FfHII 0.11 Bugs

Speaking of ships: Neither my arcane barge nor my galley can enter my cities.
 
FFH2 is extremely slow to load for me. It takes about 5 minutes from the first Civ4 splash until it starts loading XML files, during which time nothing appears on the screen. This doesn't happen with the un-modded game or with any of the other (smaller) mods I tried it on.
 
Zurai said:
FFH2 is extremely slow to load for me. It takes about 5 minutes from the first Civ4 splash until it starts loading XML files, during which time nothing appears on the screen. This doesn't happen with the un-modded game or with any of the other (smaller) mods I tried it on.

During that time Civ4 is copying everything in the mod directory and below into cache. Its about 350-400 meg so that time depends on how fast your computer can copy that quantity of data.
 
Kael said:
Any thoughts on this Talchas?
Found it. Apparently COMMANDs are run on all clients, so COMMAND_CAST, which calls setInterfaceMode, is run on all clients, meaning everyone gets the selection. I'll just have to make it use the method the normal Civ4 actions use.
 
talchas said:
Found it. Apparently COMMANDs are run on all clients, so COMMAND_CAST, which calls setInterfaceMode, is run on all clients, meaning everyone gets the selection. I'll just have to make it use the method the normal Civ4 actions use.

You are awesome, thanks Talchas.
 
The ritualist when building a temple in an order city causes the following to happen:
1. Builds a temple
2. Adds Ashen Veil religion to city
3. Ashen Veil removed from city

Result is an order city with a temple of the veil.
 
mindlar said:
The ritualist when building a temple in an order city causes the following to happen:
1. Builds a temple
2. Adds Ashen Veil religion to city
3. Ashen Veil removed from city

Result is an order city with a temple of the veil.

I'll get it fixed, thanks.
 
- Is water walking suposed to last forever? Seems strange the way it is working now, would be simpler if water II just gave walter walking without needing to be cast.
 
Frozen-Vomit said:
- Is water walking suposed to last forever? Seems strange the way it is working now, would be simpler if water II just gave walter walking without needing to be cast.

Yeah, it lasts forever (which was simpliar than having the player recast it everytime he wanted to cross water). We could have it automatically applied but that may confuse players who woudl think that there was a spell missing from that slot.

And potentially the promotion could get lost by dispel magic, or promotion steal concepts we may implement later.
 
Ok, I hope this fixes the OOS problem, I'll have to wait till I get the ffh source to be sure, but I've uploaded r67 which should fix it.
 
Teg_Navanis said:
When I summon a fireball with my arcane barge, it starts with 0/2 movement and disappears in the next round. Hence, I can't use it at all.

Actually, you can use it to defend the tile against attacks, but there is definitely something up with the ship code - none of them can enter port either. Note that the fireball spell cast by the arcane barge works as intended if you cast it from in a port (same as it would had any other mage cast it) but is close to useless when cast at sea.
Fireballs are also a bit vulnerable to first strikes from Privateers et al. - they might be a bit too powerful with immunity to them, mind. I believe splash damage is dealt before combat begins though.

I must have been wrong with the Sand Lions - I was expecting the limit for them to be 1 like the tiger and skeleton. It'd also be worth having the tooltip for the Summon Sand Lion spell state that you need to be on a desert to use it (not that it's hard to create one when you also have Scorch to hand :))
 
The orc slaying upgrade doesn't appear to be getting factored into the combat odds when I fight orcs and goblins. This could just be a display problem though.

A couple things that would help if I knew they were intended:

- No labor civics let you buy completion anymore
- The parthenon or any similar wonder is gone. Does this make marble unnecessary?
- library and herbalist no longer get a bonus from reagents
 
I seem to have a problem with Barbarians or rather a lack of a problem. :)

In both games I played so far Orthus never spawned and no barbarian cities were founded. There are a few Orcs and Goblins visiting now and then, but not many.

In the 2nd game the continent I am on is empty by now (I got rid of 3 civs with my 3 vampires) and there are still no barb cities. Is that intended?
 
Goblins aren't orcs. I've not noticed whether or not it's working against Orcs, though.

Incidentally, I don't appear to be able to whip population (despite adopting the Overlords' religion and running their civic). Do you need the even-more-evil Civic to do it or was it removed? Removing it makes watery maps a bit hard :)
 
I'm about to build the Infernal Gilmore wonder in this file and it crashes on me... plz find out why and fix... and yes, i no i cheated usin the world builder but i wanted to get up there as fast as i could cause in my last file i didnt save... and there is no civic that lets u spend gold to finish a product... is that intentional or a bug?
 
- Elven Adepts have strenght 3, all the other ones only 2?
 
felwar said:
The orc slaying upgrade doesn't appear to be getting factored into the combat odds when I fight orcs and goblins. This could just be a display problem though.

As far as i rmember Goblins are no "Orks". The Orc slaying Promotion is not displayed everywhere but it should be correctly calculated. It will be shown when a more flesible Module is checked in instead the now hardcoded Methodes. This module is coded and sheduled for when the rest of the Bugs are fixed.

A couple things that would help if I knew they were intended:

- No labor civics let you buy completion anymore
As far as i remember other civics allow rushbuing for gold. We do not have a civic that allows rush buying with population through. I hope we get one in in teh near future as i myself would like that too.

EDIT: You are right. They should give due to the design doc. Don't know why they give not.
- The parthenon or any similar wonder is gone. Does this make marble unnecessary?
That the parthenon is gone is on purpose, that tzhere are no mor marble wonder throu is unintentionall. Actually we just have not handed out faster production with resources for any of the new wonders. We should through.
- library and herbalist no longer get a bonus from reagents
Is intended. You still need reagents for Archmages and Summoners through. For sure they will get otehr uses in the future, too
 
Frozen-Vomit said:
- Elven Adepts have strenght 3, all the other ones only 2?

i'll bet thats intentional cause it's a UNIQUE adept...
 
Playing as Khazan (dwarves). I like how their dwarven soldier has a higher strength than the regular type btw.

In my game, I can build a Lurchiud (I think they are also dwarves) unique unit, the stone golem. The civlopidia seems to suggest this shouldn't be available to me. Should Khazan have access to this?
 
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