8.3x Bugs Thread

There is a bug with the Commando promotion showing up twice.

You can see Chalid in the picture below has the option to promote to Commando twice.
Edit: This happens with any unit.
 

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Time to fix some more bugs

Mouseover for building preserve says +100 :)
Should be fixed

Patch 8.30:

I'm playing as Furia the Mad as the Balseraph, and one of my created Stygian Guards has the promotion 'Weak' twice!

It's probably some frozen promotion that has same button art as weak. A unit can never have a Promotion twice (information is stored as a yes/no).

Patch 8.31:

I'm playing Ophelia of the Scions, and my Alcinus (Mage) created a skeleton. I got this Python exception:

fixed

Patch 8.31

When using the Advanced Start options, the only improvements that may be built during the pre-game segment are roads, camps, wineries, and swamps, regardless of what techs have been purchased. Civs that don't actually have the OPTION of building swamps have that shown as a possibility; trying to place any will simply fail. This is consistent across two different computers, and with all civs.

First game played in this manner was that Mazatl, where the Swamp bug didn't stand out as unusual, and I'm forced to wonder if that had something to do with it.
fixed the swamp issue. Weird that you can only build so few improvements in advanced start

Either there are multiple pieces of Barnaxus, or he can be rebuild without them:
Spoiler :
KML0H.png
Was a bug introduced by a trying to fix the HN units destroy Pieces of Barnaxus forever problem. I have added a globalcounter for pieces of Barnaxus now, should fix this bug. Well, if there there multiple Luchuirp in the game they can all rebuild Barnaxus in a very very rare case.

I guess it's no longer relevant, but the current AI placement code doesn't yield best results:
Spoiler :
fdcbG.png

yes, the new function will be much better.

[to_xp]Gekko;9227334 said:
am I the only one for whom the Scenarios don't work? there's no "FFH Scenarios" like there is in base FFH in Play Scenario, and if I try to access them from the XML/Scenarios folder it gives python exceptions and has me being on turn 1. there's no button to access them either on the top right corner, I guess it was replaced by the guild button.

hmm, will probably remove them anyway as they were created for a 18 month old FFH version

when Pyre of Sepulcher spawns on flood plains and is explored, the fire mana node is not created.

fixed

I checked this out a bit, although only within the limits of my skills -

I think the problem is simply that the wild hunters lack a <bmilitarysupport> tag or whatever. When I inserted this and set it to zero, the costs went away after the units died and the spell duration ended.

weird, but adding it won't hurt. thanks

Looking at the Assets/XML/Gameinfo/CIV4HandicapInfo.xml I find
<iAIFreeNobleHouseSupportModifier>25</iAIFreeNobleHouseSupportModifier>
<iAIFreeNobleHouseSupportModifier>20</iAIFreeNobleHouseSupportModifier>
under immortal. Guess it should only be <iAIFreeNobleHouseSupportModifier>20</iAIFreeNobleHouseSupportModifier>

fixed

8.31
My Iron Golem's button art is not right.

fixed together with a few more art buttons misplaced
 
My apologies if this is listed already (didn't read back more than a page). I'm playing an 8.32 game WITHOUT the option for Houses of Erebus. I doubled checked my game settings page, and the option is definitely not there. But I just researched hunting (very possibly the first), and I got house Vadalis in my capital. It's not the headquarters, but the house is there and I can see corporation costs. I have a savegame but won't post unless you ask for it.

should be fixed

In this save, go press end turn, and watch the mounted mercenaries in the far north eastern corner. They move 3 tiles into the forest, and then, for some reason, they get to move 3 more tiles again, so they kill my adept.

Looking at this again, it looks like maybe all barbarians got to move twice in one turn for some reason. I think the mercenaries in the central far north move two tiles as well.

not only the barbarians, but some AI player are also allowed a second turn. Bug is related to Basium being summoned.

When you cast Lichdom with Archmage who have 3 Immortal promo(Immortal form Blood of the Phoenix project, Protector, and Destroyer), a Lich is Created and the Archmage is Resurrected in capital, with Immortal form project removed and Undead race promo added.

screenshots in This post.

I see no easy way to fix this, so for now it is a feature

Playing 8.32. Saw two Barnaxuses (Barnaxi?). It was an AI civ so I don't know how it happened.

fixed

Also, I have two other small issues with BUG, but I believe these are probably more of my fault somehow. One is that the BUG modules doesn´t save your choice for the options available - I had to manually change the xml files to disable the functions I didn´t want on startup. Second is that the "unit naming" section of BUG seems to be not working - apparently it misses some files. I have´t even been able to understand what are those files for, I didn´t miss a thing when I played with the Fey.

disabled the unit naming some time ago as it seemed useless or not properly working. If your BUG options aren't saved it is probably your OS that blocks the mod from writing ini files.This is often the case if you install Civilization into C:\program files
Some more info on the malfunctioning game option settings. When the houses were introduced for the first time I've played several games without enabling them and all was good. Then I've tried them out, didn't like and now similar to previous reports I can't them turn them off.

Somewhat similar situation is with dragons - I can't turn them off as well.

It makes me wonder, could it be that game settings are saved somewhere else where they don't get reset after the "play now"?

Dragons with the gameoption are different. They are stronger, a lot more spawn and they spawn in your territory, so there is a big difference. The issue with the houses was a bug.

Possible bug

My first try with the Noble Houses option and having some trouble incorporating house valdalis. After researching a few worker techs and Hunting, the Noble house icon was added to the city but not the little star symbolizing the head quarters. Neither did the pop up for house support appear. I've tried several times with two cities, each connected to the proper resources. (with resource related techs and noble house option enabled)

Does House Valdalis have some special requirement or is it a bug?

maybe an AI who had support of House Vadalis simply spread it to your city?
 
...
It's probably some frozen promotion that has same button art as weak. A unit can never have a Promotion twice (information is stored as a yes/no).
...
Please look at my screenshot again. A normal Stygian Guard has a base strength of 5 (+2 Unholy). On my screenshot you will see that my Stygian Guard has a strength of 4 (+2 Unholy), but it has also Bronze weapons, so its real base strength is 3. This proves that this unit got the weak promotion twice.

But I got this bug in vanilla FFH2 some months ago also. That time it was an Arquebus that got this promotion twice, also an result of mutating the unit.
 
I've seen this one a couple times. There's a toad event that places toads on a tile, but then the next turn the toads have transformed into sheep or pigs. The event can happen on an existing resource (including mana) destroying that resource.

event will only happen anymore at a very high armageddon counter to that the toads stay a bit longer.

Bug playing the Doviello. I built a Doviello camp on a fur resource to the northwest of my capital. The camp was destroyed by some marauding orcs. Now I go back to try to rebuild the Doviello camp and there is no option for it, only the normal camp. I don't have hunting, so I can't build the normal camp... See attached save with workers sitting on the camp.

Only "Doviello worker" can build special camp.

Recieved a python error while building Esus unit.

Spoiler :
Code:
if pPlayer.getBuildingClassCount(gc.getInfoTypeForString('BUILDINGCLASS_CULT_OF_ESUS_HALL')) > 0:
    iFlanking2 = gc.getInfoTypeForString('PROMOTION_FLANKING2')
    iSinister = gc.getInfoTypeForString('PROMOTION_SINISTER')
[COLOR="Red"]    iFear = gc.getInfoTypeForString('PROMOTION_PROMOTION_FEAR')[/COLOR]
    iAeron = gc.getInfoTypeForString('PROMOTION_AERONS_CHOSEN')
    result = CyGame().getSorenRandNum(10, "Esus")
    if result==0:
		unit.setHasPromotion(iFlanking1, True)
		unit.setHasPromotion(iFlanking2, True)
    if result==1:
		if unit.isHasPromotion(iSinister):
			unit.setBaseCombatStr(unit.baseCombatStr() + 1)
		else:
			unit.setHasPromotion(iSinister, True)
		if result==2:
			unit.setHasPromotion(iAeron, True)
		if result==3:
			unit.setHasPromotion(iFear, True)

Line 1481 should probably be :

iFear = gc.getInfoTypeForString('PROMOTION_FEAR')

thanks, fixed

There is a rather painful problem for BUG in Wildmana :

Code:
Traceback (most recent call last):
  File "CvScreensInterface", line 1002, in forceScreenRedraw
  File "CvMainInterface", line 4013, in redraw
  File "CvMainInterface", line 5889, in updateGameDataStrings
AttributeError: CvMainInterface instance has no attribute 'pBarResearchBar_n'

I get this whenever I edit a python file while running the game. Normally, (in other mods) the "Python Reloaded" message appears and all is fine.

Tracing the bug :crazyeye: is as follows:

As per BUG mod reloading in initAfterReload() in CvEventInterface :
- Line 60 of CvEventInterface.py which calls mainInterface.initState()
- Line 2422 of CvMainInterface.py which calls screen.setForcedRedraw(True)
This occurs before self.pBarResearchBar_n = ProgressBarUtil.ProgressBar( ... ) at line 2459 as a result :

- Line 1002 of CvScreensInterface.py calls mainInterface.redraw()
- Line 4013 of CvMainInterface.py calls self.updateGameDataStrings()
- Line 5889 of CvMainInterface.py calls self.pBarResearchBar_n.hide(screen)

But you will note that self.pBarResearchBar_n is not yet defined because the forced redraw occurs before BUG sets up the Ticks in the research bar.

:(

This means everytime you try to test something, by changing a python file, it craps out and needs a reload of Civ IV.

How to fix - no idea !
Perhaps the forced screen redraw can somehow be moved to after the BUG research bar is setup.

yeah, one of the annoying undocumented BUG "features".

I'm getting a really strange bug. My Scions, Fey, and Jotnar are disappearing from my selectable civs list in custom games. It seems to be fixable tho by just starting up a Play Now game (that's worked the two times it's happened).

they are all Human player only so maybe you selected AI slot.

Units that cannot enter ocean can enter deep ocean.

fixed

Minor bugs with the "goblin child" event... Triggers when killing goblins, but grants the orc race, instead of goblin. Worldunits, animals, beasts and hawks probably shouldn't be able to be targeted by it.

fixed

Please look at my screenshot again. A normal Stygian Guard has a base strength of 5 (+2 Unholy). On my screenshot you will see that my Stygian Guard has a strength of 4 (+2 Unholy), but it has also Bronze weapons, so its real base strength is 3. This proves that this unit got the weak promotion twice.

But I got this bug in vanilla FFH2 some months ago also. That time it was an Arquebus that got this promotion twice, also an result of mutating the unit.

That frozen promotion also reduces strength. I had checked worldbuilder and IIRC there isn't a third promotion that uses this art.
 
Could we add a note in the Civilopedia to give more details about how any Civ led by the Baron (usually Doviello unless Unrestricted leaders are turned on) can gain either Cannibalize or the Werewolf promotion?
already added some information when fixing a bug related to it.

Werewolfs[\H2]
Doviello Units under the influence of Baron Duin Halfmorn (either as a Leader or Hero) have a chance to become werewolves. Worldunits, Units that already are Werewolves and Units that aren't tier3 are excluded from this.

 
What is this 'frozen' promotion you are talking about? I can't find anything about it in the Civilopedia.

==================

My Frozen Maid has +60% ice strength. But why am I unable to see this 60% bonus in my combat odds vs. an orcish warrior? Both of them are on ice, so this bonus should apply...
 
8.32
Playing the Austrin for the first time and the Swap City capability. The mouseover has a missing word in, "Requires both cities size 5. In both cities unit must ? to swap the cities" There must be a missing word where my ? is in that sentence.
Also it appears that I can select that Swap command even though I only have 1 size 5 city.

I could find no Help beyond the mouseover, so a Civlopedia entry would also be helpful.
 
Re BlackArchon's Weakness: The first Weak:
Spoiler :
attachment.php

The second Weak:
Spoiler :
attachment.php

And you can get both with Mutation.


Now, my own question: What do Force Chambers do? "Grants free production from population", it says, and yet I don't see my production going up either when I build one or when I build the Guild of Hammers and get one in every city. Changing to Winter Court only seems to add the Winter Court bonuses. Is it a bug, is it adding production but not showing it on either the City or City Management screens, or is something going on that I'm too dumb to see yet?
 
Having multiple Spirit Mana is not correctly applying the Great Person bonus.

See attached image.

I have 3 Spirit Mana.
This should make my bonus = 265% which would give me 80 GPP.
Instead I am getting 255% giving only 78 GPP :(

I second seizer's comment. Yay bugfixing :goodjob:
 

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Patch 8.33:

Screenshot 1:
Why has this Spectre 0-7 first strikes, but the promotion 'Drill I' twice?
It seems that all barbarian Spectres have 0-6 first strikes in this game. What is the reason for that?

Screenshot 2:
Obviously the Orc got some Disciples of Acheron by their world spell. If I remember correctly, this should not be allowed for them, shouldn't it?
 
Patch 8.33

I accepted the support of House Cannith, but the "Support of House Cannith" trait isn't there when I mouseover my flag and the research and great person bonuses don't show up in the City Screen. I built a House Cannith Alchemy Lab, so I must have something.

Also, I researched most of the other House-enabling techs before Sorcery to keep my economy going and now I can't expand House Cannith into my other large cities because they have other House Headquarters in them. This even though I declined those Houses.
[Edit: Oops, that's only competing Houses. I jumped to conclusions after trying my (biggest) city which had House Phiarlan. Sorry.]

To summarize my experience: you get House Cannith too late, it mostly doesn't work when you get it, and the part that does work doesn't work in those cities where it would make a difference.

Maybe instead of HQs you could allot one House Noble to each player who does the research and install the HQ with the first such Noble worldwide that sets up shop in a city?
 
I am using version 8.33 and I have noticed the first time I create or load a game it works fine but if I exit that game and try to start a new or existing game then I get a Memory allocation failure. exiting program reason bad allocation.
 
A couple of possible issues. Some of the comments may be balance-related but I don't think this is too OT. A save attached (8.30) gives examples.

1. Kuriotates, Settlements, Temples, Priests, etc. So, Kuriotate settlements can acquire a religion and can start generating culture that way. This seems legitimate -- even a frontier settlement might have some adherents of a faith, and adding a bit of extra culture or what-have-you is probably helpful (although the happy boni are meaningless.) I would question whether the settlements should add to the 1$-per-turn tithe that goes to the Holy City, but whatever, probably not a big deal.

However, you can build priests of the various religions and have them use their special self-sacrificing ability to build temples in settlements. At least for Temples of Kilmorph this can generate several extra gold per settlement per turn. For other faiths this can generate extra science, or knowledge, or whatever else, and the kicker on this -- Settlements have no maintenance cost! You can spam settlements, spam priests and temples, and have quite a good extra revenue source. Seems a bit much.

2. Kuriotates, Settlements, Guilds, etc. So, I also acquired House Ghandalla, I could also build representatives of House Ghandalla and create corporations in the various settlements. Using the House Ghandalla representative I could create Inns in each of my settlements! Extra culture, Trade Routes, etc! You can even get a special Ghandalla resource from each settlement. It isn't hard to spam "Wandering Inns of House Ghandalla" like this when you get one of those classic 30-pop Kuriotates mega-cities.

3. Adventurer's Guilds. Now, given as per #2 I had an inn in the city in question I could then use a level 6 unit to create an Adventurer's guild in a settlement! More culture, but even more importantly now the settlement is getting GP points! I haven't tested it but I would assume I can spawn an Adventurer...

4. One other random issue, the convert() function that is called when the Doviello capture slaves and promote them to warriors. Looks like line 570 of cvUnit.cpp, although I can't tell from looking there how the code determine what is a "racial" promotion and what isn't. I've captured elves, goblins, and lots of other slaves and it's great to have their special racial advantages. However, they ALSO get Winterborn added to their racial promotion when converted -- Winterborn elves or goblins or what-have-you seems a bit OP. Shouldn't it be one or the other?

Sorry, I tried to look for the python code but didn't see much, seems like most of this happens in the DLL and I don't know my way around that so well.
 

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Got a WoC error in my current game.

Edit: The problem has something to do with the Giant Spider near Corel and the huge stack inside of that city.

On thorough testing, it would appear that my computer is just too #$@* slow and the turn takes several minutes to complete due to such a large stack :rolleyes:

So disregard this post.
 

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Maybe not a bug, but are Necropolises not supposed to be explorable like graveyards?

Playing as the Amurites under Valledia, captured Ogres gain the Earth II promotion. Trait description says only battlemages. Bug or feature?
 
8.33 clean install from 8.0 and latest patch. Custom Multiplayer, options for equipment and houses turned off. I still get the "house .... incorperated" and equipment is for sale.
 
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