FfH2 0.13 Bugs:

1) Cult of the Dragon doesn't destroy cities when they have negative culture. I noticed that an enemy city (whose religion was Leaves but had OO in their city with Cult) had been reduced to only the city square but that nothing happened. It never got destroyed! I decided to take screenshots well later (I accidently added the dragon after I went into worldbuilder :blush: ).

Showing negative culture:

Showing that Leaves is state religion:



2) I founded 4 religions in one city but I had 3 cities. This seems highly improbable that it was by chance all in the one city and also I thought there was a limit on 3 religions per city? :confused:



3) Tech tree bugged - I was playing as orcs (who don't have a starting tech) and I maybe didn't check the tech tree before I chose my techs to research. A few techs later I checked the tech tree and there is no green to show that I had some of these techs (I obviously had some e.g. Ancient Chants - but it's not showing up green). I couldn't re-research it so it is only a visual bug.
 
Playing Sheaim developed both Cult of the Dragon and Ashen Veil immediately afterward the button for explore temple shows up on my hunter........he is not able to use it but the button is there.......maybe I am missing something but I have never seen that happen before..........MadBrad pointed it out game is saved but on drydock non internet system.........sanitation has not been developed........should this have happened?
 
@Bad Player
problem #2: that's very odd, especially since the Order and the Veil are arch-enemies and you have them both in the same town!
 
Did you have the Order in all your cities before you founded the Veil? I believe the game places the Veil holy city in the same place as the Order holy city when that happens.

Players ought to be banned from founding both the Order and the Veil in one game. Heck, I think that players should be banned from founding any two religions in one game, but that's just me.
 
Sureshot said:
Is the temple in your borders? I think it has to be in your borders for you to "explore temple"
I have one in my borders untried but the one I have tried was in open lands I'll try and get back........still the question stands should I even be able too yet which tech allows it I thought it was Sanitation and previously Survival?..........I don't have either.
 
I checked and the visual tech tree bug on post # 361 by BadPlayer is in effect on the current Sheaim game I've been on.......MadBrad has the same prob. with the Kuriotates......he says it isn't just that tech though I'll get back and edit this post with others.
 
I cant seem to search to see if this has been reported yet or not... but the rust spell seems to KILL the targets not just damage them. I dont know if thats the way it was supposed to work... but I didnt think it was.
 
Maian said:
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 :)

Great stuff, I really like your solution for making sure units aren't captured by multiple events. Im going to add it to 0.14.
 
Saboteurs and Shadows are supposed to see invisible units. I have a damn Barbarian Shadow hassling one of my cities, now with a Saboteur *and* a Shadow in it, and I can neither see him on my turn, nor stop him on his. Bug?

Jonathan
Freyland
 
Chandrasekhar said:
Did you have the Order in all your cities before you founded the Veil? I believe the game places the Veil holy city in the same place as the Order holy city when that happens.
Can't remember...
 
@Bad Player:
There is no check for otehr holy cities in the founding process but if you have 3 cities what you describe is rather proper.

The chance to found in a capital is 1/8 of other cities and the next facto is the city size. Then the number of religions also counts.

So if your third city is about size 2 or 3 ther e is a rather high propability that all religions are founded in your size 12 city. The chanchi is also high if your other city is even bigger but has lots of religions by itself.

There is no hard limit to three religions, but the fourth religion won't spread by itself to the city. It can be brought ther eby a missionary through.

@greande Frenzy. The buttons for building improvements appear dependend on the Era you are in. It has unfortunateley nothing to do with your ability to built that improvement. If you adopt an religion you get into a late era and all improvement buttons will show up.
 
AI won't trade me techs because I'm too advanced but look at the techs. No way I am the more advanced one. I'm behind everyone except perhaps one civ and it's not this one. I was a little ahead of the amurites once, but that was long ago.

 
NOTE: this version is outdated, removed the attachment

Last round of bug fixes and misc changes before 0.14 is released. 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 and its ilk can no longer trigger goody huts.
    [*]National units can no longer be gifted to other players. Team-specific units can no longer be gifted to other teams (though I don't think FfH has any team-specific units). World units can still be gifted. This fixes the multiplayer exploit where you can keep gifting national units to your ally and vice versa.
  • Fireballs, Meteors, and Floating Eyes are removed at the start of the next player's turn (solves the problem of AIs attacking them). fix is now more efficient, no longer using listeners. bug with this fix: doesn't work when player loads a game with fireballs/meteors/eyes already created (Python objects aren't persistent)
  • 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 and all other unit replacement conflicts have been fixed. 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.
  • 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. made slightly more efficient
  • Bloom works over elven farms and cottages and their ilk.


Internal changes:
Spoiler :

  • [*]Allow CvGameInterface.py access to the event manager.
  • 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.addEventListener in CvEventManager.py and look at the comment above it to see how to use it. added addEventListener method to make it a bit easier to use
  • Added pAttacker and pDefender in onCombatResult.
  • Added FFHIsSafePlot function. Has the ability to ignore specified units. Called by FFHFindSafePlot.
  • New class called PyHelpers.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.
  • 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.[/color]
  • Added FFHIsSummoned function.


Any feedback is appreciated :)

EDIT: noted a bug - it should be fixed in 0.14 anyway
 
These may or may not be bugs (I looked in this thread for them but didn't find anything similar):

1) Elven trait and the two Woodsman promotions are ignored by new forests. This means defenders don't get their bonus and the movement benefit is lost.

2) The elven adept and imp have a movement rate of 2, whereas other adepts have a movement of 1.

3) You get experience points for capturing a worker. Seems pretty cheap to me, and a possible exploit for multiplayer games (e.g., declare war on a friend and continually exchange workers between military units for free XP).

4) The combat odds on mouse-over for a coastal battle do not appear when a water-walking land unit is involved.

5) AI workers ignore water-walking threats. Normally workers high-tail it to safety as soon as land units come close to the city borders. This must be why I'm finding so many captured workers stranded on coastal tiles =)

6) I was able to use entangle on a water-walking unit. Seemed odd at first, but I guess one could imagine seaweed being summoned to the surface . . . That would be stretching it on an ocean tile, though.

- Niilo
 
Is there any reason for a mage to be unable to target an adjacent enemy unit with spells? I had a mage that could cast rust and charm, but could not target the orc/goblin stack next to him. Earlier than that, I had a lizard man next to him - I could target with charm but not rust.

I have a save-game file if necessary.

- Niilo
 
@greande Frenzy. The buttons for building improvements appear dependend on the Era you are in. It has unfortunateley nothing to do with your ability to built that improvement. If you adopt an religion you get into a late era and all improvement buttons will show up.[/QUOTE]from Chalid....

Thanx Chalid, we didn't know what to think and I wouldn't have noticed if it wasn't pointed out to me........and I really didn't know.....so somebody somewhere did or didn't develop the tech or is it the year we are in?.....I sorta get what you are saying just need a little more clarification....I'm glad you got back to me at all! Year mid 200s
 
vorshlumpf said:
These may or may not be bugs (I looked in this thread for them but didn't find anything similar):



4) The combat odds on mouse-over for a coastal battle do not appear when a water-walking land unit is involved.

5) AI workers ignore water-walking threats. Normally workers high-tail it to safety as soon as land units come close to the city borders. This must be why I'm finding so many captured workers stranded on coastal tiles =)

6) I was able to use entangle on a water-walking unit. Seemed odd at first, but I guess one could imagine seaweed being summoned to the surface . . . That would be stretching it on an ocean tile, though.

- Niilo
I'll bet you lost a workboat that turned into a worker and because it couldn't move inland it stays on the coast either that or the water walker went on land and through the worker whom jumped onto the water side of the coast tile ......I've seen this before......that waterwalking effest does some strange kinda buggy things.....
 
The stranded workers I referred to where next to an AI city that was captured by the barbs. My assumption is that the hordes of lizard men crossed the lake and captured the AI workers in the time before the city was lost, since they didn't run away from the threat. However, to test the theory I used a water walking unit to move right next to a barbarian worker - the worker kept on working. The following image shows the beginning of the turn after I moved my unit.

no-threat.JPG
 
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