FfH2 0.15 Bugs

Is there any chance to see which trait is currently working as Perpentach? - Beside the effects of course. After buildung my first unit I discovered being defender.
 
I've also noticed that it lists "adaptive" as one of the traits when you look at the leader in the settings screen. Perhaps the chosen trait should be listed instead?
 
eerr said:
that's the error i got when i figured out patch e broke savegames...


Yes, you're right. Turns out I deleted my 'f' game and kept my 'd' game as the years were fairly close.

Either I have to do a better job of deleting old saved games or someone has to stop issuing so many patches that break save games. ;)
 
mervvyn said:
woodelf, i've used the PLE before and gotten that bug. It's listed on 12monkeys' to-do list in the PLE thread in mod components, but he hasn't updated for a while. it's kinda annoying though, but I would say having the PLE in FfH is worth it.
I don't think you need to alt-tab, try selecting a unit, getting the litle pop-up and then unselecting, my memory may be wrong though.
PS. Kael, how many more releases do you think there will be in 0.1x before 0.2? thanks...
edit: don't worry, just saw the changelog thread

Thanks mervvyn. I was hoping it just wasn't my computer or graphics card. It's really annoying, but when it was gone I loved the PLE.
 
Khadil Okharim said:
Is there any chance to see which trait is currently working as Perpentach? - Beside the effects of course. After buildung my first unit I discovered being defender.

Mouseover the flag, it always shows your traits.
 
Again playing as Malakim, this time Patch F, I can still upgrade my lightbringers to Rangers, both with no religion & with the order.

Fader
 
Fader55 said:
Again playing as Malakim, this time Patch F, I can still upgrade my lightbringers to Rangers, both with no religion & with the order.

Fader

Interesting. I assumed you wouldn't be able to upgrade to an end unit if you couldn't upgrade to one of its steps but thats not how the code functions. Since it is possible (with the right state religion) to upgrade your unit to a disciple of leaves and then to a ranger, if you can upgrade to a ranger you can upgrade them directly.

Not a big problem through.
 
kzoocauchy said:
+100% is from combat V, +25% is from Orthus's axe. Any straight up strength increases (Orthus's axe, enchanted weapons, blessed) are listed cumulatively. Traits applying to terrain defense or unit-type specific are listed separately.

Seems kinda strange that an elite unit with combat V has less use (ie gets +25%), than a conscript without any promotions (+125%).

It effectivly makes the item "useless" for well promoted units, and it reduces the flavour of looking after your unit with the grandest of weapons.

Just my opinion....
 
Mordi said:
Seems kinda strange that an elite unit with combat V has less use (ie gets +25%), than a conscript without any promotions (+125%).

It effectivly makes the item "useless" for well promoted units, and it reduces the flavour of looking after your unit with the grandest of weapons.

Just my opinion....
that's not quite how it works - you get 20% for each combat promotion (total +100%), and a separate +25% from Orthuss' axe, totalling 125% only if you have Combat V and the axe. A conscript with the axe only gets +25% (assuming they don't have any other strength promotions), but that strength bonus would make it easier to get xp. Hopefully that makes more sense...
 
Patch G playing as Grigori was never given the chance to pick for the Adaptive trait, mousing over the flag just lists Adaptive. Started in the "classical" era if that makes a difference.

Fader
 
Fader55 said:
Patch G playing as Grigori was never given the chance to pick for the Adaptive trait, mousing over the flag just lists Adaptive. Started in the "classical" era if that makes a difference.

Fader

It comes, you just have to wait for it. It doesnt happen on game start like it did in the last version (I wanted to give players a chance to play for a while before deciding). The actual turn it hits on is effected by the start era and the gamespeed. In your save it hits at about 35 turns in.

BTW: interesting map.
 
Kael said:
It comes, you just have to wait for it. It doesnt happen on game start like it did in the last version (I wanted to give players a chance to play for a while before deciding). The actual turn it hits on is effected by the start era and the gamespeed. In your save it hits at about 35 turns in.

BTW: interesting map.

And I was just gonna say, that the same thing happened with Cardith, sigh I'll just DL this & wait for it.

The map was done with Smartmap, which I find does makes for some lively maps.

Fader
 
woodelf said:
Thanks mervvyn. I was hoping it just wasn't my computer or graphics card. It's really annoying, but when it was gone I loved the PLE.
The quickest way, in my experience, to get rid of the PLE "unit info echo" is to mouse-over a unit icon just above the PLE buttons (of course, this means you need to have a unit selected). This replaces the echo with the new unit info, which then disappears as it should when the mouse-over changes.

I agree that this bug is nothing compared to the advantages of using the PLE - I've missed it ever since moving to FfH so I added it once .15 was released. I came across a bug with PLE/FfH. I got a divide by zero error when I summoned my first Guardian Vines. My fix solved the problem, so I'm assuming I got it right. Looking at the files for patch G (I haven't patched for 0.15 yet since I have so many Mods added and I'm still in the middle of a good game), here is the problem:

In \Assets\python\screens\CvMainInterface.py, line 1137, we have:
Code:
screen.setBarPercentage( szStringMoveBar, InfoBarTypes.INFOBAR_STORED, float( fCurrMoves ) / float( fMaxMoves ) )
I fixed it by adding an if statement as follows:
Code:
if (fMaxMoves):
	screen.setBarPercentage( szStringMoveBar, InfoBarTypes.INFOBAR_STORED, float( fCurrMoves ) / float( fMaxMoves ) )
else:
	screen.setBarPercentage( szStringMoveBar, InfoBarTypes.INFOBAR_STORED, float(1.0) )
I'm not a Python coder, so I'm not sure if there is a prettier way to deal with it.

Hidden within the 12Monkeys thread for the PLE are a couple of other fixes. One is a pOldPlot problem; apparently it causes an issue when you quit to the main menu and try to start another game. The fix listed would go near line 1860 as follows:
Code:
		# Find out our resolution
## 12monkeys - PlotList Button Enhancement - begin 3/12
##		xResolution = screen.getXResolution()
##		yResolution = screen.getYResolution()	
##		screen.setDimensions(0, 0, xResolution, yResolution)
		self.pOldPlot = 0	# *** Add this line ***
		self.xResolution = screen.getXResolution()
		self.yResolution = screen.getYResolution()

There is also an error when calculating the moves remaining for a unit, a fix for which was mentioned in the original mod thread. The problem is said to be in the line 1133 (from your base CvMainInterface file) which is:
Code:
fMaxMoves = float(pLoopUnit.baseMoves() + pLoopUnit.getExtraMoves() + pLoopUnit.getExtraMoveDiscount())
Apparently, baseMoves() retrieves all moves, including bonuses and such, so the line should only read:
Code:
fMaxMoves = float(pLoopUnit.baseMoves())

I made the above changes to my code and all is well from what I can tell.

Thanks for adding the PLE! Now I don't have to re-add the code with every patch :goodjob:

- Niilo
 
Mordi said:
Seems kinda strange that an elite unit with combat V has less use (ie gets +25%), than a conscript without any promotions (+125%).

It effectivly makes the item "useless" for well promoted units, and it reduces the flavour of looking after your unit with the grandest of weapons.

Just my opinion....
blitz can be very powerful if your unit can get 100% odds attacking twice in one turn...
 
vorshlumpf said:
The quickest way, in my experience, to get rid of the PLE "unit info echo" is to mouse-over a unit icon just above the PLE buttons (of course, this means you need to have a unit selected). This replaces the echo with the new unit info, which then disappears as it should when the mouse-over changes.

I agree that this bug is nothing compared to the advantages of using the PLE - I've missed it ever since moving to FfH so I added it once .15 was released. I came across a bug with PLE/FfH. I got a divide by zero error when I summoned my first Guardian Vines. My fix solved the problem, so I'm assuming I got it right. Looking at the files for patch G (I haven't patched for 0.15 yet since I have so many Mods added and I'm still in the middle of a good game), here is the problem:

In \Assets\python\screens\CvMainInterface.py, line 1137, we have:
Code:
screen.setBarPercentage( szStringMoveBar, InfoBarTypes.INFOBAR_STORED, float( fCurrMoves ) / float( fMaxMoves ) )
I fixed it by adding an if statement as follows:
Code:
if (fMaxMoves):
	screen.setBarPercentage( szStringMoveBar, InfoBarTypes.INFOBAR_STORED, float( fCurrMoves ) / float( fMaxMoves ) )
else:
	screen.setBarPercentage( szStringMoveBar, InfoBarTypes.INFOBAR_STORED, float(1.0) )
I'm not a Python coder, so I'm not sure if there is a prettier way to deal with it.

Hidden within the 12Monkeys thread for the PLE are a couple of other fixes. One is a pOldPlot problem; apparently it causes an issue when you quit to the main menu and try to start another game. The fix listed would go near line 1860 as follows:
Code:
		# Find out our resolution
## 12monkeys - PlotList Button Enhancement - begin 3/12
##		xResolution = screen.getXResolution()
##		yResolution = screen.getYResolution()	
##		screen.setDimensions(0, 0, xResolution, yResolution)
		self.pOldPlot = 0	# *** Add this line ***
		self.xResolution = screen.getXResolution()
		self.yResolution = screen.getYResolution()

There is also an error when calculating the moves remaining for a unit, a fix for which was mentioned in the original mod thread. The problem is said to be in the line 1133 (from your base CvMainInterface file) which is:
Code:
fMaxMoves = float(pLoopUnit.baseMoves() + pLoopUnit.getExtraMoves() + pLoopUnit.getExtraMoveDiscount())
Apparently, baseMoves() retrieves all moves, including bonuses and such, so the line should only read:
Code:
fMaxMoves = float(pLoopUnit.baseMoves())

I made the above changes to my code and all is well from what I can tell.

Thanks for adding the PLE! Now I don't have to re-add the code with every patch :goodjob:

- Niilo

Perfect, I added all your fixes in. Yeah I read in the PLE thread that you incorporated this with your FfH build. Its one of the things that conviced me to get it added. I really like it.

I did change the Air/Naval/Land filters to sometihng I thought was a little more helpful in FfH. The first of the buttons filters out everything except summoned creatures and spellcasters (the sword). The second button filters out summoned creatures (the pentagram) and the third button filters out spellcasters (the fire).
 
What is this: Added in 12monkeys excellent PlotListEnhancment modpack (it is truely cool). ?
-Qes
 
QES said:
What is this: Added in 12monkeys excellent PlotListEnhancment modpack (it is truely cool). ?
-Qes

12Monkeys made this interface change that lets you set filters on your stacks. It does a ton of cool stuff. I promise after you load up the patch you will see it and after a few hours of playing you will be unable to go back to life without it.
 
im confused as to what the buttons do because theres no tooltips on them and im afraid to use them lol


about adaptive and insane traits.. we havent gotten a multiplayer game to work with them yet, though it may have been other factors, is there a reason they might cause OOS? and can this be fixed or have the traits disappear for multiplayer? right now we're pretty limited by it
 
Adaptive trait doesn't seem to work - playing as Varn and only have Creative... I got the option to choose my second trait somewhere near the beginning, chose Spiritual but didn't get that trait. (Still got anarchy turns)

Been playing for 400+ turns since then, with only the creative trait (that's what it says when I mouseover the flag left to the map), definitly no financial trait active either :(

Never got the option to pick a new trait after the first time, either.

I can provide a screenshot or savegame if wanted..
 
eekhoorn said:
Adaptive trait doesn't seem to work - playing as Varn and only have Creative... I got the option to choose my second trait somewhere near the beginning, chose Spiritual but didn't get that trait. (Still got anarchy turns)

Been playing for 400+ turns since then, with only the creative trait (that's what it says when I mouseover the flag left to the map), definitly no financial trait active either :(

Never got the option to pick a new trait after the first time, either.

I can provide a screenshot or savegame if wanted..

Weird, single or multi-player?
 
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