FfH2 0.33 Bug Thread

Bug or a severe change: When having erected the Shrine of Sirona, usually (till .32) one gets the spell Touch of Sirona (healing 20%) once per round. But now in .33 it does not work any more, this spell is not available.
NB: I still have .33a as c and d breaks saves.
Touch of Sirona only works on living units. It doesn't work for angels/demons/...
Maybe thats why it doesn't work for you?
 
Bug or a severe change: When having erected the Shrine of Sirona, usually (till .32) one gets the spell Touch of Sirona (healing 20%) once per round. But now in .33 it does not work any more, this spell is not available.
NB: I still have .33a as c and d breaks saves.

Patch "b":
8. Fixed the Sirona's Touch spell.

I guess the Problem is the version.
 

The WoC comes from an adept with unitAI_Worker. If you want to continue the game, open the world builder and change the unitAI for the adept near Dendrom to unitAI_Reserve or counter.

Is this intended that the AI adepts can have unitAI_Worker ? I don't remember an AI adept building a node in my previous games. I guess that the WoC with hunter/ranger building camps were the same.

A fix (i don't see anywhere else something that can make a WoC i think. but I've not checked all in AI_workerMove()), at the end of CvUnitAI::AI_improveBonus :

Spoiler :
Code:
			MissionTypes eBestMission = MISSION_MOVE_TO;

[COLOR="Red"]			if (bCanRoute)
			{
[/COLOR]				if ((pBestPlot->getWorkingCity() == NULL) || !pBestPlot->getWorkingCity()->isConnectedToCapital())
				{
					eBestMission = MISSION_ROUTE_TO;
				}
				else
				{
					int iDistance = stepDistance(getX_INLINE(), getY_INLINE(), pBestPlot->getX_INLINE(), pBestPlot->getY_INLINE());
					int iPathTurns;
					if (generatePath(pBestPlot, 0, false, &iPathTurns))
					{
						if (iPathTurns >= iDistance)
						{
							eBestMission = MISSION_ROUTE_TO;
						}
					}
				}
[COLOR="Red"]			}
[/COLOR]
The process check if the unit can build a route to assign a build mission but not after when pushing it.

:culture: ... on the code again ... :culture:

Tcho !

PS : back today. Will check tomorrow if i can MOD CyUserProfile() as i wish .
 
ugh it has been killing my brain. what does WoC stand for? what is it?
 
ugh it has been killing my brain. what does WoC stand for? what is it?

Waiting for Other Civilizations. Basically, this is when the AI gets stuck in an infinite loop and can't decide what to do. It wouldn't cause a crash, but the AI's turn would last indefinitely so the game would essentially be frozen.
 
In one my game 5 AI workers were building mana nodes(!) and each worker was building another(!) node... (or maybe they weren't workers ... It was Sidar civ, and I don't know Sidar unit art well, so It could be adepts...)
 
In one my game 5 AI workers were building mana nodes(!) and each worker was building another(!) node... (or maybe they weren't workers ... It was Sidar civ, and I don't know Sidar unit art well, so It could be adepts...)

No, they were workers.

One of the biggest causes of WoC bugs is when a unit can act as both a worker (i.e., has any build orders) and a military unit. As such, there is a block that stops AI adepts from building nodes, and lets AI workers build them instead.
 
No, they were workers.

One of the biggest causes of WoC bugs is when a unit can act as both a worker (i.e., has any build orders) and a military unit. As such, there is a block that stops AI adepts from building nodes, and lets AI workers build them instead.

Given Sto's latest findings, it is my belief that this issue isn't a combat unit with a build order, but rather ANY unit with a build order and no method of constructing a road on their own. I am reasonably certain that it was in Civ4 that there was a scenario for the Rise of Rome, where the Roman Legion could construct roads, and it caused no issues. That was the first thing to come to mind when this WoC was first isolated to "Combat Unit who can Build = Bad"


So it would seem that the WoCs can possibly be avoided by allowing Adepts to construct Roads (and Hunters as well if they ought wanted to return to being able to build camps. Makes sense they can blaze a trail anyway).
 
Can someone confirm hell terrain is working correctly? AI Bals summoned them in the game right next to me (Basium/order.) They built on ice and I thought okay so the infernals cannot corrupt ice. Now they have moved to the tundra (with trees) and still no hell terrain. Strange enough I have the option to santify my lands so I know something is happening.

edit: It works if I swap it to grassland. I am guessing it is not a bug and there is just no special tundra terrain for hyborem? Or is there one but it does not appear?
 
There is no Hell terrain for Tundra or Ice. If you Vitalize it to Plains or Grassland though it will flip to the Hell version the next turn, since the plot counter is still there.

Yet another Illusion bug: Hall of Mirrors illusions can upgrade. Naturally, this is a waste of :gold:, but I don't know if the AI realizes that or not.
 
Given Sto's latest findings, it is my belief that this issue isn't a combat unit with a build order, but rather ANY unit with a build order and no method of constructing a road on their own. I am reasonably certain that it was in Civ4 that there was a scenario for the Rise of Rome, where the Roman Legion could construct roads, and it caused no issues. That was the first thing to come to mind when this WoC was first isolated to "Combat Unit who can Build = Bad"


So it would seem that the WoCs can possibly be avoided by allowing Adepts to construct Roads (and Hunters as well if they ought wanted to return to being able to build camps. Makes sense they can blaze a trail anyway).

Interesting.

I was under the impression that it was caused by having any unit with both the ability to build things and with the ability to attack.

Assuming you are right, may I assume this doesn't have to be a "Road," but rather any route? If so, I may just let essentially all units build a new "trail" or "path" route, which could connect resources but have no (or very small) effect on movement.
 
Can someone confirm hell terrain is working correctly? AI Bals summoned them in the game right next to me (Basium/order.) They built on ice and I thought okay so the infernals cannot corrupt ice. Now they have moved to the tundra (with trees) and still no hell terrain. Strange enough I have the option to santify my lands so I know something is happening.

edit: It works if I swap it to grassland. I am guessing it is not a bug and there is just no special tundra terrain for hyborem? Or is there one but it does not appear?

One last thing. IIRC, even for terrain that does not actually transform (ice, tundra, ocean), the "hell counter" (how corrupt the land is) still keeps ticking. You may get Sheut stones in tundra or ice, and hell terrain can still go "under" it, so to speak, to spread to other lands. That's why you can cast sanctify; it's still recorded as being potential Hell terrain despite being unchanged.
EDIT: NM, I missed Pyr0's far simpler explanation.
 
View attachment Yet another Vista CTD.CivBeyondSwordSave

yet another beautiful CTD that may be vista related :aargh:
This CTD seems to happen about ever 4 +/- turns. Do any of the team programmers use Vista? These types of CTDs seem to happen a lot on the (ahem) advanced OSes.... :gripe: OS = OH SHOOT (being polite) HERE WE GO AGAIN.... :aargh:[pissed] ( :vomit: VISTA )


EDIT: This is not a complaint at the wonderful work you guys are doing just VISTA. Wanted to be sure that was noted :)
 
Given Sto's latest findings, it is my belief that this issue isn't a combat unit with a build order, but rather ANY unit with a build order and no method of constructing a road on their own. I am reasonably certain that it was in Civ4 that there was a scenario for the Rise of Rome, where the Roman Legion could construct roads, and it caused no issues. That was the first thing to come to mind when this WoC was first isolated to "Combat Unit who can Build = Bad"


So it would seem that the WoCs can possibly be avoided by allowing Adepts to construct Roads (and Hunters as well if they ought wanted to return to being able to build camps. Makes sense they can blaze a trail anyway).

Interesting.

I was under the impression that it was caused by having any unit with both the ability to build things and with the ability to attack.

Assuming you are right, may I assume this doesn't have to be a "Road," but rather any route? If so, I may just let essentially all units build a new "trail" or "path" route, which could connect resources but have no (or very small) effect on movement.

In fact, when deciding what build mission to push the AI process take in count if the unit is able to build a route or not. But when pushing the mission, it have the choise of MOVE_TO the plot or MAKE_A_ROUTE to the plot. And this choice doesn't check if the unit have the ability to build a route. Just adding the check canBuildRoute() before this choice in the SDK is enough to prevent the WoC and you can have some units that can build an improvement (a little search in AI_WorkerMove() and it's done). However i'm not sure this is a good thing to have military units with unitAI_worker and AI players. Just a waste of power.

Tcho !
 
right... found a bug... which is very annoying... it's happen a few times on another game I was playing.... thought it was just a one time thing... but I get a random unit... of any class suddenly having the mutation promotion and that unit then goes to barbarian side... and no... I didn't cast mutation on it... it's really annoying cause it was on one of my more exp units... which I was forced to kill... after sacrificing about 5 units
 
Do you have Entropy Mana? That causes a small amount of units you build to get Mutated.

... Or it might be Chaos mana, I can never remember.
 
I'm having a problem with a mage event. It gives me the option of having him busy for 2 turns in exchange for 4 XP. As soon as I click the affirmative, the game crashes.

Attached is a savegame leading up to it.

1) Upon load, Cassiel will ask for Medicine. Deny him and close out.
2) Jubilee will then ask what to build. Choose Infirmary.

3) Event appears, "The Amurites have invited your unit to their capital to attend the magical trials."

4) Choose option "Send him, if he passes the trials it could be a valuable experience."

Game crashes.
 

Attachments

It's Chaos mana that causes ~5% of your units per mana to be built mutated. However, it can't cause an existing unit to suddenly mutate. Are you sure said unit didn't have Crazed? Crazed gets Enraged from time to time, and Enraged has a small chance of causing the unit to go barbarian.
 
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