FfH2 0.14 Bugs

Nikis-Knight said:
Spiders seem to have an innate commando promotion. I don't know if this is intentional, but I hadn't seen it mentioned.

All animals get commando after Natures Revolt is built (its what gives barbarian animals the ability to enter culture ranges).
 
Just thought I'd throw a CTD bug notification up here.

I had a CTD after (I believe) 533 turns as Calabim. Saved game is attached. Just finish the turn on which the game loads. After CPU does its stuff, you're asked to choose a new tech, and then new production orders for two cities. After the second choice, CTD occurs.


PS: I just tried FfH beginning last weekend after having hardcore played a number of other mods (and enjoyed them immensely). In my opinion, FfH outdoes them all. Nothing else comes even remotely as close to pushing the Civ4 engine to its limits. Outstanding work!
 
Serthorn said:
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…)

A Hero does not have to work on their own. The fact they are heroic means they have many people come and join them. So, a powerfull hero could be someone who is just powerfull (like a dragon or powerfull mage) or someone who is an adventure with a large retinue.
So, a single bloke with a bow would not be able to conquer a city, but a bloke who is good with a bow, who attrackted some more others to his cause, who are also good bows, could.
 
There seems to be something wrong with the normal capturing of workers. I conquered a barbarian city with 2 workers in it - but didn't get them. They were just destroyed without giving a message.
 
Frozen-Vomit said:
There seems to be something wrong with the normal capturing of workers. I conquered a barbarian city with 2 workers in it - but didn't get them. They were just destroyed without giving a message.

Yeah, workers capture fine by themselves but dont when captured as part fo a stack or city. I will see what I can do.
 
sdupont73 said:
Just thought I'd throw a CTD bug notification up here.

I had a CTD after (I believe) 533 turns as Calabim. Saved game is attached. Just finish the turn on which the game loads. After CPU does its stuff, you're asked to choose a new tech, and then new production orders for two cities. After the second choice, CTD occurs.


PS: I just tried FfH beginning last weekend after having hardcore played a number of other mods (and enjoyed them immensely). In my opinion, FfH outdoes them all. Nothing else comes even remotely as close to pushing the Civ4 engine to its limits. Outstanding work!

I downloaded, I will check it out.
 
Flagbearers do not appear to correctly give their bonuses to all troops. I haven't been able to determine what circumstances they do or do not give bonuses -- it may be related to number of units in a particular location. The save game below shows an example of this. If you check the troops in the capital you'll see that only about a fourth of the troops actually have the Morale bonus indicator. It doesn't seem to be unit type dependent as a few of the maceman have the bonus, but most do not.
 
Ran into an out of sync error after playing multi with a friend for awhile - what info do you need to help track down the glitch? Save file? Is there a log of the error somewhere I could upload?
 
A little bug with Lanun Pirate : it said that Pirate provide a little amount of gold when sunking (killing) a ennemy boat.
Well, this work well, but this work when killing The Drown too.

Maybe it is not a bug, it is normal...
Not tested with other water walking unit, but I think it is the same.
 
Regarding the oft-reported bug with the Dwarven promotion not giving double movement in hills. I've tracked down a fix.

Spoiler :
<PromotionInfo>
<Type>PROMOTION_DWARF</Type>
<Description>TXT_KEY_PROMOTION_DWARF</Description>
<Civilopedia></Civilopedia>
<Sound>AS2D_IF_LEVELUP</Sound>
<PromotionPrereqOr1>NONE</PromotionPrereqOr1>
<PromotionPrereqOr2>NONE</PromotionPrereqOr2>
<PromotionPrereqOr3>NONE</PromotionPrereqOr3>
<PromotionPrereqOr4>NONE</PromotionPrereqOr4>
<PromotionPrereqAnd1>NONE</PromotionPrereqAnd1>
<PromotionPrereqAnd2>NONE</PromotionPrereqAnd2>
<PromotionNextLevel>NONE</PromotionNextLevel>
<TechPrereq>TECH_NEVER</TechPrereq>
<bBlitz>0</bBlitz>
<bAmphib>0</bAmphib>
<bRiver>0</bRiver>
<bEnemyRoute>0</bEnemyRoute>
<bAlwaysHeal>0</bAlwaysHeal>
<bHillsDoubleMove>1</bHillsDoubleMove>
<bImmuneToFirstStrikes>0</bImmuneToFirstStrikes>
<iVisibilityChange>0</iVisibilityChange>
<iMovesChange>0</iMovesChange>
<iMoveDiscountChange>0</iMoveDiscountChange>
<iWithdrawalChange>0</iWithdrawalChange>
<iCollateralDamageChange>0</iCollateralDamageChange>
<iBombardRateChange>0</iBombardRateChange>
<iFirstStrikesChange>0</iFirstStrikesChange>
<iChanceFirstStrikesChange>0</iChanceFirstStrikesChange>
<iEnemyHealChange>0</iEnemyHealChange>
<iNeutralHealChange>0</iNeutralHealChange>
<iFriendlyHealChange>0</iFriendlyHealChange>
<iSameTileHealChange>0</iSameTileHealChange>
<iAdjacentTileHealChange>0</iAdjacentTileHealChange>
<iCombatPercent>0</iCombatPercent>
<iExtraCombatStr>0</iExtraCombatStr>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iHillsDefense>0</iHillsDefense>
<iAIWeight>0</iAIWeight>
<TerrainDefenses>
</TerrainDefenses>
<FeatureDefenses>
</FeatureDefenses>
<SpellTypeFlatMods>
</SpellTypeFlatMods>
<SpellTypePercentMods>
</SpellTypePercentMods>
<UnitCombatMods>
</UnitCombatMods>
<PromotionCombatType>NONE</PromotionCombatType>
<iPromotionCombatMod>0</iPromotionCombatMod>
<DomainMods>
</DomainMods>
<TerrainDoubleMoves>
<TerrainDoubleMove>
<TerrainType>TERRAIN_PEAK</TerrainType>
<bTerrainDoubleMove>1</bTerrainDoubleMove>
</TerrainDoubleMove>
<TerrainDoubleMove>
<TerrainType>TERRAIN_HILL</TerrainType>
<bTerrainDoubleMove>1</bTerrainDoubleMove>
</TerrainDoubleMove>
</TerrainDoubleMoves>
<FeatureDoubleMoves>
</FeatureDoubleMoves>
<UnitCombats>
</UnitCombats>
<HotKey></HotKey>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>Art/Interface/Buttons/Promotions/Dwarf.dds</Button>
</PromotionInfo>

Make the change marked in bold, and the promotion will correctly give double movement in hills. When I deleted the <TerrainDoubleMove> for TERRAIN_HILL, I received an error on trying to save, so I left it for now. You should be able to remove that somehow, though.
 
Grillick said:
Regarding the oft-reported bug with the Dwarven promotion not giving double movement in hills. I've tracked down a fix.

Spoiler :
<PromotionInfo>
<Type>PROMOTION_DWARF</Type>
<Description>TXT_KEY_PROMOTION_DWARF</Description>
<Civilopedia></Civilopedia>
<Sound>AS2D_IF_LEVELUP</Sound>
<PromotionPrereqOr1>NONE</PromotionPrereqOr1>
<PromotionPrereqOr2>NONE</PromotionPrereqOr2>
<PromotionPrereqOr3>NONE</PromotionPrereqOr3>
<PromotionPrereqOr4>NONE</PromotionPrereqOr4>
<PromotionPrereqAnd1>NONE</PromotionPrereqAnd1>
<PromotionPrereqAnd2>NONE</PromotionPrereqAnd2>
<PromotionNextLevel>NONE</PromotionNextLevel>
<TechPrereq>TECH_NEVER</TechPrereq>
<bBlitz>0</bBlitz>
<bAmphib>0</bAmphib>
<bRiver>0</bRiver>
<bEnemyRoute>0</bEnemyRoute>
<bAlwaysHeal>0</bAlwaysHeal>
<bHillsDoubleMove>1</bHillsDoubleMove>
<bImmuneToFirstStrikes>0</bImmuneToFirstStrikes>
<iVisibilityChange>0</iVisibilityChange>
<iMovesChange>0</iMovesChange>
<iMoveDiscountChange>0</iMoveDiscountChange>
<iWithdrawalChange>0</iWithdrawalChange>
<iCollateralDamageChange>0</iCollateralDamageChange>
<iBombardRateChange>0</iBombardRateChange>
<iFirstStrikesChange>0</iFirstStrikesChange>
<iChanceFirstStrikesChange>0</iChanceFirstStrikesChange>
<iEnemyHealChange>0</iEnemyHealChange>
<iNeutralHealChange>0</iNeutralHealChange>
<iFriendlyHealChange>0</iFriendlyHealChange>
<iSameTileHealChange>0</iSameTileHealChange>
<iAdjacentTileHealChange>0</iAdjacentTileHealChange>
<iCombatPercent>0</iCombatPercent>
<iExtraCombatStr>0</iExtraCombatStr>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iHillsDefense>0</iHillsDefense>
<iAIWeight>0</iAIWeight>
<TerrainDefenses>
</TerrainDefenses>
<FeatureDefenses>
</FeatureDefenses>
<SpellTypeFlatMods>
</SpellTypeFlatMods>
<SpellTypePercentMods>
</SpellTypePercentMods>
<UnitCombatMods>
</UnitCombatMods>
<PromotionCombatType>NONE</PromotionCombatType>
<iPromotionCombatMod>0</iPromotionCombatMod>
<DomainMods>
</DomainMods>
<TerrainDoubleMoves>
<TerrainDoubleMove>
<TerrainType>TERRAIN_PEAK</TerrainType>
<bTerrainDoubleMove>1</bTerrainDoubleMove>
</TerrainDoubleMove>
<TerrainDoubleMove>
<TerrainType>TERRAIN_HILL</TerrainType>
<bTerrainDoubleMove>1</bTerrainDoubleMove>
</TerrainDoubleMove>
</TerrainDoubleMoves>
<FeatureDoubleMoves>
</FeatureDoubleMoves>
<UnitCombats>
</UnitCombats>
<HotKey></HotKey>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>Art/Interface/Buttons/Promotions/Dwarf.dds</Button>
</PromotionInfo>

Make the change marked in bold, and the promotion will correctly give double movement in hills. When I deleted the <TerrainDoubleMove> for TERRAIN_HILL, I received an error on trying to save, so I left it for now. You should be able to remove that somehow, though.

Good catch, I checked it in exactly as you supplied it. Thanks Grillick!
 
ydejin said:
Flagbearers do not appear to correctly give their bonuses to all troops. I haven't been able to determine what circumstances they do or do not give bonuses -- it may be related to number of units in a particular location. The save game below shows an example of this. If you check the troops in the capital you'll see that only about a fourth of the troops actually have the Morale bonus indicator. It doesn't seem to be unit type dependent as a few of the maceman have the bonus, but most do not.
I've noticed the same in my last Bannor game.
 
ydejin said:
Flagbearers do not appear to correctly give their bonuses to all troops. I haven't been able to determine what circumstances they do or do not give bonuses -- it may be related to number of units in a particular location. The save game below shows an example of this. If you check the troops in the capital you'll see that only about a fourth of the troops actually have the Morale bonus indicator. It doesn't seem to be unit type dependent as a few of the maceman have the bonus, but most do not.

Got it fixed. Thanks!
 
Another post lost in the hustle... :wallbash:
Kael said:
I dont see how the larger city radius's would cause fish to spawn further out. They are unreleated.
And my reply...
Chandrasekhar said:
Allow me to explain. In vanilla Civ, I recall seafood resources only spawning in tiles that could concievably be worked by cities. The map generator made some errors, as the only city spot that could work them might be inside a mountain, but for the most part it worked.

The fact that the Kuriotates can work tiles further away from their cities is causing the map generator to label tiles that only they can work as "workable." This means that seafood is being placed further out to sea, which means that one of two things is true.

1) There are more seafood resources globally spawning. This means that the yields for the average coastal (not Kuriotate) city are the same, but it also means that there are more seafood resources to trade. This is a balance issue, as these resources shouldn't be this common.

-or-

2) The existing number of seafood resources are being spread further around. There are around 50% more viable tiles that seafood can spawn in, so the average coastal city has less seafood resources in range of it. The number of seafood resources that can be traded are the same, but the average coastal city is still worth less. Again, a balance issue.

Do you see?
 
Barbarian trait not working, the wolf will attack after the end turn button is pressed.

Fader
 
Probably not a bug, just a question...
How does the magic resistance promotion affect resistance against spell? increase by 40%?

Now that the mostxp bonuses from buildings have been sort of eliminated, i would suggest some of them to be implemented back, at different building, at least to allow one or two free promotions, or add a free promotion to the units built at the palace...

For example the library could add 2 xp to arcane units, each temple could add 1 xp to disciple units... I've seen you have left quite some xp for the recon units at the svaltalfar palace
 
Chandrasekhar said:
Another post lost in the hustle... :wallbash:

And my reply...

No idea on this, I don't see how the spawning trait could be effecting bonus placement.
 
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