Bug Reports and Discussion

I think someone may have mentioned it already, but it's very annoying when you don't receive a disciple after researching a religion, as opposed to where you always got one before upon researching the appropriate tech. On a huge map of erebus you'll probably not even meet all the civilizations - great chance of missing out on the one you were going for... if someone got it first you can never have it at all alot of times.

missed getting order 3 games in a row on huge map, or founding any others. just wanted a "Good" alignment religion and never even met any of the people who had one - if ya know what i mean. vote for changing it back
 
Hello.

1. Generals thinks

I know that Terkhen you don't really want to add new features, and I know I already have writte severals ask of big rebalance for competitive MP games.

But as I experiment situations and think about things I prefer to writte it somewhere, and as your mod is the most balanced in MP, I prefer to writte it here. Maybe it may be usefull one day if you or another person want to mod about these problems :blush:

Assassins are still overpowered because nearly way to protect versus them, 3 movements units are still too strong to steal back city in double move etc.

But that, we knowed it and we can play with rules which forbid them (I don't lik the "broken feature to counter broken feature", because it tends to be boring that few broken features reduce the diversity of units as hell and make all players prefer to always use assassin and never use mages or priest in attacking move).

2. The unpossiblity to inflict damages to strong first attacks promoted units with sieges units or golems

But I have seen a new phenomen which I did not knowed before. This phenomen is :

- Siege machines or golems cannot be buffed by any spells (except the repair spell but itis not a buff). Why not, it can be logical, but the problem it's they tend to totally suck when they face strong power units with few first attack.

For exemple, a paladin with 4 first attack and no other promotion, can kill 20 catapult which attack him, with nearly no damages inflicted to him or to others units in his stack.

It is the same phenomen with golems, as they cannot be immunised to first attack. So it tends in situations with strongs units (which can come occurs : paladins for exemple) cannot be hurted or just a few, and it is unpossible to defend versus this (especially for Luchuirp wich become naked and crappy).

Proposition :

- Give to the golems or siege equipement the possiblity of being buffed by certain spells, as the immunity to first attack, and others spells which may be logical.
- Or give immunity to first attack to any sieges equipement whih would be very logical as their fire from a long distance (not golems, because it is not logical I think). As it, golems are still very vunerable to strong first attacked unit, but they can still inflict damages if catapult have hurted first.
- Another idea : create a new workshop for Luchuirp, which give first attack immunity to golems, and can be constructed with the Alteration shool (Air Mana or Body mana needed).

3. The strange weakness of canon and dwarven canon

- All sieges units in FFH2 have at minimum 80 % luck of fleeing a battle, except canon and dwaven canon which are as in Beyond the Sword. So it totally worthless to build them and itis better to stick at catapult (if no first attack strong units...).

Proposition :

Make them as all the others sieges units.

3. The strange regeneration spell which works on undeads and vampires

- This spell, one of the strongest of all if you cannot dispell it (which need mages with metamagic 2), works on undead and vampires. I am not opposed to that, because vampires are not really strong. Undead too are not really strong (except the Pyro zombie). But in another view, Haste works on vampires, but does not work on undead. Vampires are undead too do, hast maybe should not work on them, or undeads should can it for themself.

I wonder if all this is well intented. It is just a question, not really a problem.

4. Casting spells at last second to avoid the Dispell

- If your ennemy have dispell, you will not use buff. But you can use buff just before your attack and dispell will be useless. But, why not. The main critic is bout the Regeneration : you can use it just before the end of turn, to regenerate even if you can be dispelled.

Proposition :

This spell dispell but block too any regeneration spell effect for two turns (so the actual turn, useless, and the next turn, usefull).
 
I think someone may have mentioned it already, but it's very annoying when you don't receive a disciple after researching a religion

Known issue. Already fixed. Will be included in the next release.

I know that Terkhen you don't really want to add new features, and I know I already have writte severals ask of big rebalance for competitive MP games.

But as I experiment situations and think about things I prefer to writte it somewhere, and as your mod is the most balanced in MP, I prefer to writte it here.

Think you have the wrong thread for this.

Vampires are undead too

Actually, in FFH, Vampires are not undead.
 
Can you keep not getting disciples as an option? The option could also prevent autospread of favourite religion.
 
There seems to be 3 pieces of Barnaxus just after the Barbarians captured the Sheiam city of Edge. The Lurchuip were previously destroyed (fairly certain by the Barbarians).
2gv4lj9.jpg
 

Attachments

I've noticed duplicates of equipment pretty often in my modmod, and haven't been able to track down how it is happening. (Actually I found it often happened due to the Scavenge ability called in the Doviello Duels, but some duplicates still occurred without explanation after I fixed that.) I assumed it was something I changed, but the multiple Pieces of Barnaxus in BadPlayer's post make me think it may be something on your end.


I don't think there is anything odd about the city being captured while Corlindale was still alive, as he has zero strength and cannot defend the city (at least after promotions like Stoneskin or Blessed are removed by combat).
 
Finally got around to trying out the modmod- I'm very impressed with the improved AI, but I've run into an odd issue where I suddenly have massive, negative production in a couple of my cities:

2014-09-10_00001.jpg



Another city is getting -95(!) hammers per turn.


Any idea what's going on here? I'm not under Stasis or anything.


Also, are the AI supposed to warrior rush so often? Almost all of them seem to be doing it- I've had to restart several games on Immortal difficulty after every AI went into "We have enough" mode within a few turns of making contact- even AI who were very distant from me. They'd show up about ten turns later with stacks of 4-5 shock warriors and pillage my cities while refusing to ever make peace. They're attacking each other with warriors constantly as well. In my current negative production game, I'm much more advanced than every other civ because all of them are busy throwing warriors at each other. Some of them are doing a great job expanding anyway, but so much of their production which should be invested in infra is being thrown away on these insane wars they start and then refuse to end.


Also also, is there some way I can turn off BUG Mod? I absolutely detest how cluttered it makes the interface while apparently removing useful features like health bars under unit portraits. I have no use for any of the information it shows me.
 
It appears that pUnit.canAcquirePromotion(iProm) and pUnit.canAcquirePromotionAny() (which depends on the former function, simply using C++ to more quickly loop through and check all of the promotions) are returning True for promotions which cannot be acquired due to having <iMinLevel>-1</iMinLevel>, unless they have other prerequisites like <TechPrereq>TECH_NEVER</TechPrereq> too. I have no idea why this is the case, as it appears that line 13899 of CvUnit.cpp in the DLL source code should cover the issue.


(I discovered this while trying to address complaints about workers in my modmod having the blue Promotion Ready aura when they have enough XP to level up but there not being any promotions available to UNITCOMBAT_CIVILIAN at that tech level.

I would rather you prevent the glow in such cases, but as a stopgap I was just reducing civilian units' xp when they are created in such stations.

I found that using canAcquirePromotionAny() was not working, and that canAcquirePromotion(iProm) worked when I checked for any specific promotions they would actually be able to purchase but when I just checked for everything. After manually cycling through in python and making it message me the name of the promotions for which it returned true, I discovered that giving all the <iMinLevel>-1</iMinLevel> promotions <TechPrereq>TECH_NEVER</TechPrereq> solved the issue.)

Finally got around to trying out the modmod- I'm very impressed with the improved AI, but I've run into an odd issue where I suddenly have massive, negative production in a couple of my cities:

Another city is getting -95(!) hammers per turn.


Any idea what's going on here? I'm not under Stasis or anything.


Also, are the AI supposed to warrior rush so often? Almost all of them seem to be doing it- I've had to restart several games on Immortal difficulty after every AI went into "We have enough" mode within a few turns of making contact- even AI who were very distant from me. They'd show up about ten turns later with stacks of 4-5 shock warriors and pillage my cities while refusing to ever make peace. They're attacking each other with warriors constantly as well. In my current negative production game, I'm much more advanced than every other civ because all of them are busy throwing warriors at each other. Some of them are doing a great job expanding anyway, but so much of their production which should be invested in infra is being thrown away on these insane wars they start and then refuse to end.


Also also, is there some way I can turn off BUG Mod? I absolutely detest how cluttered it makes the interface while apparently removing useful features like health bars under unit portraits. I have no use for any of the information it shows me.

The issue of getting negative production from Goveror's Manors and the Pillar of Chains is well known, and was fixed in the dll attached to this post. I believe that Tholal has already incorporated this change into the next version, but there is no telling when he'll have enough time to get it ready for release.


I do agree that the AI favors building and attacking with low level units too much. I'd rather they invest a bit more in buildings and research.


I don't know about turning of BUG entirely, but if you click the BUG icon in the upper left of the main screen then you can choose what parts of the mod to use. You could probably unselect everything to get a more vanilla-like interface.
 
re: multiple copies of unique objects - I've seen this happen a couple of times, though very rarely. A savegame after the object has been duplicated is of no use. What I really need is a savegame from before the duplication happens (hard to get because it seems to be related to something that the AI is doing and you dont always notice the extra objects until many turns later)
 
I get a crash to desktop whenever I try starting a game in 2.53. I've tried reinstalling the patch/clean install several times with the same results. Oddly enough, I have actually got a current game going on which I somehow managed to start fine, but as that was several weeks ago, I don't know how I managed it.
 
currently when a HN unit "defeats" an item ( like Orthus' axe ) the item is destroyed. could the code check for HN units defeating and item unit and give it the appropriate item promotion when it happens?
 
When an HN ship performing a trade blockade is defeated, the blockade can become permanent and unremovable. I have 3 of them in my current game. At least one of them was caused by some kind of sea tortoise animal unit. Another was an HN pirate ship that got revealed and the blockade remained afterwards. I could not find a way to remove the blockades in world builder
 
Is there any fix in sight for the issue where Orthus and the Infernals always spawn as close as possible to the bottom left corner of the map when using custom maps instead of mapscripts?

On a side note, I've recently thought about changing Orthus so he spawns on the Pyre of the Seraphic instead of a goblin fort if it's on the map, would be very fitting to him and his burning axe :D
 
Hi.
After a long absence from playing ffh, i reinstalled it today. When playing around with it i noticed that when the barbarian world option is enabled, all barbarian cities at the start are on one landmass (relatively close together). Since i never encountered this issue before, this seems to be new and feels like a bug (?). I used the "big and small map script.
 
Back
Top Bottom