FfH2 0.15 Bugs

Can you not fiddle with the map-checker(tm) so that it gets called upon regeneration?
 
This is Ankhman, leader of the Khazad, requesting forgiveness from the great Ka_El. My above statement that there were no gems within my lands was based upon input from my Chief Advisor, Wormtongue. It was not until after I made the statement that those loyal to me made me aware that scouts had returned some time ago with knowledge that gems had been found far to the west. Although we will not be able to reach the gems for sometime due to raging barbarians around our civilization the knowledge will make my people happy knowing that sometime in the future the Khazad nation will once again be powerful and rich. Rest assured that Wormtongue and his minions within my government will be appropriately punished.

I remain your faithful servant - Ankhman.
 
Frozen-Vomit said:
Can you not fiddle with the map-checker(tm) so that it gets called upon regeneration?

Unfortunaly regeneration wasnt an origional feature of civ so firaxis didnt include any python functionality for it. There isnt any way for me to know from a python perspective that the map changed.

I could have the mapchecker(tm) run on the 2nd turn since the game would be locked in by then. But there are some additional challenges around that (making sure it doesnt dump a resource on a city, the oddity of seeing a node appear under your scout, etc).

Doable, but it would take a little work.
 
What is so great about regenerating the map? Why not go back to the Main Menu and start over. I have found the time involved to be similar. What am I missing?
 
If you set up a custom game it takes much longer to customize teams, players, etc again than to regenerate.
If Civ would save your settings for custom games than it would be really good, but unfortunaly...
 
After an hour of reading this thread, I see I'm not alone.

From page 30-something.

*********
Yeap, its all birds and it is fixed in 0.16.
*********

In case you weren't aware, weirdness occurs with the Trojan Horse as well.

First of all, if the horse is loaded, then you select the horse, the horse isn't actually the unit selected. What gets selected is one of the loaded units instead, I think the first unit loaded but I'm not sure. And yeah, all the (wrongly selected) unit option buttons are gone. You can't do anything with the horse if it is loaded. All you can do is unload your units with the keyboard shortcuts and then the horse acts like a normal unit. It just sat in a city for the rest of the game. Which is too bad--the horse is a cool idea.

As for birds, its kind of the same thing. If I load a bird onto a hunter or druid, then select the hunter, the bird unit gets selected instead. As with the horse, there are no unit option buttons. I ended up not using birds at all--baleeted!

Lastly, when this situation occurs, the system lags.

Apologies if this was detailed elsewhere. Super mod. I love how you guys are in constant contact with your players. Now I'mma get back to playing. :)
 
Chandrasekhar said:
I never heard about the horse having those problems, too, but I guess it makes sense.

Yeah someone else reported that too. All PLE cargo problems should be fixed with 0.16.
 
Damage from the Pyre Zombie is not implemented in the same way as damage from other fire sources; if I'm reading the code correctly, it does (on a unit loss):
-10 - 20 points of damage/unit,
+10 if fire vulnerable,
-10 if fire resistant.
(obviously, minimum is 0)

However, Pillar of fire, for example, treats fire resistance as halving damage, fire vulnerable as doubling damage, and UNITCOMBAT_FIRE as seting the damage to 0.
 
Altar of the Luonnotar gives a free blessed promotion to all cities and not just to the city it was built in. (didn't see this in the fix list).
 
onedreamer said:
Altar of the Luonnotar gives a free blessed promotion to all cities and not just to the city it was built in. (didn't see this in the fix list).

Altar of the Luonnotar strategy text:

Blesses all units produced in the empire.
 
ah I see, then it's the civilopedia that needs fixing. The history part is correct but not the main one.
 
The tooltip was wrong before, too - don't know if that was updated.
 
This isn't a bug, just useless code. In CvEventManager.onUnitCreated, the line
Code:
		unit.setMoves(unit.baseMoves())
is pointless and doesn't do anything. Well actually it does, but the net result is nothing. First, baseMoves() isn't in multiples of 60 - what you really want is maxMoves(). Second, setMoves() sets the amount of moves the unit has used up, so setMoves(baseMoves()) is equivalent to finishMoves(), which I'm sure is not what is intended here.

I'm only pointing this out, because when I was a Civ4 modder newbie, this line confused me. It made me misunderstand how setMoves() and baseMoves() work, which was a bit frustrating, until I actually looked at the C++ source code.
 
Maian said:
This isn't a bug, just useless code. In CvEventManager.onUnitCreated, the line
Code:
		unit.setMoves(unit.baseMoves())
is pointless and doesn't do anything. Well actually it does, but the net result is nothing. First, baseMoves() isn't in multiples of 60 - what you really want is maxMoves(). Second, setMoves() sets the amount of moves the unit has used up, so setMoves(baseMoves()) is equivalent to finishMoves(), which I'm sure is not what is intended here.

I'm only pointing this out, because when I was a Civ4 modder newbie, this line confused me. It made me misunderstand how setMoves() and baseMoves() work, which was a bit frustrating, until I actually looked at the C++ source code.

That may be the oddest fix in FfH. And I think you were right that it is no longer needed in 0.16, but I think it is in 0.15.

It is in because of fireballs from arcane barges. If you create a units on another domain the engine drops its moves to 0. The above runs afterwards and sets the unit to full moves regardless of its domain. On 99% of units its redundant, but for fireballs summoned over water, it allows them to move.
 
As soon as I built the Rites of oghma, all the tiles that had improvements built on it went black. What is causing this?
 
Kael said:
That may be the oddest fix in FfH. And I think you were right that it is no longer needed in 0.16, but I think it is in 0.15.

It is in because of fireballs from arcane barges. If you create a units on another domain the engine drops its moves to 0. The above runs afterwards and sets the unit to full moves regardless of its domain. On 99% of units its redundant, but for fireballs summoned over water, it allows them to move.

Wow that is odd. How did you fix it then?

Also, why not just do setMoves(0) instead?
 
It looks like the AI isn't respecting the tech tree completely - in a game I'm playing, Khandros Fir of the Khazak just used Writing to grab Alchemy, despite not having the prereq (Mathematics). Checking in the world builder to make sure, he does have Alchemy and Writing, but not Mathematics.

I imagine this might explain why the AI often gets alchemy extremely early, as well.
 
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