FfH2 0.12 Bugs:

Teg_Navanis said:
An improvement suggestion concerning werewolves, slaves and other units that are created after a combat.

Problem: If I attack a single unit with a ravenous werewolf which is upgraded to a blooded one after the combat, the ravenous werewolf will be replaced before it moves to the new plot. This may be annoying if your strategy depends on the unit moving to the new plot, for example taking a city.

Why not make the Werewolf upgrades a promotion?
 
Along those lines I had a worker nabbed by barb lizardman from the water, as a result the barb weorker appeared in the water and stayed there a looong time.

The message for capturing workers is something like 'you have destroyed a worker' but a new one appears in the spot you just occupied so they are not really destroyed.

Is the plan to have 3 levels of summons/spells for each mana type eventually? If not can we get the promotions for empty slots to not show up? Ie if I promote to conjourer body would not be an option I can select so I don't waste the promotion.

As for the tigers, I assumed my eco friendly elves were putting them in some lavish natural enclosure. Of course they seem keen on filling native habitats with invasive species so maybe they are no better than us!
 
Several Points.

1). I have a multiplayer game going with the previous version (the one before the dragons, 11c?). I want to start testing the new .12b but still have .11c so I can finish the multiplay game. Can I simply rename the .11c folder and then install .12b?

I really want to finish this multiplayer game with my civmate. It is insane. Forget the AI, find a partner and go multiplay! I invaded his terriotry with 140units! Oh the strategy and tactics. I am in heaven (pun intended).

Noticed that the spell extension 3 is gone. That might help things, as I was able to completely annihilate his 40 ship fleet with a handful of mages/archmages with Spell Ext 3. Perhaps there needs to be some sort of Aegis ship (that can help protect from spells?) Maybe a promo for the Arcane barge?

Even though its the previous version Ill make note of it here for future reference so that the team can check it out. In multiplay, it seems that the Wither spell causes an Out Of Sync. The game ran fine until I used that spell on Sphener. Then just about every turn after, the spell targeting cursor would come up out of nowhere. When i would escape out of that cursor, the game would go OOS again. I'll include a save just in case it might be of some help.

I will check this out saturday (my civ buddy is on civ restriction till saturday because his wife is mad at him. Thats cause for a divorce in my opinion :)

Thanks again FFH team. Who needs a life when there is FFH civ!

I am playing as orcs, he is Malakim. No passwords are in place.
 
I am playing as the Lanun, and I have a Vampire Governer showing up as a specialist in my city screens. I cannot add a governer, but I thought it was weird that they are showing up since I am not Calabim, and I don't remeber seeing it there with other civs. It is not a huge issue, but it also seems to be causing the +/- selectors to overlap for the specialists, which is a bit of an annoyance.
 
drjones said:
Along those lines I had a worker nabbed by barb lizardman from the water, as a result the barb weorker appeared in the water and stayed there a looong time.

The message for capturing workers is something like 'you have destroyed a worker' but a new one appears in the spot you just occupied so they are not really destroyed.

Is the plan to have 3 levels of summons/spells for each mana type eventually? If not can we get the promotions for empty slots to not show up? Ie if I promote to conjourer body would not be an option I can select so I don't waste the promotion.

3 sorcery ranks for all spheres but not summoning. Conjurers have a smaller amount of spheres to pick from than mages. But they are blocked from those now so you can't pick a spell sphere that doesn't have a spell planned for it (ie: you can't choose to learn body 2 or bosy 3 with a conjurer).
 
Kerrang said:
I am playing as the Lanun, and I have a Vampire Governer showing up as a specialist in my city screens. I cannot add a governer, but I thought it was weird that they are showing up since I am not Calabim, and I don't remeber seeing it there with other civs. It is not a huge issue, but it also seems to be causing the +/- selectors to overlap for the specialists, which is a bit of an annoyance.

Yah, I will check it out.
 
Neo Guderian said:
Several Points.

1). I have a multiplayer game going with the previous version (the one before the dragons, 11c?). I want to start testing the new .12b but still have .11c so I can finish the multiplay game. Can I simply rename the .11c folder and then install .12b?

I really want to finish this multiplayer game with my civmate. It is insane. Forget the AI, find a partner and go multiplay! I invaded his terriotry with 140units! Oh the strategy and tactics. I am in heaven (pun intended).

Noticed that the spell extension 3 is gone. That might help things, as I was able to completely annihilate his 40 ship fleet with a handful of mages/archmages with Spell Ext 3. Perhaps there needs to be some sort of Aegis ship (that can help protect from spells?) Maybe a promo for the Arcane barge?

Even though its the previous version Ill make note of it here for future reference so that the team can check it out. In multiplay, it seems that the Wither spell causes an Out Of Sync. The game ran fine until I used that spell on Sphener. Then just about every turn after, the spell targeting cursor would come up out of nowhere. When i would escape out of that cursor, the game would go OOS again. I'll include a save just in case it might be of some help.

I will check this out saturday (my civ buddy is on civ restriction till saturday because his wife is mad at him. Thats cause for a divorce in my opinion :)

Thanks again FFH team. Who needs a life when there is FFH civ!

I am playing as orcs, he is Malakim. No passwords are in place.

Wither has a problem that should be fixed in 0.12. Targeted spells can cause Out-of-sync errors in multiplayer though. Im not sure if this breaks the game or if it just means it posts an error. Let me know how it works for you.
 
I guess I know why units disappear (just lost a stack with 2 beast masters, a spartiatoi and typhoid mary). It's because of this code: (line 1101-1115 in CvEventManager)

Code:
		if (pPlot.getFeatureType() == gc.getInfoTypeForString('FEATURE_FOREST_ANCIENT') and pPlot.isOwned()):
			iRnd = gc.getDefineINT('TREANT_SPAWN_CHANCE')
			if pPlot.isBeingWorked():
				pCity = pPlot.getWorkingCity()
				if pCity.isHasRealBuilding(gc.getInfoTypeForString('BUILDING_SHADOWED_VALE')):
					iRnd = iRnd * 3
			if CyGame().getSorenRandNum(100, "Bob") <= iRnd:
				p2Player = gc.getPlayer(pPlot.getOwner())
				eTeam = gc.getTeam(pPlayer.getTeam())
				i2Team = p2Player.getTeam()
				if (eTeam.isAtWar(i2Team) and p2Player.getStateReligion() == gc.getInfoTypeForString('RELIGION_FELLOWSHIP_OF_LEAVES')):
					[B]p2Plot = cf.FFHFindClearPlot(pUnit)[/B]
					if p2Plot != -1:
						newUnit = p2Player.initUnit(gc.getInfoTypeForString('UNIT_TREANT'), p2Plot.getX(), p2Plot.getY(), UnitAITypes.NO_UNITAI)
						newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_SUMMONED2'), True)

Notice the line

Code:
p2Plot = cf.FFHFindClearPlot(pUnit)

If you're looking for a place to spawn the treant, the argument of the function should not be the moving unit, since this unit belongs to the enemy team.

As it is now, a spawned treant will always spawn on the largest stack of enemy units (instead of friendly ones).
 
Kael said:
3 sorcery ranks for all spheres but not summoning. Conjurers have a smaller amount of spheres to pick from than mages. But they are blocked from those now so you can't pick a spell sphere that doesn't have a spell planned for it (ie: you can't choose to learn body 2 or bosy 3 with a conjurer).

Ah my conj had earth 2 and only the stone wall spell, there is no + next to Kikijub on the list so I assume it and earth elemental are not in yet?

The other limits seem to work fine but the 'pedia lists all sphere promotions being available to conj/sorc.
 
drjones said:
Ah my conj had earth 2 and only the stone wall spell, there is no + next to Kikijub on the list so I assume it and earth elemental are not in yet?

The other limits seem to work fine but the 'pedia lists all sphere promotions being available to conj/sorc.

Yeah, earth is one of the ones with planned summoning spells.
 
Teg_Navanis said:
I guess I know why units disappear (just lost a stack with 2 beast masters, a spartiatoi and typhoid mary). It's because of this code: (line 1101-1115 in CvEventManager)

Code:
		if (pPlot.getFeatureType() == gc.getInfoTypeForString('FEATURE_FOREST_ANCIENT') and pPlot.isOwned()):
			iRnd = gc.getDefineINT('TREANT_SPAWN_CHANCE')
			if pPlot.isBeingWorked():
				pCity = pPlot.getWorkingCity()
				if pCity.isHasRealBuilding(gc.getInfoTypeForString('BUILDING_SHADOWED_VALE')):
					iRnd = iRnd * 3
			if CyGame().getSorenRandNum(100, "Bob") <= iRnd:
				p2Player = gc.getPlayer(pPlot.getOwner())
				eTeam = gc.getTeam(pPlayer.getTeam())
				i2Team = p2Player.getTeam()
				if (eTeam.isAtWar(i2Team) and p2Player.getStateReligion() == gc.getInfoTypeForString('RELIGION_FELLOWSHIP_OF_LEAVES')):
					[B]p2Plot = cf.FFHFindClearPlot(pUnit)[/B]
					if p2Plot != -1:
						newUnit = p2Player.initUnit(gc.getInfoTypeForString('UNIT_TREANT'), p2Plot.getX(), p2Plot.getY(), UnitAITypes.NO_UNITAI)
						newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_SUMMONED2'), True)

Notice the line

Code:
p2Plot = cf.FFHFindClearPlot(pUnit)

If you're looking for a place to spawn the treant, the argument of the function should not be the moving unit, since this unit belongs to the enemy team.

As it is now, a spawned treant will always spawn on the largest stack of enemy units (instead of friendly ones).

Good point, back when I wrote that the function did exactly as its called and found open plots. Since then Ive changed the function to return plots with units in it. Hmm.. gotta figure out a way to fix it.

Okay, I just rewrite the whole thing. Now it kicks the invaders out of the plot and spawns the treant there. The attackers lose their movement so they will have to wait for the treants turn to pass before they do anything. I increased the treant spawn chance to 50% and set 8 attacking axemen 3 tiles away from my city, with 2 rows of ancient forests between us. Only one got through to attack the city.
 
i found 2 bugs..

a) the tiles with new forest do get their graphic, which is btw very nice, but they dont grow to reular forest, even after 10 turns...

b) the orthus axe duplication again...
even though the issue with an immortal havin g it has been resolved, i encountered the following

a bear had managed to get the orthus axe, and as my elven ranger attacked the bear, he got it as well as the captured bear had it...

attached savegame, go check
 
Moon Hunter said:
i found 2 bugs..

a) the tiles with new forest do get their graphic, which is btw very nice, but they dont grow to reular forest, even after 10 turns...

Its not a straight 10 turns, its a percentage chance each turn.

b) the orthus axe duplication again...
even though the issue with an immortal havin g it has been resolved, i encountered the following

a bear had managed to get the orthus axe, and as my elven ranger attacked the bear, he got it as well as the captured bear had it...

attached savegame, go check

Makes sense. I'll block it.
 
Maybe I am not sure what the intended outcome is, but the twisted spire doesn't seem to produce any gold.

I am assuming that it adds an amount of gold equal to the number of temples of that religion (in this game 2 or 3), but this doesn't appear in either the mouseover of gold or commerce in the upper left of the city screen. (I didn't check to see if it is reported in the financial advisor screen though).

I also had the same problem in version .11 when playing as Hippus with the Runes of Kilmorph religion.

I have attached a savegame of this (the twisted spire is in the capital of the Sheaim).
 
Is Runes considered nuetral, or is it Leaves?

I researched Unquestioning Obedience, and it gave me the option to change my Civic from "Basic Care" to "Protect the Meek". But when I chose it, from the popup window, I had "Fend for Themselves" after the Anarchy was over. I understand maybe not being able to chose that Civic, but putting me on a worse one afterward? That seems silly.

Oh, and please explain why anyone would chose that option. All it does is give +1 unhealthy to all cities. I even tried with an evil Civ/Veil religion. What's the point of it?
 
Kind of a game-breaking bug for me:

I have a stack of 20 or so units outside of a city with 3 archmages, 3 inquisitors. If I select the entire stack (with Alt) I can recast certain spells over and over again, Domination for example. I should be limited to one spell per unit, per turn. Additionally, when I "dominate" the enemy unit, it just disappears rather than switching sides.
 
pa12ick said:
Is Runes considered nuetral, or is it Leaves?

It depends on what you mean by "considered neutral", religions dont have alignments. Its truer to say that it is non-evil (since you can be either good or neutral and follow the runes).

I researched Unquestioning Obedience, and it gave me the option to change my Civic from "Basic Care" to "Protect the Meek". But when I chose it, from the popup window, I had "Fend for Themselves" after the Anarchy was over. I understand maybe not being able to chose that Civic, but putting me on a worse one afterward? That seems silly.

Thats because i had the anarchy civic set to fend for themselves, i will fix that.

Oh, and please explain why anyone would chose that option. All it does is give +1 unhealthy to all cities. I even tried with an evil Civ/Veil religion. What's the point of it?

Fend for Themselves has no upkeep, Basic Care has low upkeep.
 
Ocatvius said:
Kind of a game-breaking bug for me:

I have a stack of 20 or so units outside of a city with 3 archmages, 3 inquisitors. If I select the entire stack (with Alt) I can recast certain spells over and over again, Domination for example. I should be limited to one spell per unit, per turn. Additionally, when I "dominate" the enemy unit, it just disappears rather than switching sides.

Okay I rewrote domination so it should work better. I will check into the stack issues.
 
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