FfHII 0.11 Bugs

The fix I provided isn't all that is necessary. It will prevent a crash for spells that target an entire plot, but it won't work for ones that target units. The unit select dialog currently pops up on both computers. Don't remove the fix, as it will still help, and it will be necessary for the actual fix.
 
I got a CTD, too. Usually it appears when you end the current turn in the attached savegame. Once or twice it didn't crash immediately, but waited until I had chosen what I wanted to build next in my capital (Altar of the Luonnatar).
 
I merged high priest and immortal into flesh golem, using that same high priest (So he converted himself) However he lost ability to cast spells. His promotion "Casted" never removed.
Vampire can add 1000000+ culture in city.
Vampire governors specialist are not working. You can't assign them.
Feed ability does not work. I had lots of units in stack and it was still grayed-out. Bloodpet wasn't in stack, but it should still work.
 
TheJopa said:
I merged high priest and immortal into flesh golem, using that same high priest (So he converted himself) However he lost ability to cast spells. His promotion "Casted" never removed.

Ill check it out.

Vampire can add 1000000+ culture in city.
Vampire governors specialist are not working. You can't assign them.

Those will both be fixed in tongihts patch.

Feed ability does not work. I had lots of units in stack and it was still grayed-out. Bloodpet wasn't in stack, but it should still work.

Right now it just does bloodpets, ill get the other stuff in.
 
one fix, one suggestion-
the imps don't unsummon.
And how about making god king give a differnt pair of +50% based upon which religion you have? I assumed the science boost was due to me being ashen veil. Maybe some could give culture, some production, etc.
 
I was just playing a FfHII game, and I tried to reload an automatic save file. I clicked the save game and I waited...and waited...and waited... for about five minutes. Control-Alt-Delete didn't work (I tried it twice), and trying to escape to the desktop didn't work.

Thus it apparently froze up on me, prompting me to reboot the computer. Would this be a problem with the mod, or with CIV? I do the reloading of save games often.

Thanks for the awesome mod guys!
 
Nikis-Knight said:
one fix, one suggestion-
the imps don't unsummon.
And how about making god king give a differnt pair of +50% based upon which religion you have? I assumed the science boost was due to me being ashen veil. Maybe some could give culture, some production, etc.

My testing shows Imps unsummon correctly. Are you sure you dont have the Summoner trait? (that would cause summoned creatures to last 3 turns instead of 1).
 
One more time about the bug, actually don't put that code in at all, I've made a whole bunch of changes, and I think that version may have had a bug that screwed up regular spells.
 
talchas said:
OK, I've added what is needed for correct Promo info in the pedia:
Add in CyInfoInterface1.cpp:


and replace the CvPediaPromotion.py with this one.

Checked in, thanks Talchas.
 
talchas said:
One more time about the bug, actually don't put that code in at all, I've made a whole bunch of changes, and I think that version may have had a bug that screwed up regular spells.

K, I'll take it out. Thanks for the warning.
 
The patch is out, please move any new issues to the bug thread for 0.11a.

Thanks,
Kael
 
From my first game as everyone's favorite madman...(I don't think they are reported yet, if they have been many apologies)

Barracks tool tip _says_ that it is required to build Dwarven soldier, however dwarven soldier is an option to build without the barracks

Tool tips for all techs in the choose you tech pop up all say "TXT_KEY_TECH_PLACEHOLDER_STRATEGY"

Culture drain from loki and gypsy wagons does not seem to occur.

(edit, removed one previously reported bug)
 
I just wanted to add some information to the crash in my savegame above. I don't know whether this information helps you or not, especially since I saved this game with version 0.11, but I'll tell you anyway.

I've checked whether some AI civ might cause the crash and I checked their production in the ingame editor. I haven't found anything suspicious, but when I returned to the game, the crash didn't occur. When I reloaded and didn't open the world editor before finishing my turn, it crashed again.
 
The Adept can be upgraded to Summoner or Mage/Wizard only if it's first promoted to combat 2. This means that you can't build a summoner or mage directly. Since there isn't a reference about this on the Civilopedia, I don't know if it's intended or not.
 
Kael said:
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.

Well, not to be annoying, but could you maybe look into finding some way to streamline that? It makes it a chore to run the mod on my computer; I generally only play for a half hour or so at a time, and wasting 5 minutes every time I start up is no fun. I realize that a lot of it is probably out of your control, and you have lots of other stuff to do right now; just would like to have it looked into at some point, is all.
 
I generally only play for a half hour or so at a time, and wasting 5 minutes every time I start up is no fun.

I agree that it can be somewhat annoying, but you can just spend these 5 minutes browsing the web or something, then it doesn't feel as bad.
 
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