great), but I realize now that I need Patch J to make my interventions in the FFH divine intervention game. Is patch J still somewhere for download?
 
I updated to the new patch (and it is great), but I realize now that I need Patch J to make my interventions in the FFH divine intervention game. Is patch J still somewhere for download?

try renaming the link for k to j

like I did here

it works
 
second, and this may not be new, just the first time it has happened, i have a shipwreck dungeon sitting in a single water tile lake. makes it a little difficult to explore.
That's not new, and not a bug. Units with Water Walking will be able to explore it.
 
Patch k:

Some diplomacy modifiers seem to have gone nuts. The peace time bonus stacks very fast and the religion bonuses and penalties seem rather inconsistent.

"We are fearing you are becoming too advanced" tech trade block seems to be there at all times even without trading a single tech in the game before. Oddly, at least Illians trade techs normally with the player though.

Dunno if it's old, but the workers might show that they still have x turns to finish something while they're already finished.
 
"We are fearing you are becoming too advanced" tech trade block seems to be there at all times even without trading a single tech in the game before. Oddly, at least Illians trade techs normally with the player though.

Wait, so Kael didn't fix the -25 techtradetreshold bug in k? He really should be paying more attention to petty stuff like that...
 
Eionian founded both Order and Empyrean and proceeded to convert as often as he was allowed too. It would have only been funny, but he built Valen and kept converting... I think the religion weights need some tweaking again.

Disciples of Archeron are cool, but they don't cast spells to defend the city if its under seige. I think its part of the whole stockpiling warriors then sending them out code, it doesn't activate the spell casting when they are on defense.

I attacked them early with cats and wood golems, when the disciple of Archeron appeared I thought I was toast, but it just sat there for three turns while I approached the city and broke down its defense, and died when a wood golem moped it up.


It looks like a great patch overall, thanks to the team for continuing to work to perfect this mod.
 
I dominated some Disciples of Acheron and don't seem to be able to upgrade to Son of the Inferno. Also, the Barbarians had not upgraded them by turn 500.

The Barbarians are gradually increasing in strength, I was seeing strength 9 Lizardmen by turn 500. Not sure how intentional this is.
 
I don't think Sons of the Inferno are supposed to actually be an upgrade, but a stronger form spawned once more advanced techs are known. Even if they were an upgrade, there is no reason to think civs other than the barbarians should be able to access them.
 
Eionian founded both Order and Empyrean and proceeded to convert as often as he was allowed too. It would have only been funny, but he built Valen and kept converting... I think the religion weights need some tweaking again.

Disciples of Archeron are cool, but they don't cast spells to defend the city if its under seige. I think its part of the whole stockpiling warriors then sending them out code, it doesn't activate the spell casting when they are on defense.

I attacked them early with cats and wood golems, when the disciple of Archeron appeared I thought I was toast, but it just sat there for three turns while I approached the city and broke down its defense, and died when a wood golem moped it up.


It looks like a great patch overall, thanks to the team for continuing to work to perfect this mod.

In my first game with patch K, iI found that the Amurites (Valledia) kept switching religions also (between RoK and FoL) I think this behavior sunk them.

Best wishes,

Breunor
 
I'd love to get a patch "k" save of the religion switching so I can do some testing.
 
Here you go. Its a little late, its just after they built and lost Valen, but they did keep switching, give them 4 turns before their next switch IIRC. It might be longer, but it did keep happening as I played out that game.

I can't remember how much I had explored at that point, but when I did meet them they where the only AI that didn't fill out their continent. They had three cities and where doing ok, but they could have been doing much better if they filled their area out (and still had their hero).
 

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Kael, are you going to merge Sephi's XML changes? There are multiple times in Python in which Sephi's new tags are mentioned, yet they aren't there in patch k XML.

And is the -25 buggy threshold going to be fixed?
 
I'd love to get a patch "k" save of the religion switching so I can do some testing.

In this game, Valledia just converted to RoK, you can see it in the log.

Also, look at the manufactured goods graph over the last 50 turns, you can see whe went into anarchy fairly regularly.

Best wisehs,

Breunor
 

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Patch k playing Flauros, I just got the following "BigBad" exception error when visiting a lair. I take it it wasn't going to be a good result. :)

(Also, just played a bit after the error, a Barbarian Giant Spider appeared.)

When I installed the patch k, I got a Windows 7 error asking me if I wanted to reinstall the patch using recommended Win7 settings, or "It is already installed correctly." I choose the latter option, as I don't know why it would install incorrectly. As I mentioned in the "Windows 7" thread, I have Civ 4/FFH2 installed into one of my partition's "\Win 7 Program Files\Firaxis Games\" (and the rest of the usual Civ4 Beyond the Sword path, and BtS mod path) folder, so I don't think it's the UAC interfering. However, there may be some differences in the latest FFH2 patch that caused it to install incorrectly in the above folder.

Best regards,
Steven.
 

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