FF 0.43 Bug Thread

The minor downside of talking about your version when the discussion was about something else entirely at the time ;)


Civilopedia shows her as starting with Angel, and XML states she should have angel. I think the catch might be that she is captured with the same mechanic that workers use to grant a worker to the attacking player. And since that function was re-written to maintain race, Brigit (Held) needs to be an angel as well.


Hrm.. strike that, Brigit (held) is an angel.

In testing, if I place Brigit in worldbuilder, she is fine. If I capture Brigit (Held) from the Barbarians, the result is a non-Angel Brigit.

So for the time being, since Brigit has a post-combat Python function anyway, I'll just spawn Brigit via python instead of via Capture XML field.
 
@hiphopin: OK sorry, the version is 2.0.34h, it was a typo... if it matters at all, anyway... I did all that BEFORE i made the screenshots. This problem has been bugging me for days now...
4.) If that doesn't work throw your computer against the wall and follow what this kid did. http://tinyurl.com/syvyg
Gee... Well, thank Agares I just speak their tongue as a second foreign, I'm not actually one of them. (Aber doch mag ich euch, Deutsche!!!!:D) :sarcasm:

I'm noticing the same thing, Brigit has nothing but Hero when I capture her. She should certainly at least be an Angel.

You see!!!! :crazyeye: I'm not hallucinating, I told you I wasn't!

My concern is that about subdue animals. Failing started happening after I installed FF. In FfH it's working fine. In FfH Brigit is Angel and Hero, but still no :nuke: Crown of Brilliance, Pillar of Fire and other perks that MagisterCultuum was telling about in the balance thread...

She is a bit lackluster, but not as lackluster as Erzherzog described as she should have Angel and Hero, and Fire affinity. In my version, he has Angel, Hero, March, Blitz, Flying, Command I, Valor, and Crown of Brilliance (which she gains back after every battle), slightly higher strength, twice the affinity, and the Pillar of Fire spell, and I obviously didn't take away the unit's intrinsic immortality. Freeing her also starts a golden age, but only Good civs can release her. (Neutral and evil can release an equally strong Odio from his prison instead.)

So It must be a FF bug, what else?? :dunno:
 
Small nitpick: I said that all those promotions except Angel and Hero were my additions.


Your 'additions' as the ones you customly added for your liking? Not the ones you wrote scripts for in the mod? I apologize for not paying attention. :stupid:

Then Brigit is as she's ment to be, right? Hero, Angel, 10 strength
But in FF she's just a hero, and Brigit (held) is just an Angel.
 
Found another Python exception, with the Governor this time.

Traceback (most recent call last):

File "CvSpellInterface", line 21, in canCast

File "<string>", line 0, in ?

File "CvSpellInterface", line 5306, in reqDarkC

UnboundLocalError: local variable 'bThemocPresent' referenced before assignment
ERR: Python function canCast failed, module CvSpellInterface

------------------------------------

Also found a Python error that affects each and every unit I try to move, rendering the game unplayable.

Traceback (most recent call last):

File "CvSpellInterface", line 21, in canCast

File "<string>", line 0, in ?

NameError: name 'reqSlaveTrade' is not defined
ERR: Python function canCast failed, module CvSpellInterface
 
File "CvSpellInterface", line 5306, in reqDarkC

UnboundLocalError: local variable 'bThemocPresent' referenced before assignment

Arghhh... typos! TYPOS!!!

NameError: name 'reqSlaveTrade' is not defined
ERR: Python function canCast failed, module CvSpellInterface

There's no reqSlaveTrade in the file, but there's a XML tag for prereqslavetrade, so I'd guess the python req shouldn't be in the spell file. Someone else would know for sure...
 
a couple oddities I noticed in my current Calabim game ( Patch D ) :

one of my cities grew into unhappiness even though it had the "avoid unhappiness" button checked. shame I don't have a savegame to check out what exactly happened there.

I attacked a scorpion clan goblin across a river, and no combat odds were showing.

Alexis' aggressive trait is giving combat 1 to some units that IIRC shouldn't get it, like workers, settlers and summoned skeletons ( from vampires )

btw, it would be nice if the marsh terrain was recolored a bit, right now it looks a lot like grasslands which is sometimes annoying.

edit: oh, and penguins are showing up green in the civilopedia. I've never seen them ingame though. :D
 
The avoid unhappiness button doesn't quite work right if the city will gain 2 :mad: when the population grows. Something we still need to work out proper code to account for without slowing things down.



Was your unit Hidden Nationality that was attacking the Scorpion Gobbo, and did your leader have the Barbarian trait?


Penguins in the Pedia are a bit off in base FfH as well. If I remember right it is actually your current Civ color that they wind up with. They'll be fine in the game though.

Thanks for catching the Aggressive issue. We are still trying to figure out what is going wrong with guardsman, similar issue on it. So this helps to narrow it down (but the skeleton SHOULD get it, they are Unitcombat Melee now)
 
First, i want to say that it's really a great mod, makes ffh even better than it was.
The new undead faction is one of the best in game, very unique with amazing units and structures, really like the style

Two problems i have encountered during my 405 turns game with the scions.
First, the Ai never use bombardment before attacking my cities, just send wave after wave of soldiers to die from my archers arrows.
it think it need some tweaking...
Second, the game is very laggy at the advanced stage, and i mean REAL laggy..im playing on large map with 9 players and i have never seen the game so slow when the turn ends.

am i the only one who had this problem ? i tried to lower my graphic but it didn't helped...

thanx for your work, and i am sure that next updates will make this mod even more amazing :goodjob:
 
no, my unit wasn't hidden nationality, and I was playing Alexis so no barb trait either. my neighbour was Jonas Endain, maybe the scorpion goblin was HN? I don't think that can happen though.

you're right about the penguins btw. if I look at their civilopedia page with no game going on they are random colors , but I've loaded up my calabim game, then checked them and they are definitely red :D
 
Found another error when razing a city (playing the Scions)

assets/python\CvEventManager.py:2252: DeprecationWarning: integer argument expected, got float

Thanks! The program doesn't like multiplying things by 1 anymore...
 
now that I think of it, the city that go unhappiness even though I had "avoid unhappiness" checked did NOT gain 2 unhappy faces by growing. it was at 7 happy / 7 unhappy, and it simply did not stop growth until it got 1 more unhappy face. I guess this was due to massive food production in that city, or maybe due to simultaneous turns. anyway, imho it should stop growth a little sooner to avoid such issues. possibly right after it gets to happy= unhappy. and having "avoid unhappy" ON by default would make sense ;)
 
Yeah, the no combat odds thing is just wierd for now, but noted incase it helps reveal something bigger later on.

I will not see the combat odds when I use a HN unit like the Stooges or a Giant Spider when attacking a civ with the Barbarian trait like the Clan, Duracast or Charadon.

I posted in the FFH bug thread the last several versions about this.
 
So what's up with the Duracast/Spidey Guys?

The only three left in my game are me (Decius/Malakhim), Duracast and Scions/Empire.

I am on good terms with both and just fending off barbs as I try to expand.

In fact, the Duracast and I are on Friendly terms and share Empyrean religion. Then, he declares war on the Scion. As is usual for the game, he asks me to pile on the next turn. I refuse, and the relations are now Pleased.

Sure enough, about 6 turns later here comes a large stack of Brutes, Recluses, and what have you and he declares war on me. Now I have the barbs and a steady stream of Duracast units to deal with.

Only one negative thing in the diplomacy (refusal to declare war on the Scion) and he declares war on me. :confused:

This guy makes Monty look like a peacenik. ;)
 
[to_xp]Gekko;7504085 said:
now that I think of it, the city that go unhappiness even though I had "avoid unhappiness" checked did NOT gain 2 unhappy faces by growing. it was at 7 happy / 7 unhappy, and it simply did not stop growth until it got 1 more unhappy face. I guess this was due to massive food production in that city, or maybe due to simultaneous turns. anyway, imho it should stop growth a little sooner to avoid such issues. possibly right after it gets to happy= unhappy. and having "avoid unhappy" ON by default would make sense ;)

You don't have a save game from a turn shortly before this happened by any chance? Massive food production shouldn't have any influence at all. I like to keep the avoid mechanism optional and off by default. To force it on might easily lead to a messed up AI (or a better one, who knows).
 
First, i want to say that it's really a great mod, makes ffh even better than it was.
The new undead faction is one of the best in game, very unique with amazing units and structures, really like the style

Two problems i have encountered during my 405 turns game with the scions.
First, the Ai never use bombardment before attacking my cities, just send wave after wave of soldiers to die from my archers arrows.
it think it need some tweaking...
Second, the game is very laggy at the advanced stage, and i mean REAL laggy..im playing on large map with 9 players and i have never seen the game so slow when the turn ends.

am i the only one who had this problem ? i tried to lower my graphic but it didn't helped...

thanx for your work, and i am sure that next updates will make this mod even more amazing :goodjob:

I had the exact same problem when I played the Scions. Oddly it seems its only them that cause it. I played a game on a larger map with more civs (note, I have the AI unable to choose the Fall Further civs) as Varn Gossam and had 2.5 times as many citys as I did with the scions and more units. And it was 3-6 times faster than my Scions game when loading turns I kid you not.
 
Back
Top Bottom