Bug Reports and Discussion

Tholal - I bought my computer a few months ago and I have a good graphics card, good CPU, etc so it's not the computer causing problems I think. Having said that, the Svaltfar had so many units attacking that I would have to leave the computer for about 5 minutes while they kept throwing hundreds? of units at my city!

I have attached a save that was 3 turns prior to the python exception (that was the closest save I could get). I personally had no inquisitors. I ran the save and it gave a python exception again on the 3rd turn.
 

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  • Sidar 3 turns before python exception.CivBeyondSwordSave
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Here are a few other saved games for you to check what is happening with my Aeron's Chosen ghost not being able to attack (possibly it seems it can attack after defending in combat, I'm not 100% sure though).
 

Attachments

  • Sidar AD-0478.CivBeyondSwordSave
    892.8 KB · Views: 41
  • Sidar AD-0480.CivBeyondSwordSave
    919.1 KB · Views: 79
Despite what the civilopedia says, it seems Stygian Guards cannot use bronze weapons.
Edit: sorry, update problems
 
I'm using 2.5


To make sure I just deleted the FFH2 folder and I'm reinstalling FFH2n.exe then the o patch then media pack and then MNAI.


Tholal - I reinstalled as described and I downloaded the 'Sidar 3 turns before python exception' save file and I could open it in FFH2. :confused:
 
I'm missing about 3 great engineers that I waned and placed as super specialists. The Svaltfar are the only way they can go missing IIRC (and I haven't met any Svaltfar!).
http://tinypic.com/r/b3wyly/5

EDIT #1: I seem to have a very high base production rate (36 hammers) which I don't think is accounted for by other means (only 6 hammers from the land). Is it possible that my super specialists aren't all visible? :confused:

EDIT #2: I added another engineer super specialist and got +4 base production hammers but still I can only see 1 engineer and 2 scientist specialists on the screen.
 
The overcouncil declared peace between me (Sidar) and Basium-Bannor. However their Angel of Death keeps attacking me and I can't do anything to fight it!!!


Also how does their Angel of Death see my shadow!? I built vicars and can see their shadows by using revelation but they don't have vicars!!!
 
Last I played MNAI hawks can see invisible.
 
I'm missing about 3 great engineers that I waned and placed as super specialists. The Svaltfar are the only way they can go missing IIRC (and I haven't met any Svaltfar!).
http://tinypic.com/r/b3wyly/5

EDIT #1: I seem to have a very high base production rate (36 hammers) which I don't think is accounted for by other means (only 6 hammers from the land). Is it possible that my super specialists aren't all visible? :confused:

EDIT #2: I added another engineer super specialist and got +4 base production hammers but still I can only see 1 engineer and 2 scientist specialists on the screen.

That screenshot shows you having 5 Great Engineers and 6 Great Scientists. The little golden mark by the person's icon means there are 5 of them. Test it out with regular specialists.
 
no A_moon,
this is a golden star.. which is the icone for Great People...
I see, 1Great Engineer, 1Great Sage, and 1Free Sage

the sigyl for 5 is different IIRC.

further he said he only had 4 GE (1 + 3 missing) and did not speak about missing Great Sages.
 
Ah, I orbit corrected.
 
I was checking the python for Pillar of Fire to refresh my memory on how much damage it does, and noticed a bug that's apparently been there forever:

Code:
		for i in range(pBestPlot.getNumUnits()):
			pUnit = pBestPlot.getUnit(i)
			pUnit.doDamage(30, 50, caster, gc.getInfoTypeForString('DAMAGE_FIRE'), True)
		if (pPlot.getFeatureType() == gc.getInfoTypeForString('FEATURE_FOREST') or pPlot.getFeatureType() == gc.getInfoTypeForString('FEATURE_JUNGLE')):
			bValid = True
			iImprovement = pPlot.getImprovementType()
			if iImprovement != -1 :
				if gc.getImprovementInfo(iImprovement).isPermanent():
					bValid = False
			if bValid:
				if CyGame().getSorenRandNum(100, "Flames Spread") < gc.getDefineINT('FLAMES_SPREAD_CHANCE'):
					pPlot.setImprovementType(gc.getInfoTypeForString('IMPROVEMENT_SMOKE'))
		CyEngine().triggerEffect(gc.getInfoTypeForString('EFFECT_PILLAR_OF_FIRE'),pBestPlot.getPoint())

From the fourth line onward, the code should reference pBestPlot (the plot which will be attacked) instead of pPlot (the last plot checked).
 
I was checking the python for Pillar of Fire to refresh my memory on how much damage it does, and noticed a bug that's apparently been there forever:

...

From the fourth line onward, the code should reference pBestPlot (the plot which will be attacked) instead of pPlot (the last plot checked).

Nice catch! I'll fix it for 2.52
 
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