FfH2 0.12 Bugs:

Ran thru a couple of Short games to check out the changes. Love that Red Dragon, the smoke from his nostrils is Sweet!

Tried the Kurios and the Doviello and noticed that in each game I got a Vampiric Gov. In their cities. Worked nicely for me :) but I assume that is not as intended. The War Machine Owns!
 
I'm not sure if this is a problem with Civ in general, but I think it has to do with FFh and the Bar trait again.

This time I tried to play Sheelba/Clan that has the Bar trait. It was a huge map at Prince...with raging barbs naturally. :) All was fine as I created some goblin scouts and had them scouring the map and picking off all the goodie huts.

Two, then three civs went down courtesy of the raging barbs. But, then, I noticed two civs without the Bar trait, Mahala/Doviello and Perpentach/Balserph had scores that kept climbing, caught and passed me.

I got an Open Borders agreement with both and dispatched two goblin scouts to each civ to see what was going on.

Here is the problem: From turns 500 until 610, NOT ONE barb set foot in either of these civs. The civs were building more and more cities all with improvements with busy workers doing their thing.

Where were the barbs?

This is a balance issue, I think, because you are penalized by having the Bar trait with a 10% hit to research. However, these two civs don't get the penalty, have other traits, and are not attacked by barbs. I noticed the same in another game with Lanun/Falamar.

I did notice some of the Perpentach and Mahala defenders were very high level units - they likely did attack/defend early on. But, why no barbs invading for more than 100 turns? In the Calabrim game I played I was still being invaded in the year 1000 when I gave up.

Maybe they do get attacked early in the game, but why would the barbs just stop and let them build up their civs? I saw plenty of barbs wandering around and several barb cities near those two civs.

Is it because they are evil civs?

I dunno, but I really think this is either a balance issue, or just the AI cheating, the rat!:cry:

Comments?
 
Sarisin said:
I'm not sure if this is a problem with Civ in general, but I think it has to do with FFh and the Bar trait again.

This time I tried to play Sheelba/Clan that has the Bar trait. It was a huge map at Prince...with raging barbs naturally. :) All was fine as I created some goblin scouts and had them scouring the map and picking off all the goodie huts.

Two, then three civs went down courtesy of the raging barbs. But, then, I noticed two civs without the Bar trait, Mahala/Doviello and Perpentach/Balserph had scores that kept climbing, caught and passed me.

I got an Open Borders agreement with both and dispatched two goblin scouts to each civ to see what was going on.

Here is the problem: From turns 500 until 610, NOT ONE barb set foot in either of these civs. The civs were building more and more cities all with improvements with busy workers doing their thing.

Where were the barbs?

This is a balance issue, I think, because you are penalized by having the Bar trait with a 10% hit to research. However, these two civs don't get the penalty, have other traits, and are not attacked by barbs. I noticed the same in another game with Lanun/Falamar.

I did notice some of the Perpentach and Mahala defenders were very high level units - they likely did attack/defend early on. But, why no barbs invading for more than 100 turns? In the Calabrim game I played I was still being invaded in the year 1000 when I gave up.

Maybe they do get attacked early in the game, but why would the barbs just stop and let them build up their civs? I saw plenty of barbs wandering around and several barb cities near those two civs.

Is it because they are evil civs?

I dunno, but I really think this is either a balance issue, or just the AI cheating, the rat!:cry:

Comments?

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.
 
Ok update on the no pillaging of hunting camp thingy.

Later on in teh game when the Calabim returned to wage war once more on me and finish the job (which they did at a heavy, heavy cost i lost around20 units to nearly 100 of theres it was truly incredible.) their crossbowmen burnt my camp.

So what im thinking is perhpas its just archers and bloodpets that cant pillage camps or calabims archers or bloodpets.

Either way somethings up. Still loving it though.
 
The Altar of Luonnatar gives a blessed promotion to all unit (not only to those built in the same city).
 
Has anyone else had CTD's while load/unloading from a ship? I had it three times in my last game, but was never able to exactly reproduce it. Just some loading of ships would randomly cause a crash.
 
Priests of the Leaves get both Blossom and Summon Tiger with Nature II.

abman said:
Has anyone else had CTD's while load/unloading from a ship?

No.
 
AndrewDJ...I have seen the same problem I think I mentioned it back on one of the other bug threads. I just cant get the Inquisitors to work. They are always greyed out. My cities, AI cities etc. The only way I have been able to clean out religions is to purge the unfaithful.

I think the Pirate Cove may not be working. I tired to build one over and over again. I could never get it to work. I tried to do it in my own territory and neutral, on desert, grasslands and plains. I will try another game with the Lunan the version to see if I cannot get it to work.
 
Two Phython errors. This one plopped twice when i tried to cast wither and had two Adepts (only one could cast Wither) and most probably some other units as well selected. I always had to stop Civ with the Taskmanager and reload the Autosave:
Code:
File "CvSpellInterface", line 62, in canCastAt

AttributeError: 'NoneType' object has no attribute 'get RangeSelectNum'

The other one plopped later during AI turns:
Code:
File "CvSpellInterface", line 51, in CanCast
File "", line 0, in ?
File "FFHSpells", line 550, in reqEarthquake
AttributeError: 'NoneType' object has no attribute 'getTeam'
 
Found that defensive units NOT defending actually. What happend is that when was in war with hyborem, i had unit stack on hill in desert: 2 heroes(bambur[100 exp.] and 1 defensive with 10 power which name i dont remember[~60 exp.]) and 1 unit(power 6, some promotions), hyborem's stack came near and his hero Fallen someone(7 power) attacked my units on the hill. My defensive hero should had defended the stack BUT what happend is that he stayed out of the battle, and actually bambur too and my regular unit defended(and died), i think its a bug because heroes was much more powerfull than that unit and anyway that was their mission to defend the stack and defensive promotion didn't worked. Every one of my units had full health bar. Playing with FFH II 0.12b
 
Kael said:
Teg_Navanis said:
Traceback (most recent call last):

File "CvGameInterface", line 123, in cannotAttack

File "CustomFunctions", line 37, in FFHFindClearPlot

AttributeError: 'CyPlot' object has no attribute 'getCity'
ERR: Python function cannotAttack failed, module CvGameInterface

I cant reproduce this. Was the unit being attacked on the edge of the map?

There is no function pPlot.getCity(). Try pPlot.getPlotCity() instead
 
My bugs are so much more insignificant than everyone elses, but is it just me or do ancient forests still look really weird? Spreading out on one level from the highest point in the tile- interesting on forest/peak... Im assuming you know this already but I wondered why you cant get it to follow the same pattern as the regular forests?
 
Teg_Navanis said:
The Altar of Luonnatar gives a blessed promotion to all unit (not only to those built in the same city).

Yeap, that was a scheduled changed for 0.12.
 
Panda said:
Priests of the Leaves get both Blossom and Summon Tiger with Nature II.

Yeap, thats intended.
 
Teg_Navanis said:
There is no function pPlot.getCity(). Try pPlot.getPlotCity() instead

You earn a gold star for playtesting. Not even Woodelf, king of the CTD and playtester extrodinaire has ever given me a code fix. Thanks! :D
 
I reinstalled the game today (computer crash) and I don't get the icons for gold, science etc anymore. It works fine in vanilla.
First time I tried the newest version of FfH2.

 
Sina said:
I reinstalled the game today (computer crash) and I don't get the icons for gold, science etc anymore. It works fine in vanilla.
First time I tried the newest version of FfH2.


Weird, I dont have this problem. Anyone else have it?
 
I don't know if this is a bug, but...
In FfH when I reconned with a hawk, I got a special hawk sound, and IIRC the map stayed centered on the hawk for a while, so I could actually see what was explored.

Now in FfH2 I don't get a special hawk sound anymore, just the usual incomprehensible human voice blurb, and the map immediately centers on the next unit, so I have to return to the hawk location to see what was explored.
 
Kael said:
You earn a gold star for playtesting. Not even Woodelf, king of the CTD and playtester extrodinaire has ever given me a code fix. Thanks! :D

:cry:

Now I have to learn python to regain my throne....
 
Some of my building icons are fuzzy when in the City screen. Anyone else see that?

edit - let me check all of my graphic settings. They got changed somehow.... :crazyeye:
 
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