FfH2 0.12 Bugs:

happened when I attacked Orthus with a Pyre Zombie:

Traceback (most recent call last):

File "CvEventInterface", line 24, in onEvent

File "CvEventManager", line 173, in handleEvent

File "CvEventManager", line 655, in onCombatResult

ArgumentError: Python argument types in
CyUnit.isHasPromotion(CyUnit, str)
did not match C++ signature:
isHasPromotion(class CyUnit {lvalue}, int)
ERR: Python function onEvent failed, module CvEventInterface



Edit: Just to annoy woodelf a bit more :p

Code:
			for i in range(pPlot.getNumUnits()):
				pUnit = pPlot.getUnit(i)
				iRnd = CyGame().getSorenRandNum(30, "Bob") - 10
				if pUnit.isHasPromotion('PROMOTION_FIRE_RESISTANCE'):
					iRnd = iRnd - 10
				if pUnit.isHasPromotion('PROMOTION_VULNERABLE_TO_FIRE'):
					iRnd = iRnd + 10
				if iRnd >= 1:
					pUnit.setDamage(pUnit.getDamage() + iRnd, True)

to

Code:
			for i in range(pPlot.getNumUnits()):
				pUnit = pPlot.getUnit(i)
				iRnd = CyGame().getSorenRandNum(30, "Bob") - 10
				if pUnit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_FIRE_RESISTANCE')):
					iRnd = iRnd - 10
				if pUnit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_VULNERABLE_TO_FIRE')):
					iRnd = iRnd + 10
				if iRnd >= 1:
					pUnit.setDamage(pUnit.getDamage() + iRnd, True)
 
I started the game as the doviello. My leader was that guy with the barb trait, Charadon. However, I was not at peace with the Barbs. Its like wth!
First i fought some animals, then a barb goblin. At that point i quit and posted this.
Perhaps at the beginning fo the game it triggerred the barbs declaring war on me because i founded my city first and thus had more than 50% score than the second place civ.
 
Not sure if this has always been the case but on the finnacial advisor screen the city income is showing the base income without any modifiers at all. This doesn't really show the 'true picture' as often the gold mods can make a huge difference.
 
loki1232 said:
I started the game as the doviello. My leader was that guy with the barb trait, Charadon. However, I was not at peace with the Barbs. Its like wth!
First i fought some animals, then a barb goblin. At that point i quit and posted this.
Perhaps at the beginning fo the game it triggerred the barbs declaring war on me because i founded my city first and thus had more than 50% score than the second place civ.

In 0.12b they arent supposed to declare war before turn 20. Were you playing 0.12b?
 
Teg_Navanis said:
It bothers me that you can spread disease by attacking with fireballs, skeletons and the like. How about changing

Code:
if pWinner.isHasPromotion(gc.getInfoTypeForString('PROMOTION_DISEASED')):

to

Code:
if pWinner.isHasPromotion(gc.getInfoTypeForString('PROMOTION_DISEASED') and cf.FFHIsAlive(pLoser)):

This would stop diseased corpsed form being able to spread disease. Anything diseased should be able to spread disease, regardless of if it is alive. The problem with the logic here is something that Ive never really liked about disease, that it hits back into the winners stack.

I'll change it so the only attacking unit that can get disease is the single attacker, not the entire attacking stack. That will fix the fireball issues.

The same could be done with all corresponding functions (if pLoser is diseased, if pWinner is plague carrier, if pLoser is plague carrier).

Actually, I would prefer a system where you check whether the diseased unit is attacking or defending. If it is attacking, it is alright to infect the defending units. However, if the diseased unit is defending, only the attacker should be infected (and only if he is 'alive' i.e. not undead, a spell or similar).

Doh! Nevermind, you and I think to much alike. I should read your full post before I start working on stuff. Your absolutly right, and I will make it work like that.
 
Frozen-Vomit said:
I was able to twincast skeletons -> the problem: after casting i had more skeletons than adepts with death one...

Thats okay, I dont worry to much if someone sneaks a bonus skeleton.
 
drjones said:
Currently playing on Emperor, the combat odds do not show any extra weakness but I have had 2 incidents of powerful animals beaten without doing much damage to unpromoted 2str barbs. Not proof of anything but it seemed unlikely.

Also, are giants tagged as animals? My hunter seemed to get the animal bonus vs. them.

Yeap they are animals, hunters are good at dealing with all that wild stuff.

On the request front, is there a way to add a checkbox to game setup for 'balanced' civs? (ie 1/3 of each alignment) I realize you can set each civ by hand but I like to be suprised however getting a few hours into a game and finding no evil/good players exsist is a bummer of a suprise. Or is the plan to release the mod with a specific balanced scenario including all the civs?

Playing Ljosalfar on epic right now, lots of fun! Keep up the good work.

Nothing planned for balancing the civs. I kinda like the all random and wondering what I am going to find out there. A world full of freinds or a bunch of enemies arrayed against me. Adds a new level of variety to the game.
 
drjones said:
Forgot one, should summoned tigers be able to build tiger cages?

Yes, but your a bad person for doing it.
 
Teg_Navanis said:
happened when I attacked Orthus with a Pyre Zombie:

Traceback (most recent call last):

File "CvEventInterface", line 24, in onEvent

File "CvEventManager", line 173, in handleEvent

File "CvEventManager", line 655, in onCombatResult

ArgumentError: Python argument types in
CyUnit.isHasPromotion(CyUnit, str)
did not match C++ signature:
isHasPromotion(class CyUnit {lvalue}, int)
ERR: Python function onEvent failed, module CvEventInterface



Edit: Just to annoy woodelf a bit more :p

Code:
			for i in range(pPlot.getNumUnits()):
				pUnit = pPlot.getUnit(i)
				iRnd = CyGame().getSorenRandNum(30, "Bob") - 10
				if pUnit.isHasPromotion('PROMOTION_FIRE_RESISTANCE'):
					iRnd = iRnd - 10
				if pUnit.isHasPromotion('PROMOTION_VULNERABLE_TO_FIRE'):
					iRnd = iRnd + 10
				if iRnd >= 1:
					pUnit.setDamage(pUnit.getDamage() + iRnd, True)

to

Code:
			for i in range(pPlot.getNumUnits()):
				pUnit = pPlot.getUnit(i)
				iRnd = CyGame().getSorenRandNum(30, "Bob") - 10
				if pUnit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_FIRE_RESISTANCE')):
					iRnd = iRnd - 10
				if pUnit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_VULNERABLE_TO_FIRE')):
					iRnd = iRnd + 10
				if iRnd >= 1:
					pUnit.setDamage(pUnit.getDamage() + iRnd, True)

Ahh, perfect! Thanks again!
 
Nikis-Knight said:
Golems can be plagued. Pretty sure that's an oversight.

and if caging summonded tigers makes him bad, hate to see whan flesh grafting them to ravenous werewolves makes me!

Yeah, some of you guys are being way to creative with the graft flesh spell, making all sorts of broken monstrocities. ;)
 
Not sure if they're bugs:

1. I had a level 6 Adept and he could directly be upgraded to Summoner/Archmage without going the Conjurer/Mage path first.

2. What are the prerequisites for The War Machine?
I had researched Machinery and built a Siege Shop but was unable to build it.

3. When casting the Ring of Flames it always says that "30% damage" have been done, but whenever I tried it it was something else like 20% or even 100%.

4. Once my Mardero gained 101 xp without fighting.
When I had to reload the game because of a crash he was capped at 100, so I was unable to reproduce this one.
 
Just completed a Conquest win at year 363 by not declaring war on anyone and letting the raging barbs do their thing.:)

A couple of random notes/questions from the game:

1. I noticed the barbs do not necessarily attack in order of power as previously. For example, when there were a bunch surrounding your city, you would get Lizard Dudes, Orc Spearman, and then the pesky goblins. Now, you just get attacked by whoever. Any change put in to do this?

2. I noticed the barbs create two wonders rather quickly:

Dragon Horde - this creates the Red Dragon? Haven't seen him yet. It is not the same as in previous versions that gave you gems, etc.

Form of the Titan - this one surprised me and came rather fast. Does this give barbs anything like level promotions?

3. I was calmly attacking a lion with my Level 3 warrior and got creamed. Why? The lion was LEVEL 5!! How did this happen?

4. Finally, thank you so much for putting in that 50% points rule for the civ with the BAR trait. I think it was Hylorem who was cruising along building cities and improvements like crazy because of peace with the barbs. The points were accumulating and the next thing I knew his cities started going down. I didn't see an announcement of war with the barbs (Is there one?), but I am sure that is what happens. It really helps the balance of the game with that BAR trait. :goodjob:
 
felwar said:
Barbarians actually stop spawning after a point, depending on game speed. Has something to do with the amount of the map that is explored as well.

You may want to check out the world builder at that point and see if there are even any barbarians on the map to attack them.

Thanks for your reply, but when I was making my way to the other two civs I saw plenty of barbs wandering around. I saw some moving past my cities too. Also, several other AI civs were wiped out by the barbs while these two were not being attacked and improving their cities. So, there were barbs on the map to attack them.

My point is a balance issue. If you give a civ (I was playing Sheelba) with the BAR trait that includes peace with the barbs, but also a 10% penalty for research, you should not have other AI civs without the BAR trait having peace with the barbs. Otherwise, they enjoy a large advantage because no penalty to their research plus whatever traits they happen to have.

You do make an interesting point about "barbs not spawning after a point." I have seen this much later in the game - certainly after yr. 600. Late in the game if there is still open territory the barbs seem to prefer building and developing their own cities unless you take them down rather than 'raging' like they do earlier in the game. They can put together some pretty tough defenses too, but not with any heroes or special units I have seen - yet.

Oh well, sure is fun playing and testing this mod...
 
i was playing as the ljosalfar again...

i found a lion with city raider promotion... makes sort of senseless since they cant enter cultural borders...

i also found a tiger that got surrounded by culture, and eventualy his own tile got under cultural influence, but opposed to me thinking he would either go attack, or run to tiles without cultural influence, he got paralyzed in the spot, ignoring all units around him

also, in a different game i trained yvain the woodelf, who i believe is a civilization hero, not religious hero, but as i changed from organized religion to free religion, the game said he abbandoned me, even though he didnt.
 
Sarisin said:
Just completed a Conquest win at year 363 by not declaring war on anyone and letting the raging barbs do their thing.:)

A couple of random notes/questions from the game:


2. I noticed the barbs create two wonders rather quickly:

Dragon Horde - this creates the Red Dragon? Haven't seen him yet. It is not the same as in previous versions that gave you gems, etc.

3. I was calmly attacking a lion with my Level 3 warrior and got creamed. Why? The lion was LEVEL 5!! How did this happen?

2. The Dragons Horde still gives 3 Gems, but to obtain it you must kill the Dragon and conquer the city. This is first "Quest" which has been introduced to FfH.
I played an Epic game and it was built around turn 600 - even on Epic rather late.

3. Ever since FfH2 (I hope this is correct) animals can get promotions. Particularly nasty if you have some level 4 bears strolling around your borders.
On the other hand they can help a great deal in defending early cities when you manage to capture them.
 
Moon Hunter said:
i
i also found a tiger that got surrounded by culture, and eventualy his own tile got under cultural influence, but opposed to me thinking he would either go attack, or run to tiles without cultural influence, he got paralyzed in the spot, ignoring all units around him

In my last game I found two bears sitting in Hyborems territory.
Is Hyborem at peace with barbs/animals?
Because he ignored them, too.
Since I was on "friendly" terms with Hyborem, I captured the bears and used them as dancing bears to strengthen my cities close to his borders :p
 
Playing an Huge,Islands, with the Lanun & my workers seem to not be able to build Coves. I've got the initial save, could you tell mewhat I'm doing wrong?

Thanx

Fader
 
Fader55 said:
Playing an Huge,Islands, with the Lanun & my workers seem to not be able to build Coves. I've got the initial save, could you tell mewhat I'm doing wrong?

I don't think Pirate Coves are finished yet. I was not able to build them with Lanun Workers either, so I added a couple with the editor, and they were not functional. I ended up having my workers build forts on those spots instead, and placed Boarding Parties in the forts. At one point an enemy ship came too close to one of my forts, so I nabbed it with a boarding party, which swapped the ship and the Baording Party, so I ended up with a boarding party in the water, and a ship on land.

It was no big deal, I had a Pirate ship near by, so I picked up the Boarding Party on the same turn, and was able to move the ship into the water on the next turn. Kael may want to add some code that has the captured ship check what tile it is moving to, and move it to the nearest adjacent water tile if the tile is a land tile. I think it would also make sense to have the boarding party and captured ship land on the same tile.
 
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