FfH2 0.12 Bugs:

the ring of flames log message is wrong:

Code:
sMessage = PyHelpers.PyInfo.UnitInfo(pUnit.getUnitType()).getDescription() + ' damaged ' + str([B]iDmg[/B]) + '% by Ring of Flames'

to

Code:
sMessage = PyHelpers.PyInfo.UnitInfo(pUnit.getUnitType()).getDescription() + ' damaged ' + str([B]insDmg[/B]) + '% by Ring of Flames'

(line 1283 in FFHSpells.py)
 
Teg_Navanis said:
the ring of flames log message is wrong:

Code:
sMessage = PyHelpers.PyInfo.UnitInfo(pUnit.getUnitType()).getDescription() + ' damaged ' + str([B]iDmg[/B]) + '% by Ring of Flames'

to

Code:
sMessage = PyHelpers.PyInfo.UnitInfo(pUnit.getUnitType()).getDescription() + ' damaged ' + str([B]insDmg[/B]) + '% by Ring of Flames'

(line 1283 in FFHSpells.py)

Good point, Ill change it Teg.
 
Gileyal said:
From a story point its a little strange. Aren't Lycanthorpes evil? Why would they fight for the cause of the Elohim?

The Fall From Heaven World is a Dark Fantasy, where the 'good' aren't necessarily all that good, and the 'evil' aren't necessarily all that evil.

An analogy: Fall From Heaven is to ordinary fantasy as 'film noir' is to Jack Webb's 'Dragnet'.
 
Gileyal said:
From a story point its a little strange. Aren't Lycanthorpes evil? Why would they fight for the cause of the Elohim?

No more so than the fact that they can summon demons.

In truth we had to decide how much of the roleplaying aspects we wanted to enforce. Can elves be evil? Can the dark elves be good? Can a mage in a civilization with a state religion of the order summon demons? Can a good civilization raze cities? Could the same adept learn both life and death magic? etc etc.

These questions could go on forever. But at the end of the day we decided on a general rule that we wouldn't enforce roleplaying aspects. We want the player to decide what they will and wont do with their empire. If you want to play the Elohim as a good nation, following the Order and with werewolves then why should we stop you? Whose to say that in your own particular storyline werewolves aren't good defenders of nature?

We add a lot of detail, because some players enjoy it. But it is your world. A toybox full of toys for you to play with.

So we typically only limit units for design purposes, not roleplaying ones. Good civs dislike civs that use death and entropy magic not because we are trying to enforce that roleplaying aspect, but because those spheres tend to be more powerful and it serves as a counter to that extra power (we try to balance different units/spells/etc in a variety of ways instead of by simply modifying its power or cost). The fact that we were able to take the design balance need and ascribe it to a roleplaying function was to mask the mechanic in a way that players would understand.

BTW: I typically see tighter roleplaying as the province of scenerios. If you wanted to make a scenerio that had werewolves teamed with a civ that made more sense to you that would be cool. But we probably won't enforce those kind of restrictions at the mod level.
 
z00t said:
playing Luichirp + founded runes of kilmorph + converted to it and I still cant build dwarven soldiers

Having the same problem, spent the weekend getting my ass kicked on emperor as luichirp and on the odd game where the evil civs dont steamroll me before I get runes and I manage to get copper and hold onto it I cannot build barracks and thus no soldiers if the civolopedia is correct.

So maybe a bug there? I know there has been talkm of balance with teh dorfs and them not being complete yet but it seems like the dwarf soldiers are not a major improvemnt on axemen if you still need the prereqs for axemen. But then I can't make em so maybe they are great in practice. Is the assumption that luri should be dead unless they beeline for constrution?
 
yet another (actually, two) suggestions concerning ring of flames.

1. not only the caster should get a message when ring of flames damages a unit, but also the owner of the unit.

2. if you change

Code:
startWar(pUnit.getOwner(), caster.getOwner())

to

Code:
startWar(caster.getOwner(), pUnit.getOwner())

the caster of ring of flames will be the one declaring war. Thus, you cannot abuse the spell to make someone declare war on you. One problem remains: the AI doesn't know that using the spell near your units will lead to a war. I think the AI shouldn't use the spell when friendly units are nearby. And since you're already on it, a warning PopUp would be nice for the human players :)
 
Teg_Navanis said:
yet another (actually, two) suggestions concerning ring of flames.

1. not only the caster should get a message when ring of flames damages a unit, but also the owner of the unit.

2. if you change

Code:
startWar(pUnit.getOwner(), caster.getOwner())

to

Code:
startWar(caster.getOwner(), pUnit.getOwner())

the caster of ring of flames will be the one declaring war. Thus, you cannot abuse the spell to make someone declare war on you. One problem remains: the AI doesn't know that using the spell near your units will lead to a war. I think the AI shouldn't use the spell when friendly units are nearby. And since you're already on it, a warning PopUp would be nice for the human players :)

Code:
def reqRingofFlames(caster):
	if not canCast(caster):
		return False
	iX = caster.getX()
	iY = caster.getY()
	iPlayer = caster.getOwner()
	pPlayer = gc.getPlayer(iPlayer)
[b]	if pPlayer.isHuman() == False:[/b]
		eTeam = gc.getTeam(pPlayer.getTeam())
		for iiX in range(iX-1, iX+2, 1):
			for iiY in range(iY-1, iY+2, 1):
				if not (iiX == iX and iiY == iY):
					pPlot = CyMap().plot(iiX,iiY)
					for i in range(pPlot.getNumUnits()):
						pUnit = pPlot.getUnit(i)
						p2Player = gc.getPlayer(pUnit.getOwner())
						e2Team = p2Player.getTeam()
						if eTeam.isAtWar(e2Team) == False:
							return False
	return True

The AI already won't cast it if their are friendly units within range.
 
not sure if this is a bug, but there is a bear with city raider 1 promotion near my border =)
 
So, I've been thinking about the multiplayer OOS bug. Here's exactly what happens:

Player 1 casts targeted spell, selects target square. Unit selection screen pops up for both players. When player 1 slects a target he gets an OOS error. If player 2 selects the same target unit, the OOS is fixed (without a reconnect required. (I saw this with the graft flesh spell-- not sure what would happen if effects had a random element included) I wonder if this can be fixed by switching some logic that keys off of the player being human to instead key off of a variable set to point to the casting player.
 
While playing on epic Monarch I got these very strange dis-shaped culture borders that I have never seen before in this attached file.
 

Attachments

  • strange_borders.JPG
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I'm having two real problems, one is incredibly frustrating and the other is hard not to abuse...

Playing as Tasunke(?), I'm at war with Arturus Thorne... I have a stack of level 15+ Wind Knights, a few Archmages, and various support units sitting right next to one of his cities. Sometimes, after ending a turn, half or more of the stack... vanishes. No message or anything, no Treants spawning nearby, just... poof. Usually it's the higher level units, like the Wind Knights or Archmages, but a few times it's been the entire stack. I reload, and it doesn't happen until a few turns later. Not gamebreaking, but frustrating.

Also, Ring of Flames seems to randomly kill Heroes. I managed to off Sphener, Arthendain, and Maros (all at full health) with it. (Then felt bad, and reloaded). Should this be happening?
 
Oops... looks like the Ring of Flames is being taken care of...

The Wind Knights are still disappearing on me, though.
 
Xuenay said:
That sounds like a pain (and unbalancing, too). Is it possible to disable it via the SDK?

Yes, and now I am convinced they have not targeted just one of my CITIES, but just my civ. This is because they are sending stacks every so often (I am on turn 1200 now) alternatively against my three cities - fortunately, not at the same time. This may have something to do with the limits of barbs on the map as Chalid mentioned. It is manageable as I can just shift my forces to protect that particular city, wipe out the intruders, and then re-deploy them back to be ready for the small incursions.

Here are a couple of more strange things I have encountered recently:

1. Barbarian catapaults and chariots. Never saw them before. The catapaults occasionally wander out, but mostly stay in the barb cities as defenders. The chariots are a nuisance like the worg riders, but I have only seen them singly, not in stacks.

2. I came upon a barb city...defended by a BEAR. First time I ever saw that. I thought they were mostly in the wild or captured, but now I have seen one as a defender.

3. I saw a barb worker stranded on a water tile/inland lake. Couldn't move and I couldn't capture him. Just sorta hanging out there.

4. Attacked and razed a barb city. Came back no more than 10 turns later and surprise - a new barb city (pop. 5) had sprung up complete with roads, pastures, farms and even a couple of towns! Also, 4 barb defenders. Not a worker to be seen anywhere. Why can't I build cities like this in this amount of time?:)

5. Finally, back to the unbalanced issue:

I finally made contact with the Luchiurp. I was shocked to see they had 16 cities - how could you have that many on raging barbs and not the BAR trait? Plenty of improvements too. Luchiurp score was 1,500, Lanun next at around 700 and me with 650.

But, here was the kicker. I found a barb city with a pop of 13 right next to a Luchiurp city. The barb city had an incredible 17 defenders (7 catapaults!). Also, 4-5 barbs protecting resources. The Luchiurp had a whopping two low-level defenders.

Now, why oh why, would the AI keep those barbs in the city and not send them after that lonesome Lurchiurp city? Instead, I get the stacks showing up at my border.:cry:

I'm not sure this is a bug, but it is definitely a balance issue when the AI seems to prefer sending the barbs at you while ignoring easier pickins' nearby.

I am still enjoying the game even though I am losing because I have developed a strong second army made up of the Baron and his werewolve followers. My maintenance costs are out of sight, but I am funding this army by having them run rampant (or, you could say RAGING) on the barbs, destroying their cities (except for that one with 17 defenders!) and pillaging their improvements. After this gets tiring, I suppose it will be time to have payback on the Lurchiurp for cheating. :lol:
 
I"ll check back with Kael, but one could switch the Barbs built in cities not to act like Barbs but like regular units...

About the Lurchip untouched by barbs that sounds too strange. Even if the barbs taget only one of your cities they still should attack the AI.

Maybe its a problem with the barb trait - python - code after all. Someone should check this. Teg_Navanis?
The other possibility could be a Handicap thing. Do barbs focus on players at high difficulty? I"ll check that...
 
I can't see any bug in the python code that could trigger peace between the Luchiurp and the barbarians. If you provide a savegame, I could check if the barbs are 'officially' at peace with Luchiurp or if they are merely ignoring him. It would also be interesting to know if there were always civs with the barbarian trait in the bugged games.
 
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