FfH2 0.14 Bugs

Patch "C" is uploaded and linked int he first post.
 
Damnitalltohellmyentirebugreportwentupto****ingbitbuckethell!grrrrrrr

It is too late to retype all that. Damnit. So while I try out the 0.14c patch, I'll just ask if anyone else has reported any Khazad inability to build High Priests of Inquisitors? Runes of Kalmorph as state religion, realm discovered the religion.
 
I just got a division by zero error in CvMainInterface.py at line 1607:
Code:
				if gc.getPlayer(ePlayer).getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_KHAZAD'):
					iGold = gc.getPlayer(ePlayer).getGold() / gc.getPlayer(ePlayer).getNumCities()

This is a file I haven't made any modifications too (yet), so I don't think this was caused by my patch. But this bug is so noticable and it's hard to believe that no one else has reported it AFAIK, so maybe it is my patch...

Obviously, I started the game as Khazad. I can't even get past the "welcome to your civ" popup, so I don't have any cities either.

EDIT: Well I just tried playing as Khazad again and it worked - no exception this time. Weird...

EDIT2: Oh wait, I just got it again. This time I got past the "welcome to your civ" popup. I didn't build the starting city yet, and the division by zero exception eventually popped up again.
 
I am still playing Patch a, so I do not know if it has been fixed.
I play the Hippus and my units keep getting XP from fighting Barbs even beyond the magical 100 point limit.

Right now I have a couple of units close to 150 XP.
 
If your leader has the Raider trait, you get +1 XP per battle, making battles with barbs 1 XP in total after 100 XP.

- Niilo
 
I'm not sure if this was reported prior to 14, but Bambur does not get bonus movement in hills. I noted that his bonus details include:

- double movement in mountain
- double movement in hill

Whereas other dwarven units have these listed:

- double movement in hills
- double movement in mountain
- double movement in hill

- Niilo

Edit: Should have wrote "peak" instead of "mountain" above.
 
I am still not having much luck capturing workers.

screens attached, of trying to recapture my worker from a barb spearman.
 

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Maian said:
I just got a division by zero error in CvMainInterface.py at line 1607:
Code:
				if gc.getPlayer(ePlayer).getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_KHAZAD'):
					iGold = gc.getPlayer(ePlayer).getGold() / gc.getPlayer(ePlayer).getNumCities()

This is a file I haven't made any modifications too (yet), so I don't think this was caused by my patch. But this bug is so noticable and it's hard to believe that no one else has reported it AFAIK, so maybe it is my patch...

Obviously, I started the game as Khazad. I can't even get past the "welcome to your civ" popup, so I don't have any cities either.

EDIT: Well I just tried playing as Khazad again and it worked - no exception this time. Weird...

EDIT2: Oh wait, I just got it again. This time I got past the "welcome to your civ" popup. I didn't build the starting city yet, and the division by zero exception eventually popped up again.

Good catch, it looks there will be a patch D.
 
Unser Giftzwerg said:
Damnitalltohellmyentirebugreportwentupto****ingbitbuckethell!grrrrrrr

It is too late to retype all that. Damnit. So while I try out the 0.14c patch, I'll just ask if anyone else has reported any Khazad inability to build High Priests of Inquisitors? Runes of Kalmorph as state religion, realm discovered the religion.

Like the other civs, high priests and inquisitors cant be built. They have to be upgraded from level 6 or higher priests.
 
z00t said:
I am still not having much luck capturing workers.

screens attached, of trying to recapture my worker from a barb spearman.

Yeah, the capture code doesn't work on stacks. I will see what I can do.
 
It´s just a minor issue, but when I upgraded a Paramender unit (playing Khazad with kilmorph religion) to a Paladin it looked just like a regular warrior unit. Only when I´ve moved this unit it appeared as a Paladin unit (btw the paladin looks really cool :goodjob: )
 
a suggestion to someone earlier (forget who) in this thread who suggested difficulty in seeing all the available resources they have (especially in the foreign advisor window) If there will be no more patches for this version Kael then I will once again (and suggest to others who find this annoyance with Civ) to add the (The Lopez) Enhanced Foriegn Advisor Mod. I also add in the usual Special Domestic Advisor as well as the Military Advisor. However, if playing on large maps with large amounts of unit the Military Advisor can be rather slow. I had done this with version .12 and .13 and no problems (also included pirates mod and animal units mod) This time I may try the unit statistic mods too. Any chance Kael when you might offically insert the Enhanced Foriegn Advisor mod in for good? P.S. I think I've also came up with an error when creating the Blood of the Phoenix and Messaba of Dis. Apparently when gold rushing Messaba of Dis, the city creating the Blood of the Phoenix is stopped. Not sure if this is intentional but it's happend twice (i'll check a third time) (duel map, starting in rennisance) with civs Clan of Embers and Blaspheraps or however you spell it)
 
I mentioned this with the previous version...

Would it be possible to give an announcement with that flourish when the Barbarians declare war on someone like whenever war is declared by anyone else?

This would be really helpful when playing against AI civs with the BAR trait and they exceed the 50% pt. threshold.

Thanks.
 
Kael said:
Like the other civs, high priests and inquisitors cant be built. They have to be upgraded from level 6 or higher priests.

Ahh, level 6. Well, hell, no one has raised that high yet. But that explains that. Thanks Kael.
 
Not sure if its been mentioned, but as Doviello, there seems to be an exploit with their Battlemasters. Even if they've used up all their moves and so forth for a turn, they can still 'Train Maceman'. Aside from the fact it isn't Macemen they train (since they get Battlemasters), this means if I have, say, five axemen defending a city then I can rush a Battlemaster through and hit the 'Train' button and the first of those axemen becomes a Battlemaster who can't move for that turn. However, he can still train. So I hit train and the next axemen become a Battlemaster who can in turn train again until they're all trained up to Battlemasters.
Is this intentional?
 
Dear FfH Project Team,



PLAYER’S FEEDBACK – FfH Version 2.014b. (Patched to 14c towards the end.)

My first two games as the Khazad ended with barbarians marching through the ruins of my capital. But the third time did the trick. I have reached the beginning of the endgame. It has been a peaceful, rather dull game. My main challenge was dealing with Vault conditions. (I wish I had found this forum http://forums.civfanatics.com/showthread.php?t=177116 before I had started as Khazad. ;rolleyes: )

Conditions: Emperor, Raging Barbs, Aggressive AI, City Flipping After Conquest, Permanent Alliances, New Seed, Fractal Map (large, random conditions)

Civilization/Leader: Khazad / Arturus Thorne (King of Fundementals)

Game Play Summary: After numerous map regenerations I concluded the Fractal Map generator does not often generate large swaths of hilly lands. So the dwarves ended up starting in pretty generic terrain. All through the opening game I had just one city with the ability to mine nearby hills. We ran into the Mercurians to the NE and the Illians to the NW. After fighting a brief war against the Illians the Dwarves remained at peace. We expected conflict between our Good and Evil neighbors, but they seemed to love each other. The Dwarven Vault put significant obstacles to my early expansion, but from the mid-game on I was running 100% tech almost every single turn. The Khazad + Runes of Killmorph certainly = One Rich Civ. Thanks to the peaceful world I have been able to make trades and thus have kept almost even with the tech leaders. However, it looks like once again the only way to end the game is via a Domination victory. A cultural victory is possible, but is still over 200 turns away. A Religious victory was the goal, but even with Runes in every city but about 8-9, I have been unable to get above 59% influence. So the Khazad are poised to win, I just don’t think I could live with the tedium of watching them do so.

PROBLEMS & BUGS: I’ve no idea which bugs are already known. Further information and/or saved game files are available to the project team upon request.

There’s Something about Mary: That caused the typhoid lady’s appearance in Year 97! Even if a hut gave someone the Alchemy tech, how could they build so many shields with the feeble starting cities?

Your Dragon is Showing: When Orthus and Aecheron appeared, their origin tiles appeared on my world map. Later, a unit belonging to a civ on the far side of the globe entered Orthus’ origin tile, the unit was ‘seen’ on my world map, and our civs established contact, even though we were about as far from each other as was possible.

Cheese It, It’s the Coppers: The poor dwarves had no copper to mine all game (until about Year 570) yet they were still able to build Dwarven Soldiers and Hammerfists, Their requirements say Copper or Mithril, but I was able to build ‘em with just Iron.

Shy Maros: I was unable to build Maros from the full city screen, or from the production mini-panel under the city on the main map. Maros was a selection, but was greyed out. I was able to build him successfully from the production pop-up menu that appears when a civ finishes it’s build queue.

Lastly, The Big Bug

NOBODY expects the DWARVEN Iquisition: (Answered above, whew.)

PERSONAL OPINION

Need Lockouts for solo Mercurians/Infernals. As mentioned, I was surprised to see the Mercurans ‘pleased’ with the Illians all game long, and vice versa. From their greeting, I gather the Mercurans might be programmed to go to war with the Infernals, and only the Infernals? If so, there needs to be a chech to ensure either both races are in the game, or none of them are. I have this feeling the politics of my game were skewed by the amazing passivity of the Mercurians.

The Dwarves Act Like Dwarves: I am still letting my opinion stew regarding the Khazad as designed. The Dwarven Vault is a nice boon in the endgame, when money flows freely. But it is a major burden to bear in the opening game. Early city expansion is slowed dramatically, which undermines the historic advantage to having an Organized leader. (Low maintenance costs means you can build an extra city or three.) And the need to divert funds into the Vault also slows early R&D.

OTOH, by the mid-game or the end game, a healthy Vault is a boon, provided that you have been able to trade enough to keep up with the Joneses. So I am not sure there is much of a problem, if any. One can say that the Khazad tend to act like you’d think Dwarves would act. They pay attention to internal matters, seek money, and don’t have much energy left over to get involved in the outside world. But could they do this when faced with a nearby hostile neighbor? I was able to gain a lot of gold and tech through trade … can the Khazad keep filling their Vault, keep up with the tech leaders, AND defend themselves against a starting antagonist? In this situation the Vault might prove as beneficial as hip waders during a midnight swim. That’s my concern at this point.

Reccomendations:

Resolve the Mercurians/Infernals political passivity issue (if it actually does exist.)

I am concerned about the harsh magical limitations put on the Khazad. But my game did not put the Khazad warfighting ablities to the test. I cannot make any claims one way or the toher.

BRAINDRIZZLING

I would like to see a nature-based civilization that actually preserves nature. That is, it does not build cottages, lumbermills, or even roads. Animal units continue to spawn. It would be the anti-civ … the people who wish to protect large swaths of the planet from development of any sort. Perhaps the ‘settlements’ mechanism could be adapted to allow this civ large cultural boundries with few cities? They’d probably need a special victory condition, if they were made a playable race. This would take a lot of work and might not be programmable, but it’d really be a ‘different’ civ. It fits my idea of the “protector of nature” type neutrals more than the Leaves religion, which might be said to be more a “draw upon nature’s power” sort of philosophy. (Certainly even an Elven civ homeland has been vastly developed by Year 500.)

Thanks again for the great mod!
 
the "natures wrath" ritual effected hill giants with +1 strength

My tower of elementalism or whatever it's called claims to increase nature summons but isn't affecting my tigers.
 
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