FfH2 0.13 Bugs:

Fireballs and meteors don't disappear until the next turn rather than at the end of the turn. I've seen situations where the AI attacks the fireballs/meteors at the beginning of a turn. Hilarious, but nevertheless a bug :)

Found a way to fix it: move the code responsible for removing spell units from onBeginGameTurn to onBeginPlayerTurn. It seems like onBeginPlayerTurn fires for each player first before onBeginGameTurn, so the AI does it stuff before onBeginGameTurn even fires. Strange...
 
Maian said:
Fireballs and meteors don't disappear until the next turn rather than at the end of the turn. I've seen situations where the AI attacks the fireballs/meteors at the beginning of a turn. Hilarious, but nevertheless a bug :)

Found a way to fix it: move the code responsible for removing spell units from onBeginGameTurn to onBeginPlayerTurn. It seems like onBeginPlayerTurn fires for each player first before onBeginGameTurn, so the AI does it stuff before onBeginGameTurn even fires. Strange...

Yeah, thats in the 2nd post in the changelog. The problem with the onbeginplayerturn check is that its for the wrong player, and I dont want to expend the cpu to check all players units at the begining of every players turn.

Lord Olleus came up with a good solution here : http://forums.civfanatics.com/showthread.php?t=163848&highlight=onBeginPlayerTurn which we will probably use to do it but it hasnt been checked in yet.
 
YNCS said:
Where should we extract the file to? FFH v2013 assets?

Extracted to the MODS folder rather than the FFh 13.0 Mod. Correct?

Is this a patch? 13.0a?
 
Playing as the Malakim, I researched divine essence but cant build blood of the phoenix or build immortals. Also the upgrade cost to paladins seems bugged, it said it was 2772 gold or something but then it let me upgrade even though i only had 43 gold.

I have a question about the Order as well which I might as well ask in this thread - Inquisitional halls say they give +xp to Inquisitors built in the city, but afaik Inquisitors can only be upgraded not built. Am I missing something?

Edit: never mind, figured it out.
 
Maian said:
Fireballs and meteors don't disappear until the next turn rather than at the end of the turn. I've seen situations where the AI attacks the fireballs/meteors at the beginning of a turn. Hilarious, but nevertheless a bug :)

Found a way to fix it: move the code responsible for removing spell units from onBeginGameTurn to onBeginPlayerTurn. It seems like onBeginPlayerTurn fires for each player first before onBeginGameTurn, so the AI does it stuff before onBeginGameTurn even fires. Strange...

Maybe the easiest way would be to autokill meteors and fireballs (or even all summons) when they reach 0 movement points. Don't know how well this works for summons though - right now i often use some of them to guard the huge stack of summoners- so they would not move and still stay during the ai's turns.
 
Maian said:
Fireballs and meteors don't disappear until the next turn rather than at the end of the turn. I've seen situations where the AI attacks the fireballs/meteors at the beginning of a turn. Hilarious, but nevertheless a bug :)

Found a way to fix it: move the code responsible for removing spell units from onBeginGameTurn to onBeginPlayerTurn. It seems like onBeginPlayerTurn fires for each player first before onBeginGameTurn, so the AI does it stuff before onBeginGameTurn even fires. Strange...
btw meteors can be deseased. Doesn't it sound strange to you?
 
Frozen-Vomit said:
Maybe the easiest way would be to autokill meteors and fireballs (or even all summons) when they reach 0 movement points. Don't know how well this works for summons though - right now i often use some of them to guard the huge stack of summoners- so they would not move and still stay during the ai's turns.

First, that has the consequence of not being able to scout two spaces ahead with the fireballs. I don't mind this, but others might.

Second, bombardment also reduces movement points but AFAIK there's no bombardment event (or way to simulate one), so fireballs that bombarded won't disappear.
 
Version 0.14 is set for a public release on Saturday July 15th.
 
z00t said:
Playing as the Malakim, I researched divine essence but cant build blood of the phoenix or build immortals. Also the upgrade cost to paladins seems bugged, it said it was 2772 gold or something but then it let me upgrade even though i only had 43 gold.

You cant build Immortals, they have to be upgraded from level 6 or higher macemen. Blood of the Phoenix is a world wonder, maybe someone else built it or you didnt have the other requirements. Im not sure about the paladin upgrade cost.
 
Hoedus said:
btw meteors can be deseased. Doesn't it sound strange to you?

What are the conditions that cause them to become diseased?
 
i had a wizard with the water walking promotion out in the ocean shooting some fireballs at a city. i decided while i was there i would test if i was able to make a skeleton on the water since i had death1 and i was able to. it could move from that space onto land but not into any of the other water tiles of course. i dont think this is a big deal, def. not top priority but something that could be addressed if you wanted.

also, i fireballed an archer and the fireball died to a first strike i believe. may have been a fluke but if it isnt already done, making fireballs and the likes immune to first strike would make sense i think. there is really nothing to do when its coming at you, you either get hit and live, get hit and die or withdraw.
 
cmhwak said:
i had a wizard with the water walking promotion out in the ocean shooting some fireballs at a city. i decided while i was there i would test if i was able to make a skeleton on the water since i had death1 and i was able to. it could move from that space onto land but not into any of the other water tiles of course. i dont think this is a big deal, def. not top priority but something that could be addressed if you wanted.

K, fixed.

also, i fireballed an archer and the fireball died to a first strike i believe. may have been a fluke but if it isnt already done, making fireballs and the likes immune to first strike would make sense i think. there is really nothing to do when its coming at you, you either get hit and live, get hit and die or withdraw.

Good idea, will do.
 
There seems to be a problem with negative research caused by building markets and turning research down to zero percent. This causes the program to crash. Is there a fix for this?
 
Deathling said:
How do you withdraw from a fireball attack?

i have no idea if you can withdraw from a fireball in game mechanics, i have never looked at the "unit" but IRL you can always just decide you dont want to be hit by a fireball and start walking away from it. =P
 
Kael said:
What are the conditions that cause them to become diseased?
If I disease units in tile by mages and then attack them, my units in tile from which I attack will be diseased too, didn't you know about it? When I attacked city with diseased units in it by meteors to make collateral damage, after meteor has 'died' game says 'unit diseased' and all my meteors had -30% strength.
 
NOTE: this version is outdated and I removed the attachment

Another round of bug fixes and misc changes. Changelog is cumulative. Blue stuff is new.

To install, just extract the attachment into the Mods folder. The archive also includes diff files that include the exact changes in the source from the original version (0.13d).

Changes:
Spoiler :

  • [*]Fireballs, Meteors, and Floating Eyes are removed at the start of the next player's turn (solves the problem of AIs attacking them).
    [*]If Fireballs, Meteors, and Floating Eyes are summoned on ships, they are immediately unloaded.
    [*]A unit with both Taskmaster/Slavery and Command could both convert the unit and create an extra Slave (so the loser unit becomes two units) - this has been fixed. I've fixed a couple of other unit replacement conflicts as well. I've implemented a generic check to guard against this.
    [*]Multiple workers can be captured.
    [*]A bunch of misc changes to message text after battles - mostly making capitalization more consistent. See CvEventManager.py.diff for details.
  • A captured worker stays in its original plot if it's safe.
  • Fireballs and meteors no longer capture workers.
  • When a Boarding Party attacks and captures a ship, that ship stays in its original plot if its safe. Furthermore, the captured ship loads the Boarding Party.
  • When successfully attacking a non-ship unit such as the Kraken or Drown, Boarding Party stays on the ship it attacked from. previous fix only fixed for UNITCOMBAT_WATER units
  • When a unit with the Taskmaster promotion or Slavery civic attacks and turns in enemy unit into a Slave, that unit stays in its original plot if it's safe.
  • When a Werewolf attacks and turns an enemy unit into a Werewolf, that unit stays in its original plot if it's safe.
  • An attacking Werewolf that upgrades to a higher Werewolf can advance into the plot it is attacking into.
  • All animal units except the wolf can't be turned into Werewolves. The attacking Werewolf can still upgrade into a higher Werewolf though in these cases.
  • When a unit with the Command promotion attacks and converts an enemy unit to your cause, that unit stays in its original plot if it's safe. Furthermore, a "A unit converts to your cause." message is displayed.
  • When a unit with the Subdue Animal promotion attacks and captures an animal, that animal stays in its original plot if it's safe. Furthermore, a "Animal captured." message is displayed.
  • When Magnadine attacks and converts an enemy unit to your cause, that unit stays in its original plot if it's safe. Furthermore, a "A unit converts to your cause." message is displayed.
  • If a Chaos Marauder betrays you, the plot it goes to is chosen more intelligently. If the chaos marauder was alone, it stays in the same plot. Furthermore, a "A unit turns against you." message is displayed.
  • Cult of the Dragon unit defection now works. If the defecting unit was alone, it stays in the same plot. Otherwise, it goes to a friendly, team, or neutral plot, in that order of preference.
  • Loki can escape into ships or into plots with only neutral units.
  • Loki's attacker moves into the plot Loki was just at, using the correct amount of movement points and retaining the selection group.
  • Bloom works over elven farms and cottages and their ilk.


Internal changes:
Spoiler :

  • [*]Implemented a listener system that allows you to hook up functions to an event, so that whenever that event is fired, the hooked up functions run and then unhook themselves (unless they return False) before the actual event handler runs. This makes the FFH*CustomData system obsolete, since it's much cleaner and probably faster. Find self.EventListeners in CvEventManager.py and look at the comment above it to see how to use it.
  • removed since it's obsolete: Added a set of functions called FFHsetCustomData, FFHgetCustomData, and FFHdelCustomData that allow (key, value) pairs to be stored on Cv* objects that support the setScriptData() method. The value needs to have a valid repr value, i.e. eval(repr(value)) doesn't raise an error. Look at the source docstring for more info.
  • removed since it's obsolete: In onUnitLost, if the unit to be lost has custom data (via FFHgetCustomData) which has a 'onUnitLost' key, the value under the key is assumed to be a list of code strings. Each of these code strings are exec-ed. This provides a way to create units right after combat ends.
  • removed since it's obsolete: Same thing with onUnitMove and the 'onUnitMove' key. This provides a way to manipulate an advancing unit after combat ends.
  • Added pAttacker and pDefender in onCombatResult.
  • Added FFHIsSafePlot function. Has the ability to ignore specified units. Called by FFHFindSafePlot.
  • New class called PyUnit that acts as wrapper around CyUnit and can store the unit's state even when the wrapped CyUnit instance becomes invalid. This class can be used to converts units to enemy units (which is its original purpose). Supports some default arguments for certain CyUnit methods. Can be used to serialize a unit's state into a string. Can act as an extension point for more convenience methods. Look at the source docstring for more info. minor fixes
  • Branched FFHFindClearPlot into FFHFindSafePlot and changed the function signature of both. Loki code and several other places now call FFHFindSafePlot instead of FFHFindClearPlot. FFHFindSafePlot has the ability to choose preferred plots and ignore specified units. minor fix to make sure ignore list is unmodified
  • Added FFHIsSummoned function.


Any feedback is appreciated :)
 
Found 2 possible bugs:

1) Marksman can target non-combantant units such as workers and settlers. Is this intended?

2) Boarding Parties don't attack any units onboard enemy ships unless those units have water walking - they just attack the ship itself. Seems rather cheap to me...
 
Maian said:
Found 2 possible bugs:

1) Marksman can target non-combantant units such as workers and settlers. Is this intended?

Yeap, they attack the weakest unit in the stack.

2) Boarding Parties don't attack any units onboard enemy ships unless those units have water walking - they just attack the ship itself. Seems rather cheap to me...

Hmm.. you're right. I'll see about adding an ability for ships onboard ships to defend from non-ranged or non-naval attackers.
 
Meteors can still capture workers, seems strange and i think you even said that you wanted to block this.

I was unable to reduce the city defense with fireballs or meteors. The citys had 120% defense bonus (khazad core cities)

All of these things happed from boats.

I also noticed that hemah cannot bombard city defenses from a boat, don't know if this is intended.
 
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