FF 0.42 Bug Thread

Gave me a python error - didn't like "pCaster" in the spell req. After changing that to "caster" and adding "return True" at the end it worked.

Frostlings are marked GraphicalOnly, btw. Surely they aren't a secret? :)

The "pCaster" bit in the XML should be right and it seems to already be just "caster" in the python. The return true part however is needed - have added that now - thanks.

Edit: Just realised which part you meant - sorted now.
 
caster is used in spells, but pCaster is used in pyPerTurn, PostCombat, at Range, etc., effects.
 
not sure if this counts as a "real" bug, but it would be awesome if this was fixed so here it goes - warning: copy/paste incoming :P

There is an issue with pathfinding when you group units that have the "ignore movement cost" with other units that do not get that, though. playing with Austrin, I have a stack made of Harmatt ( ignores movement blabla ) + some high-lvl trackers that do NOT have the ignore movement. and I can clearly see that the pathfinding algorithm behaves like the party could ignore terrain cost, which leads to it happily going through hills and forests and basically moving one tile per turn and taking ages to move around.

this was with patch H IIRC, but I'm pretty sure it's unchanged in L ;)
 
Numpad Help... Any chance you're playing on a laptop without an actual numpad present? (Silly idea off the top of my head)

I guess this was addressed to me...

No, I am using a desktop and use the mouse for most unit movements - except for getting those pesky Griffons up on the mountain peaks. ;)
 
Minor code nitpick from CvMainInterface.py, line 436:

Code:
		for i in range(7):
			if i == 0:
				Religion = 'Ashen'
			elif i == 1:
				Religion = 'Overlords'
			elif i == 2:
				Religion = 'Esus'
			elif i == 3:
				Religion = 'Fellowship'
			elif i == 4:
				Religion = 'Runes'
			elif i == 5:
				Religion = 'Empyrean'
			elif i == 6:
				Religion = 'Order'

should be

Code:
for Religion in ('Ashen', 'Overlords', 'Esus', 'Fellowship', 'Runes', 'Empyrean', 'Order'):

or if you need that list of religions somewhere else too

Code:
religions = ('Ashen', 'Overlords', 'Esus', 'Fellowship', 'Runes', 'Empyrean', 'Order')
for Religion in religions:
 
:wallbash: I still get ctd as soon as Hyborem enter the game.

Ffh2 0.33 patch G
FF 0.42 patch L
Windows XP

I can play if I select "no hell terrain" when I set up the game.


:confused: Is barbarians supposed to walk right through druids?
 

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My Warrior is able to see the invisible Giant Spider.

Is this a feature in FF, or is it because somehow in landing on the Goody Hut, the Giant Spider loses its invisibility?

Thanks.
 
That's not the warrior; the spider is out of the warrior's vision range.

I think I've seen this glitch before; sometimes when a unit dies it seems to leave "ghost vision" behind, leaving the tiles it could see permanently revealed until another unit you own reveals and then moves away from them. It seems to usually happen when the unit has higher than normal vision range; the units 1-tile vision range is properly hidden, but the extended vision range all or partially becomes "ghost" vision. If the "ghost" vision was from a scout, that would explain why you can see the spider.
 
That's not the warrior; the spider is out of the warrior's vision range.

I think I've seen this glitch before; sometimes when a unit dies it seems to leave "ghost vision" behind, leaving the tiles it could see permanently revealed until another unit you own reveals and then moves away from them. It seems to usually happen when the unit has higher than normal vision range; the units 1-tile vision range is properly hidden, but the extended vision range all or partially becomes "ghost" vision. If the "ghost" vision was from a scout, that would explain why you can see the spider.

You're probably right, but that 'ghost vision' sure stayed around a long time. That is the Goody Hut that Orthus moved to and stood guard. The Giant Spider was still showing until he 'overlaid' it. It makes sense, though, that the Spider was gone as you said because later a Clan Warrior came by and stole the Goody Hut. If the Spider was still there, I'm thinking it would have killed the Clan Warrior.

First time I ever saw that - thanks for the explanation!
 
On an event chain with a crazd maniac, I'm able to send him into tne Asylum and convert him into a Lunatic, though I'm Good, I have no OO, no Asylums and no stuff like that. Is that right?
 
Heroic Puppets under Keelyn gain 4 experience during their life, half of which is passed to their summoner. Effect, Arcane heroes, Gibbous and Hemah gain 2 extra experience per turn, 4 after Twincast. No 100 points limit either.

Didn't seem very powerful, but what do I know.
 
Nifty trick :) Maybe it'll be worth blocking free XP from units with a limited duration. Should solve the issue fairly well without ruining the feedback XP from puppets for normal casters.

Sounds a fair idea. I can't see any other reason that a puppet would need the "hero" promotion (no UnitCombat so they can't level anyway).
 
:wallbash: I still get ctd as soon as Hyborem enter the game.

Ffh2 0.33 patch G
FF 0.42 patch L
Windows XP

I can play if I select "no hell terrain" when I set up the game.

I have made some research about Hyborem and his border and ctd.

(Just to be clear. I can play regular Ffh2 for hundreds of turns without any crash. It's just FF that crash.)

Hopefully this can be of any help...

The game crash for me the next turn. There is an autosave for turn 32, but my computer refuse to load it and crash instead.
 

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I have an Adept that has learned Creation 1, 2, and 3 as well as Force 1, 2, 3. The "old" manas limit him to level 1. Have not tried other "new" manas.
 
Wasting Disease event (which rewards Body mana) should not effect Fallow civilizations.
 
I have an Adept that has learned Creation 1, 2, and 3 as well as Force 1, 2, 3. The "old" manas limit him to level 1. Have not tried other "new" manas.

I pointed that out a while ago, and it was fixed in patch L. (It was that way for all the new mana types.)
 
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