FfH2 Bug Thread

I just recently applied patch m to see if the issue I was experiencing with patch j on the scenes was fixed. The problem I was having was with the "always at war" and the computer just building warriors. The problem I am having now is that every time I try to start a scene the game crashes. Is anyone else having a problem like this and have a possible solution?
 
I played a little further, and got the curious result of conquering a useless Barb city, which of all things CAN build Lightbringers. I figured maybe lack of religions/temples could have something to do with it, so I stuck a temple of Empy there, it didn't stop the LB being an eligible build. See Sludgehome, a little yellow dot in the midst of some overflowing Sheaim culture.

Getting excited about it, I settle Belerian in the extreme North of my Malakim lands, but oddly, no dice, LB isn't available.

Excuse the sloppiness of the save, this was a bit of a waste of a game, everyone in their own mountainy strongholds isolated (except I think the dwarves and Calabim have a tiny land bridge which facilitates war), so I have a lazy no-military goof off kind of game here, just checking out new features. Again, I guess it's not civics, absence/presence of religions, I'm just plain confused as to why one spot can build LB, the rest can't. *shrugs* I must've been able to build LB within the last hundred turns, always fun to do the "March" Disciple of Leaves up the ranger/beastmaster line.

The reason you can build the lightbringer in Sludgehome is that it isn't connected to the capital. I tested this fact by deleting the roads to another city, it could then build lightbringers.

The reason you can't build lightbringers in the other cities (connected to the capital) is that for some reason, the game 'wants' you to build a paladin; you can build one more. Start a paladin in any connected city, you can then build lightbringers again in any city.

I have to admit this took me some time to track down!

Best wishes,

Breunor
 
Here is a fixed version of the game.

The crash was for some reason being caused by a skeleton on a barrow outside of the can city of Shazak.

Best wishes,

Breunor

Thanks for examining that. As a sidenote to Kael: My Python log indicated that the clan tried to cast "for the horde" that turn.
 
The reason you can build the lightbringer in Sludgehome is that it isn't connected to the capital. I tested this fact by deleting the roads to another city, it could then build lightbringers.

The reason you can't build lightbringers nthe other cities (connected to the capital) is that for some reason, the game 'wants' you to build a paladin; you can build one more. Start a paladin in any connected city, you can then build lightbringers again in any city.

I have to admit this took me some time to track down!

Best wishes,

Breunor

That explanation makes decent sense, reminds me of times when you'd get "forced" to build an Eidolon if you could, even if you'd really prefer to have Stygian Guards. Not quite sure why connectivity to the capital would be a factor (it's not like Pallies require any capital-specific resources?), but I'm also not too stressed about it either.

Thank you for investigating!
 
Hi,

Firstly, this mod is ridiculous. So great thanks to all contributors!

Was running FfH2041d without patch m.

Problems:
(1) Was playing a game as Sheaim. Was very far into the game Armageddon counter near 69. The issue is the spell console for all units is no longer displayed so it is now impossible to run spells.

(2) I'm on turn 182 playing the Grigori and my technology counter is stuck on 1, never advancing to another technology (all technologies show '1').

I'm deleting the mod and reinstalling with patch m, but hoping to still play these saved games if there is a solution.

Thanks
 
Problems:
(1) Was playing a game as Sheaim. Was very far into the game Armageddon counter near 69. The issue is the spell console for all units is no longer displayed so it is now impossible to run spells.
You may have accidentally pushed Ctrl+I (or ALT+I, I can't remember which one turns your interface off) try pushing it again.

(2) I'm on turn 182 playing the Grigori and my technology counter is stuck on 1, never advancing to another technology (all technologies show '1').

Illian worldspell.
 
Apenpaap,

(1) It's not the interface, but rather each unit's spells. This is the same for Adept or ritualist alike.
(2) Noted, Thanks!
 
Apenpaap,

(1) It's not the interface, but rather each unit's spells. This is the same for Adept or ritualist alike.

Maybe the Amurites casted their worldspell? It blocked any non-Amurites spells for 20 (30?) turns. If this is truly Amurites, there should be a notification "spell casting disabled for x turn" (or something similar) in your screen.
 
Okey I know that I am a bit of a nag now but this starts to get ridiculous. I tested out to summon Basium and when I did he choosed Order as his religion. I don't know how he is scripted, but order wasn't not present in his city, only Leaves and Empyre where. I helped him out and sent acolytes to his city because the city where very unhappy, and it worked. Then he switched to Leaves and I stopped care for what he did (my reaction: Oh, no, not again). Soon he switched back and started to build Vallid (the order hero) but he was of course forced to abandoned that when he ten turns later switched back to Leaves.

I abandoned this game (and taking a break from the mod:() after this, even though it could have been fun, Hyborem was summon next to me.

I hope it is fixed next patch.
 
That explanation makes decent sense, reminds me of times when you'd get "forced" to build an Eidolon if you could, even if you'd really prefer to have Stygian Guards. Not quite sure why connectivity to the capital would be a factor (it's not like Pallies require any capital-specific resources?), but I'm also not too stressed about it either.

Thank you for investigating!

Palis need either Iron or Mithril even though they can't use weapons. Probably in place to stop people *cough Bannor cough* rushing Fanatacism and getting Tier 4's when everybody else has Tier 3's.
 
Jan 31 2010
Patch 0.41m (will break save games)
1. Customized the No Tech Trade Threshold (generally made the AI more willing to trade techs).
2. The AI should gold rush more frequently now.
3. Scorpion Clan Goblins now with 100% more scorpions (art from Kohan 2 converted by Deliverator).
4. New Avatar of Wrath model (art from Kohan 2 converted by Deliverator).
5. Fixed an issue with feasting Denev found (no idea what the actual impact would be, but it cant be good).
6. Fixed an error with the discovery chances string.
7. Updated all the leader attributes for Sephi's AI settings.
8. Disciples of Acheron/Sons of the Inferno will no longer be capturable by For the Horde (will fix a python error).
9. Genesis will now correctly remove all hell terrain from the players lands.
10. Rewrote genesis and correctly set some allowable terrain on some features to fix some feature wiping conditions.
11. Fix for stack casts (multiple units opening a chest as one, etc) by Denev.
12. Rust is 20% easier to resist.
13. Ring of Flames damage reduced from 20 to 15%.
Apr 09 2009
We could continue ripping stuff from Kohan 2. The main bad guy in the game is The Master of Shadow, a hulking evil looking thing. Could be used as the Avatar, unfortunately I cannot find a picture of him.

Only taken 10 months to use my suggestion :P
 
So, base FFH2 leaders' LeaderHeadInfos have to be copied from:

FFH Wild Mana\Assets\Modules\NormalModules\FFHPLUS\Civs

to:

Fall from Heaven 2\Assets\XML\Civilizations\Civ4LeaderHeadInfos.xml

Is this correct? And also, can standard FFH2 leaders LHIs be copied verbatim (as-is) from the above Wild Mana files?

Is the above fine so I can get started?

Best regards,
Steven.
 
Hi,

Firstly, this mod is ridiculous. So great thanks to all contributors!

Was running FfH2041d without patch m.

Problems:
(1) Was playing a game as Sheaim. Was very far into the game Armageddon counter near 69. The issue is the spell console for all units is no longer displayed so it is now impossible to run spells.

(2) I'm on turn 182 playing the Grigori and my technology counter is stuck on 1, never advancing to another technology (all technologies show '1').

I'm deleting the mod and reinstalling with patch m, but hoping to still play these saved games if there is a solution.

Thanks

As others have said, the cause of the first issue is almost certainly the Amurites casting their world spell which disables spellcasting for 20 turns.

The cause of the second issue is that either your civilization is in anarchy, or the Illians have cast their world spell (again see the above responses). Anarchy occurs when you switch civics or change religion (unless your leader is spirtual ) and then you have no production or research. The Illian worldspell is called stasis and it stops production and research for 20 turns. When stasis is cast, there is a counter telling you how many turns are left onthe bottom right of the screen above the scores, although I don't remember if the counter was around back in patch d.

Unfortunately, you cannot play a patch d game on patch m, you may want to finish the current game first.

Best wishes,

Breunor
 
Is the above fine so I can get started?

Best regards,
Steven.

I think it is. Or you could merge the Leaderheadinfos with ones from previous version (j, or even 40z like me :p). Just make sure the file have tags that matches the schema.

I think (not sure of it, not a code-master) AIs switch religion back-and-forth because the religious weight and favoritereligion don't match. Or because there are several religion with high weight. Or because the <bReligionOpportunist>1</bReligionOpportunist> tag (don't know what is the function of that tag, either. Just wild guess...)
 
Well, it seems that patch m base FFH2 LeaderHeadInfo entries actually have *more* lines than the corresponding LHI entry (ie. same Leader) in the latest version of WildMana. So I don't think it's just that certain base leader FFH2 LHI entries need to have tags added so that it is equivalent to the WildMana LHIs for the corresponding Leader - I think there are some fundamental differences between the two data sets. So it's not just copying and pasting :crazyeye: (probably could have realised that before, couldn't I? :)).

What are the current reported issues caused by unmerged tags from WildMana? Is it just the religion switching, or are there more? (In other words, what sort of things need to be changed from Kael's current patch m codebase?)

Best regards,
Steven.
 
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