FfH2 0.15 Bugs

Hmmm... sorry about that, Kael. I just uninstalled and installed everything from scratch, without moving the files for the "quick loading trick". It fized everything. However, I will try to reproduce it the bug, as soon as I play again.

Thanks for the help, BTW. ^^
 
In my last game I tried the spirit guide spell and it didn't work. I was going to "transfer" orthus axe from a 200+ xp ranger to Abashi and wanted to use spirit guide to pass some xp aswell. So I casted spirit guide with one of my high priests and attacked Acheron. But when the high priest died my ranger, who was the only other unit on the same tile, didn't receive any xp or the spirit guide promotion.
 
Frozen-Vomit said:
I have a problem in my first game playing with permanent alliances:

All technologies are shared (even if technology trading is turned off) - but thats kind of ok. The problem is that world wonders also count for both sides: Every time I research something I cannot build the wonders because my "ally" started building it somewhere... (Pretty bad for wonders like crown of ascerian(sp?) where you need to build it in a certain city)

There is a way around this, go into diplomacy and ask your ally to research a different tech than the one who gives the wonder. Then you'll be the first one to discover the tech...
 
I would like to reiterate Comment #824 by JuliusBloodmoon. As of turn 600 in a marathon game the map shows no gems. I am playing the Khazad which I think is a great civ. but the lack of gems is troubling.
 
Yorgos said:
OK, I used the world editor to regenarate a couple of new maps. They both were much more balanced, for example there were about 8 regents (1 per 2 players). Was I so unlucky? But still I only had 1 regent, and there were supposed to be at least 3. Perhaps there's a "hole" in the script? Or does it make any difference I'm using custom game instead of "play now"?

sorry I was away for three days, are you referring just to FfH or to my flavor scripts? The original FfH map checker doesn't run when you regenerate a map...
 
playing version 0.15j.
Apart from hawks not working anymore (but I read from fixes that it's been addressed already) I noticed a "feature" that I consider a bug.

Warriors can be upgraded to archery units. I don't really agree with this, but ok I'm not the modder. Problem is that they can get the enchanted blade promotion (+20% str) and then once upgraded to an archery unit retain this promo and get the fire arrows promotion (again +20% str). I believe this kind of promotions should be reset, since obviously an archer or crossbowman can't make much use of a blade, or if this is impossible, then warriors shouldn't be upgradable to archery units.
 
You could say they use (cross-)bows during first strikes and blades afterwards.


edit: Anyway, balance-wise I don't find this overpowered. Well, unless you're playing Ljosalfar with FoL and your archers may then upgrade to rangers, but that's a very special case :D
 
it may not be overpowered but still senseless. The AI won't take use of this while I will...
 
That's been around for quite some time now actually - I think Kael decided it was worth keeping.
 
BeefontheBone said:
That's been around for quite some time now actually - I think Kael decided it was worth keeping.

I dont want to break the ability of warriors being able to upgrade to archers. I wouldnt mind removing enchanted blade from non-melee units on upgrade but that ssurprisingly difficult to do. The python event kicks before the promotions are copied over, so even if i put a call into onupgrade to kill the promotion on non-melee units they will still get it.

I probably need to move the onupgrade function behind the unit merge in the sdk because there are a few things that I would like to do thats its keeping me from doing.
 
Kael,
In multiplayer when an opponent casts tangle on one of your units and then you select and try to move one of those units the game freezes. I was able to duplicate it multiple times.
 
Fr8Train said:
Kael,
In multiplayer when an opponent casts tangle on one of your units and then you select and try to move one of those units the game freezes. I was able to duplicate it multiple times.

Hmm.. I'll check it out.
 
Xanikk999 said:
So are we close to releasing .16? :)

Can someone answer my question please?
 
Xanikk999 said:
Can someone answer my question please?

No eta on the release of 0.16 yet.
 
Is 0.16 done yet??? :D

Might've found a bug in the feed spell code:
Code:
def spellFeed(caster,target):
	target = target[0]
	caster.setDamage(caster.getDamage() - 25, True)
	caster.setMadeAttack(False)
	if target.getUnitType() == gc.getInfoTypeForString('UNIT_BLOODPET'):
		[color="red"]caster.setMoves(caster.getMoves() + 1)[/color]
	target.kill(True,0)

The highlighted part doesn't do what you might expect it to since moves are internally stored as displayed moves * 60. Also, since adding moves decreases the moves left, moves should instead be subtracted rather than added.

So here's the correct code:

Code:
def spellFeed(caster,target):
	target = target[0]
	caster.setDamage(caster.getDamage() - 25, True)
	caster.setMadeAttack(False)
	if target.getUnitType() == gc.getInfoTypeForString('UNIT_BLOODPET'):
		[color="blue"]iMoves = caster.getMoves() - gc.getMOVE_DENOMINATOR()
		if iMoves < 0:
			iMoves = 0
		caster.setMoves(iMoves)[/color]
	target.kill(True,0)
 
Maian said:
Is 0.16 done yet??? :D

Might've found a bug in the feed spell code:
Code:
def spellFeed(caster,target):
	target = target[0]
	caster.setDamage(caster.getDamage() - 25, True)
	caster.setMadeAttack(False)
	if target.getUnitType() == gc.getInfoTypeForString('UNIT_BLOODPET'):
		[color="red"]caster.setMoves(caster.getMoves() + 1)[/color]
	target.kill(True,0)

The blue highlighted part doesn't do what you might expect it to since moves are internally stored as displayed moves * 60. Also, since adding moves decreases the moves left, moves should instead be subtracted rather than added.

So here's the correct code:

Code:
def spellFeed(caster,target):
	target = target[0]
	caster.setDamage(caster.getDamage() - 25, True)
	caster.setMadeAttack(False)
	if target.getUnitType() == gc.getInfoTypeForString('UNIT_BLOODPET'):
		[color="blue"]iMoves = caster.getMoves() - gc.getMOVE_DENOMINATOR()
		if iMoves < 0:
			iMoves = 0
		caster.setMoves(iMoves)[/color]
	target.kill(True,0)

Good catch, thanks Maian I'll get it checked in.
 
Ankhman said:
I would like to reiterate Comment #824 by JuliusBloodmoon. As of turn 600 in a marathon game the map shows no gems. I am playing the Khazad which I think is a great civ. but the lack of gems is troubling.

I have gems in my games. What map are you playing? I know some map types like oasis mess with the resources. Also, there are always gems in the dragon horde if you can get that.
 
I only have gems when I dont go Runes, in my last Calabim game (always Leaves with them) I had 3 gems near my starting location.... Now when I play Elohim (Runes, runes) There are only 2-3 gems on the whole map, and normally on the other continent, all one tile next to the other. Oh, I play Continents or Pangaea.
 
I added gems to the MapChecker(tm), so now it will makes sure that there will be at least 4 on each map (if the map isnt regenerated).
 
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