FF 0.43 Bug Thread

Giving the Headless promotion to the Band of... something - unit will usually break the unit-cycle for the remainder of the turn. Not a big issue, but never the less a little annoying.
 
[to_xp]Gekko;7512799 said:
Thailand IIRC :P

back on topic - I just checked the Cualli hero in the civilopedia and it says that he "helps thwart rival spies" , but there are no spies in FFH. what gives? :D

He ate them.
 
About the Sheaim

Its undead combat units don't count toward the garrisoning of its cities, and as a result, Sheaim cities end up with lots of unhappiness (skeletons, pyre zombies, diseased corpses). I'll walk in a lowly adept, and the city suddenly is happy again. This doesn't make much sense and it makes it hard to run the Sheaim compared to other civs.

I think the idea is that having flaming zombies and diseased corpses shambling around doesn't provide much comfort to the local citizenry. I agree that it does make things more difficult, but there are workarounds. Veil priests (forget the name) are alive, and so they can reassure the populous. They also can get city garrison I, and ring of fire can make a stack think twice about attacking. Also, you're the Sheaim, so you should have adepts to spare.
 
I think the idea is that having flaming zombies and diseased corpses shambling around doesn't provide much comfort to the local citizenry. I agree that it does make things more difficult, but there are workarounds. Veil priests (forget the name) are alive, and so they can reassure the populous. They also can get city garrison I, and ring of fire can make a stack think twice about attacking. Also, you're the Sheaim, so you should have adepts to spare.

I wonder if that was intentional though.

I suspect it was intentional on Kael's part, but even if it wasn't - it's definitely intentional that I left it that way :D
 
Not sure what happened but playing a new game as Sheaim and I notice that not only has my mana bar disappeared, so has my diplomacy bar. I hit the mana bar tab to get it to reappear but to no avail. Normally under the diplomacy bar, your faction is shown when minimized but I don't even have that.

So I cancel out and decided to play a FfH game...and have the same problem. So I go back to FF and do a "Play Now" and just tab through everything to clear out all the hidden options. Still no joy. Go back to FfH and do the same thing but still no luck. So I exit out of the game entirely and load up again as FfH but still no mana menu or diplomacy. When I go to settings, the only thing flagged is the 'no espionage' that is standard w/FfH/FF.

What gives? I've never seen this happen before.
 
Hmm, slight problem. by brother made Korrina the Red Lady headless. While shes still alive. I don't think you should be able to do that.
 
I've now played two games of FF 043 and I've had this error occur in both games: No reagents spawn anywhere in the world. The same is true of sugar and gems are very rare (like 2-3 on the whole map).

The first game I played was: patch A, huge Erebus map (x wrap) with all 27 civs enabled and (extended) end of winter option checked; I also had Barbarian World (and raging barbarians) checked which slowed my game way down as has already been reported. The second game was patch D, a huge Tectonics map with all 27 civs and EoW (raging barbs but no barb world). If it matters I played both games as the Scions with Risen Emperor as my leader; my OS is Windows XP Pro.

I suspect the new End of Winter is the culprit, what with resources changing and being revealed due to warmer climate (which may make this an issue for Jean Elcard to look into rather than Vehem and Xienwolf). I tried generating a huge Tectonics map without End of Winter enabled...and voilà - the heretofore missing resources were generated (though some special features were still deleted - so that issue is not related to EoW).

I also noticed the error with Korrina the Red Lady being able to choose the headless promotion in my Patch A game; my patch D game has Korrina the Black Lady instead so I can't corroborate for the latest version.
 
1st time trying the modmod, start it up and stays on the fall further title screen. I can click around and seems to do something but i cant tell what.
This is on XP and I thought issues like this were from wrong versions of the game. Tried the latest patches and still does this.
 
I've now played two games of FF 043 and I've had this error occur in both games: No reagents spawn anywhere in the world. The same is true of sugar and gems are very rare (like 2-3 on the whole map).

The first game I played was: patch A, huge Erebus map (x wrap) with all 27 civs enabled and (extended) end of winter option checked; I also had Barbarian World (and raging barbarians) checked which slowed my game way down as has already been reported. The second game was patch D, a huge Tectonics map with all 27 civs and EoW (raging barbs but no barb world). If it matters I played both games as the Scions with Risen Emperor as my leader; my OS is Windows XP Pro.

I suspect the new End of Winter is the culprit, what with resources changing and being revealed due to warmer climate (which may make this an issue for Jean Elcard to look into rather than Vehem and Xienwolf). I tried generating a huge Tectonics map without End of Winter enabled...and voilà - the heretofore missing resources were generated (though some special features were still deleted - so that issue is not related to EoW).

I also noticed the error with Korrina the Red Lady being able to choose the headless promotion in my Patch A game; my patch D game has Korrina the Black Lady instead so I can't corroborate for the latest version.

Now that you mention this I don't recall having seen sugar spawn at all in any of my games, be that FfH or FF.
 
Hmm, slight problem. by brother made Korrina the Red Lady headless. While shes still alive. I don't think you should be able to do that.

I also noticed the error with Korrina the Red Lady being able to choose the headless promotion in my Patch A game;

Should be fixed patch E.
 
I've now played two games of FF 043 and I've had this error occur in both games: No reagents spawn anywhere in the world. The same is true of sugar and gems are very rare (like 2-3 on the whole map).

I also haven't seen sugar on my Huge Fantasy maps - FF and FFH.

I also thought there was no Reagents as well playing as the Scions. It didn't show up on the map until I researched Sorcery. Then, I got 3 instances of it in my 5 city civ. Did you research that tech or are you going by opening the World Builder and checking? If the latter, then maybe you are right with the End of Winter.

Gems are rare as you mention, but available. I often don't find Sheep or Pigs - not that those matter too much.

I'd still like to see more events, Wonders, buildings, gifts (metals from mines) in the game that help you gain resources.
 
I'd still like to see more events, Wonders, buildings, gifts (metals from mines) in the game that help you gain resources.

The FF Modules thread has a Reagent-granting Wonder - Made for exactly that reason.
 
I also thought there was no Reagents as well playing as the Scions. It didn't show up on the map until I researched Sorcery. Then, I got 3 instances of it in my 5 city civ. Did you research that tech or are you going by opening the World Builder and checking? If the latter, then maybe you are right with the End of Winter.

All mage techs definitely including sorcery have been researched (Alcinus has been promoted). I went over the entire map painstakingly and not one single reagent or sugar anywhere. And only about two or three gems. I don't think playing as Scions has anything to do with this issue. Hopefully it's a simple fix and can end up in the next patch. Till then, not playing with EoW on may be the best bet.:hammer2:
 
Despite the subtitle I used in my original post (Return of the no reagents bug) I do not believe this issue is caused by the old, long-ago fixed, issue that caused reagents to go missing in older versions of FfH (and presumably FF, I didn't discover FF till later). I think this is caused by the shuffling of resources generated by the Extended End of Winter script.

Resources that exist in the early game turn to other things and new resources are revealed as the land grows warmer. I think reagents are not being placed - or are being deleted - at some point in this cycle. New maps generated without the EoW show reagents placed appropriately - as well as sugar and a greater number of gems. Not quite a smoking gun but I think a strong indication that EEoW is responsible. If other EoW players look at their maps in WorldBuilder I think my theory may be corroborated. ;)

Edit: Just generated a vanilla FfH map with EoW enabled (using FlavourMod 2.2.0). No reagents appear anywhere on the map. Only a few resources do since most of the world is covered in ice. It looks like the EEoW script is not generating certain resources upon warming, or generating very few. I pretty much always play on huge maps so there should be plenty of squares for sufficient instances of all resources to be spawned (especially since they are spawned when EoW is not checked). Off to the FlavourMod thread to report this bug directly...
 
Yep and yep - the other possibility for the Haunted Lands is the python run looking for wounded units.

Couldn't you use the promotion system to offload the searches to compiled code?

A promotion that living, siege and golems acquire in haunted lands, with a PyPerTurn to check if the unit is damaged and "lucky".

If there is a way for a promotion to require that the unit is damaged, maybe you could even use PromotionRandomApply to give Undead and skip python altogether.
 
A promotion that living, siege and golems acquire in haunted lands, with a PyPerTurn to check if the unit is damaged and "lucky".

I'm pretty sure I can do that... I had the impression that PyPerTurn checks were to be avoided... but maybe not in comparison to searching the whole map.

EDIT: Hmm...not so sure - the problem is identifying all the eligible units. I don't have enough OR prereq fields to handle it that way, and I'm not sure every living unit has a "racial" promotion I can use. I could give EVERY unit in the HL the promotion, and run PyPerTurn on every HL unit. Better than searching the map for HL plots and then running the checks form there?

If there is a way for a promotion to require that the unit is damaged, maybe you could even use PromotionRandomApply to give Undead and skip python altogether.
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I don't think I can do that.. If xienwolf does add that ability - or comes along and mentions that he did last month - how would I control the likelihood of Undead being applied?
 
PromotionRandomApply is used for Crazed to grant Enraged. Looking at how the code works for it I realize I didn't fully understand the function before. There is a 50% chance each turn for the promotion to be applied, and if it isn't applied, it is removed.

So far, there is no prereq field for a unit being damaged. Could be an interesting interesting field to play with though, in both Promotions and spells (cannot drink healing potion unless damaged at least 20% or something like that. I know I have wasted a few due to mis-clicking).


I suspect that an AutoAcquire for all units in HL which gives them a PyPerTurn will be a lot faster than looping over the entire map. Unless you are doing the loop along with the maploop we already have for Lizardmen/UniqueFeatures.
 
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