FfH2 0.14 Bugs

Sureshot said:
they can't make forested mines, quarry's, or windmills he means :P

Oops, yeap, corrected.
 
In my tests, fireballs and company can still be attacked by enemies. Fix:

In onBeginPlayerTurn:
Code:
		if (iLastPlayer != -1 and gc.getPlayer(iLastPlayer).isAlive()):
			pyl = PyPlayer(iLastPlayer)
			for pUnit in pyl.getUnitList():
#				if (pUnit.getSpecialUnitType() == iSpell and pUnit.isHasPromotion(iSummoned)):
				if (pUnit.getSpecialUnitType() == iSpell):
					pUnit.kill([color="blue"]False[/color],0)

AFAIK, this solution doesn't have any side effects.

EDIT:

I've been looking into exactly when onBeginPlayerTurn fires. Here's a log of recorded events:
Spoiler :
PY:Meteor moves to (37, 9)
PY:Barbarians->Grigori
PY:Scout moves to (45, 19)
PY:Scout moves to (45, 18)
PY:Scout moves to (0, 20)
PY:Warrior moves to (48, 22)
PY:Grigori->Lanun
PY:Tuurngait moves to (25, 20)
PY:Tuurngait moves to (21, 20)
PY:Tuurngait moves to (20, 21)
PY:Beastman moves to (17, 20)
PY:Lanun->Doviello


As you can see, Doviello's units (Tuurngait and Beastman) move before onBeginPlayerTurn ("Lanun->Doviello"). That means onBeginPlayerTurn actually fires when the player finishes his/her/its turn, regardless of whether the player is AI or human. I don't know if this is case for modes other than simultaneous turns, but I'll assume that it is.

I've noticed this line in onBeginPlayerTurn:
Code:
			if pUnit.isHasPromotion(iRoot):
				pUnit.finishMoves()

I presume that this is obselete code since root already adds a huge MP penalty. But I suspect the reason for making root give that MP penalty, rather than relying on finishMoves(), is because those two lines didn't work, because onBeginPlayerTurn fires too late.

So with this knowledge, here's an alternate and much simpler fix that can do away with the iLastPlayer code. Cut the spell unit removal code under the iLastPlayer code, and paste it under the main unit loop as follows:
Code:
		for pUnit in py.getUnitList():
			[color="blue"]if (pUnit.getSpecialUnitType() == iSpell):
				pUnit.kill(False, -1)
				continue[/color]
			if pUnit.isHasPromotion(iRoot):
				pUnit.finishMoves()
			if pUnit.isHasPromotion(iCrazed):
				if pUnit.isHasPromotion(iEnraged):

The False argument to kill() and the continue statement are key here. kill(False) kills the unit spell immediately before the AI gets to do its stuff (delayed deaths apparently can span multiple turns). The continue ensures that the killed unit isn't used any more.
 
I mentioned this previously after two other games and found it in my latest game: Kuriotates/Noble/Huge/Highlands/Marathon:

There is something definitely wrong with the progression of barbarians spawning. Again, it went like this:

Goblins/Orc Spearmen
Lizardmen
Chariots
Orc Axemen
Worg Riders
Lizard Rangers

IMO the problem is still with the Chariots. In addition to showing up too early (yr. 330) they really seem out of sequence with the units that follow. Chariots have a high power (6) and movement points (3) that is hard to match early in the game unless you were really lucky with goodie huts or whatever.

It just seems to me the Chariot is out of place as a barb unit anyway and, certainly should be pushed back in the progression if it stays.

This game I ended up killing more that 1,000 Chariots - about the same number as Lizardmen.

Again, I could see the out of sequence progression as it happens all the time to the human player when he doesn't have the necessary resources, techs, buildings, etc., but the barbarians are simply spawning beaucoup Chariots.

It's been a loooong time since I played vanilla, but I don't remember having this problem of more powerful barbs showing up before the lesser powered ones.
 
Not sure if this is a bug or if it's already been reported, but Monks (Elohim) don't get the Homeland Promotion, & on a personal note I think they should upgrade to something

Fader
 
Maian said:
In my tests, fireballs and company can still be attacked by enemies. Fix:

In onBeginPlayerTurn:
Code:
		if (iLastPlayer != -1 and gc.getPlayer(iLastPlayer).isAlive()):
			pyl = PyPlayer(iLastPlayer)
			for pUnit in pyl.getUnitList():
#				if (pUnit.getSpecialUnitType() == iSpell and pUnit.isHasPromotion(iSummoned)):
				if (pUnit.getSpecialUnitType() == iSpell):
					pUnit.kill([color="blue"]False[/color],0)

AFAIK, this solution doesn't have any side effects.

EDIT:

I've been looking into exactly when onBeginPlayerTurn fires. Here's a log of recorded events:
Spoiler :
PY:Meteor moves to (37, 9)
PY:Barbarians->Grigori
PY:Scout moves to (45, 19)
PY:Scout moves to (45, 18)
PY:Scout moves to (0, 20)
PY:Warrior moves to (48, 22)
PY:Grigori->Lanun
PY:Tuurngait moves to (25, 20)
PY:Tuurngait moves to (21, 20)
PY:Tuurngait moves to (20, 21)
PY:Beastman moves to (17, 20)
PY:Lanun->Doviello


As you can see, Doviello's units (Tuurngait and Beastman) move before onBeginPlayerTurn ("Lanun->Doviello"). That means onBeginPlayerTurn actually fires when the player finishes his/her/its turn, regardless of whether the player is AI or human. I don't know if this is case for modes other than simultaneous turns, but I'll assume that it is.

I've noticed this line in onBeginPlayerTurn:
Code:
			if pUnit.isHasPromotion(iRoot):
				pUnit.finishMoves()

I presume that this is obselete code since root already adds a huge MP penalty. But I suspect the reason for making root give that MP penalty, rather than relying on finishMoves(), is because those two lines didn't work, because onBeginPlayerTurn fires too late.

So with this knowledge, here's an alternate and much simpler fix that can do away with the iLastPlayer code. Cut the spell unit removal code under the iLastPlayer code, and paste it under the main unit loop as follows:
Code:
		for pUnit in py.getUnitList():
			[color="blue"]if (pUnit.getSpecialUnitType() == iSpell):
				pUnit.kill(False, -1)
				continue[/color]
			if pUnit.isHasPromotion(iRoot):
				pUnit.finishMoves()
			if pUnit.isHasPromotion(iCrazed):
				if pUnit.isHasPromotion(iEnraged):

The False argument to kill() and the continue statement are key here. kill(False) kills the unit spell immediately before the AI gets to do its stuff (delayed deaths apparently can span multiple turns). The continue ensures that the killed unit isn't used any more.

That works beautifully (and its simpliar!), thanks!
 
just a short question: anyone else thinks the inflation gets pretty high fast (on quick at least)?
 
Hey, was playing with the OO religion today. Seems as if "The Drown" are not alleviating garrison unhappiness ("We fear for our safety...") is this intentional?
 
Sareln said:
Hey, was playing with the OO religion today. Seems as if "The Drown" are not alleviating garrison unhappiness ("We fear for our safety...") is this intentional?

Yup, demons and undead don't help the populace feel safer.
 
Animals and undead do not ake people feel safer (and therefore do not alleviate unhappiness). Unless I am mistaken, the Drown are undead ?
 
Halancar said:
Animals and undead do not ake people feel safer (and therefore do not alleviate unhappiness). Unless I am mistaken, the Drown are undead ?

Your absolutly right.
 
Great mud guys - I'm looking forward to see what you have in store for the next phases of development.

I have one issue in a current game - I think it is a bug so I post it here. I am playing a monarch game as the Hippus civilization and have two cities with -4/1 Culture, and even though the cities generate 3+ culture each, this number never changes meaning they are practically useless. There is the Dragon Cult religion in both though and I know how it provides negative culture, but I thought the Idea was that the city should either be destroyed at negative culture or at least be able to counter the loss of culture by culture producing buildings and civics.

Keep up the good work!
 
Sandro said:
Great mud guys - I'm looking forward to see what you have in store for the next phases of development.

I have one issue in a current game - I think it is a bug so I post it here. I am playing a monarch game as the Hippus civilization and have two cities with -4/1 Culture, and even though the cities generate 3+ culture each, this number never changes meaning they are practically useless. There is the Dragon Cult religion in both though and I know how it provides negative culture, but I thought the Idea was that the city should either be destroyed at negative culture or at least be able to counter the loss of culture by culture producing buildings and civics.

Keep up the good work!

The Dragon Cult takes away 2 (I think) culture a turn, and that number does not show on the city screen or the city overlay, you have to factor it yourself afterwards. If the city produces some culture of its own, it can mean that it stays at the same negative level forever. I don't know just how low it can fall before the city is destroyed, I've been down to -25 culture I think without losing the city.

I recommend you bring in a few disciples/prophets to bring it up over 10, where your city can be productive again and start building some more culture buildings.
 
Fader55 said:
Not sure if this is a bug or if it's already been reported, but Monks (Elohim) don't get the Homeland Promotion, & on a personal note I think they should upgrade to something

Fader

Looked for this in the changelog, & didn't see it. Reposting in case it was missed.

Fader
 
I think this got lost in the bustle, so let me repost it:

Chandrasekhar said:
I've had a strange issue with elven adepts. I've had one in a big stack of swordsmen in the middle of enemy territory, and it doesn't recieve the "casted" promotion after using the wither spell.

Also, I think that the Kuriotates' ability to work tiles that are three tiles away from their cities is causing seafood resources to spawn farther out to sea than they normally do. This might need to be fixed.
 
Hi guys. I just registered on this forum, and want to say you make an outstanding work. Thanks a lot. While playing this piece of art, I noticed some issued, witch I suppose are bugs:

1.Crashing on title screen while checking the civilopedia entry on Ashen Veil (but it is working properly during the game).
2.Invisible units (spiders in my case) weren’t able to defend cities. City was conquered without a fight, and spider was just moved to adjacent tile.
3.I wasn’t able to cast the plain creation spell (desert to plains) within my own borders. It is working outside – on neutral terrain and within other civ’s boarders. This same issued concern the opposite spell (creating desert).
4.Playing as a Lunan I was able to create the pirate cove on the land (the tile was changed into ocean and the cove was created).

5 (more question than a bug) : Is it reasonable to allow single hero or animals to conquer whole city? (Especially heroes in early game may be too powerful – I found archery in goody hut, build elfish hero G. Silveric and conquered all other civs with him alone…)

One more time, thank you for what you are doing:goodjob: (… and sorry for my english….)
 
Spiders not defending cities is normal. Invisible units move away when someone runs into them (this is how CivIV spies do, for example). Spiders are great for exploration and setting ambushes, but they are just not fit for city defense.

I don't understand what's wrong with the Pirate Cove. It's meant to be built on the land, and allows ships to enter the tile they are put in (they're great for connecting two water areas separated by a small chunk of land). I also think ships in a cove heal faster. I've not played Lanun since 0.14 though, I may be missing something.
 
Another question (I know how to search the forum, but didn't find an answer even though I am sure it is there somewhere :confused:).

I am getting familiar with the adept -> conjurer/mage -> summoner/arch-mage upgrade path, but I am confused about the corresponding priest -> high priest/inquisitor upgrade. I had a lvl 5 priest (stone warden) that I wanted to upgrade to an inquisitor after researching the corresponding tech, but could not upgrade. What are the civ/lvl/unit/build/tech requirements for high priest and inquisitor respectively?

(I may be posting this in the wrong thread, but since I don't know if this is a bug or just missing documentation I post it here :) )
 
Fader55 said:
Looked for this in the changelog, & didn't see it. Reposting in case it was missed.

Fader

Disciple units don't get the homeland promotion. I could change that, which would be a balance suggestion, but it is working as intended.
 
Chandrasekhar said:
I think this got lost in the bustle, so let me repost it:

The casting when stacks have been selected has been changed in 0.15. Hopefully it is fixed.

I dont see how the larger city radius's would cause fish to spawn further out. They are unreleated.
 
Sandro said:
Another question (I know how to search the forum, but didn't find an answer even though I am sure it is there somewhere :confused:).

I am getting familiar with the adept -> conjurer/mage -> summoner/arch-mage upgrade path, but I am confused about the corresponding priest -> high priest/inquisitor upgrade. I had a lvl 5 priest (stone warden) that I wanted to upgrade to an inquisitor after researching the corresponding tech, but could not upgrade. What are the civ/lvl/unit/build/tech requirements for high priest and inquisitor respectively?

(I may be posting this in the wrong thread, but since I don't know if this is a bug or just missing documentation I post it here :) )

You need to be level 6 to upgrade to any of the t4 units (archmage, summoner, immortal, high priest, inquisitor).
 
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