FfH2 0.15 Bugs

Kael said:
When a treant spawns he kills all the movement points of units entering his tile (keeps them from running away so he can attack them). But it shouldnt happen unless a treant spawned. If you see it again could you send me a save game from before it occurs?

OK, but I am playing a new game now. Didn't save the others.

Again, it is one or more units that cannot enter the ancient forest tile - others enter it without any sign of combat with another unit.
 
I'm playing my second game as Perpentach and enjoying the hell out of the new units and especially the Insanity Effect. :crazyeye:

Some questions:

1. Why aren't all the traits included in the Insanity Effect? I haven't seen the BAR trait in two games. Come to think of it, I don't think it is included in the Adaptive Trait list for other civs.

2. The Insanity Effect certainly is insane! It can take hundreds of turns to appear, and then, appear in only a few turns! One request: I like to see the movements of enemy and friendly units. However, the large 'Insanity Effect' dialogue box pops up and blocks most of the screen when the units are moving. Could that appear after the AI has made its moves?

3. I don't get Loki. I just use him for exploring the map because he cannot be killed. I put him in a nearby civ's city and nothing seemed to happen with culture/gold.

4. The same with the gypsy wagons (which I confused at first with pitch wagons). What do they do? I put one in an AI civ's city and it didn't seem to do anything. They were picked off easily by enemy civs who had open borders arrangements with the civ the wagon was in.

Anyway, I love the difference and unpredicability of playing this civ.:goodjob:
 
I have a couple of multiplayer exploits I'd like to see fixed. Treants and tiger summons are limited to the number of units that can summon them - however they can be gifted to another civ and then resummoned each turn. A friend and I were playing and we gave each other 100's of treants. I don't think any summoned units should be alowed to be gifted. I don't think heros or national units should be allowed to be gifted either. I think a civ could have more than 3 national units using gifting, although I didn't try this. When you gift your civ's hero the game alows you to build the shrine to the fallen hero wonder. But there is nothing to stop them from gifting it back after building the shrine wonder.
 
Loki works best in fresh cities. Most of the time, older cities will produce more culture than Loki reduces, negating the effects. I don't know the exact values, I imagine it's about -2 culture per turn that Loki inflicts, anymore might overpower him.

Same goes with wagons.

I've only succeeded with Loki once. The town I left him in eventually rioted, after some 35 turns being there. It didn't become destroyed though, it's civ DoWed on me and Loki was kicked out before he could finish the job.
 
On the ancient forest movement issuse:

How is the treant spawn supposed to work? Does the RNG check if a treant is spawned everytime a unit tries to enter an ancient forest tile and if a treant is spawned the unit doesn't move at all and loses all movement points?
If a stack moves on an ancient forest is treant spawn checked for every unit in the stack or only once?

I guess the problem here is that treant spawn is checked for every unit (but I could be very wrong here as I have no clue how it really works) which can lead to strange situations: for example unit A, B and C were on an ancient forest tile and when I moved unit D to the ancient forest, A and B ended up on the tile from where D came without movement points. D succesfully moved to the ancient forest tile but lost all movement points aswell. No treant was spawned (probably because I still had a unit on that tile) and no combat occured.

I don't have that savegame anymore but I'll try to get a new one via worldbuilder later today.
If what I assume is correct, maybe disabling treant spawn for tiles that already have enemy units on them would fix those problems? Or move all units on that tile back so the treant can actually spawn.
 
Hey, just started this mod and love it. Am on 15j - noticed while transporting an adept in a ship across the ocean that when the Adept promotes during the voyage it becomes difficult to transport him. The Adept appears to be outside the boat every turn - you can move the ship with him in it but the Adept pops up each turn. Not sure if that has been addressed - not up to reading 47 pages to see it it has been noticed before. Excellent game.
 
Fortifying the unit should solve that problem.
 
Ok I managed to reproduce that ancient forest bug.

Look at the attached screenshots or get the save (0.15k) and move the complete stack to the ancient forest. That's all I did between those two screenshots.

Why are A and B moved back?!
 
I just played a 0.15k multiplayer game with a friend. He was Kuriotates and everytime he builded a new city we got an OOS error when he chosed "settlement". When I looked into those new settlement my game said they were city hubs.
It worked fine after he had the maximum number of city hubs.

Oh and Kuriotates with leaves, guardian of nature and elven workers is just insane :D
 
As Luchiurp I did bronzeworking - and found bronze in a city - it did not count - I cannot mine it and it is caused my city lvl to drop from halway to 4 to 3 flat - and it has not risen at all in 8 or 9 turns. Is this a bug or metal poisoning?
 
I'm still playing a 15j game, but I was hoping I could fix the hawk problem by copying v15k's Cvmaininterface.py to 15j. I still get the same crash though. :( Is there some way I could fix this for 15j?
 
M@ni@c said:
I'm still playing a 15j game, but I was hoping I could fix the hawk problem by copying v15k's Cvmaininterface.py to 15j. I still get the same crash though. :( Is there some way I could fix this for 15j?

I can just about garuntee that you arent using the 15k CvMainInterface.py. In the 015k version line 3169 doesnt have any code on it.

FYI: your idea is good though and you should be able to copy the 015k cvmaininterface.py over the 015j version to get the hawk fix.
 
:idea: I've been copying from 15k to 15j in the Program Files install instead of the My Documents version. :crazyeye: That must explain why my switch to the v16 labour civics didn't show up either. :mischief:

Thanks for the help. :D
 
Draconian said:
Ok I managed to reproduce that ancient forest bug.

Look at the attached screenshots or get the save (0.15k) and move the complete stack to the ancient forest. That's all I did between those two screenshots.

Why are A and B moved back?!

Thanks for coming up with this D. I tried to get a saved game to show, but couldn't.

The stack of units (doesn't seem to matter what the units are) is just being stopped from entering the ancient forest - one or more of the units. I often find it is just one, then in a civ with roads (not like your example), it is easy for the AI civ to pick off my lone unit which couldn't enter the ancient forest tile.

It got to the point where I was quick saving every time I wanted to move a stack into an ancient forest tile to avoid losing units to this thing.
 
I know you can pillage your own improvements in your civ boundaries, but not roads???

I had an AI civ building roads through my civ (we had an open borders agreement) to connect two of its cities on either side of mine.

I tried to pillage/destroy the roads he was building and couldn't.
 
I'm not sure if this is a bug, or just really, really bad luck, but...

Playing as Perpentach on a huge fantasy realm map at Prince level I had war declared on me by five AI civs in two turns.

Yes, I was using Aggressive AI, but never had anything happen like this before.

The first three game from civs that were Furious (2) and Annoyed. The other two (One I had just traded with for techs) were 'only' cautious and we had open borders agreements. They cancelled and declared war on me the next turn.

One gripe I have about this game is how the AI civs can 'red out' the tech and resources they will not trade as well as red out the declaration of war on other civs. You, of course, cannot do this.

This leads to absurd 'Trade Animal Mastery for 15 gold' and outright threats. When you refuse, your standing suffers.

Why can't the human player make certain tech and resources off limits as well as war declarations. It is frustrating to constantly be asked to declare war or end agreements with other civs when you cannot do same with others who have them redded out.

Thanks
 
Technically, you can turn them down at will and get a -1 penalty. This is not assymetrical since you can put a virtual "-1 penalty" on any AI that redlined what you wanted to request from it. The redlining of trade proposals has no impact whatsoever on gameplay because the AI only redlines items it will not trade with you no matter what you have to offer. Its only function is to make sure the player doesn't waste their time trying every possible trade combination for something they won't get anyway.

OTOH, I agree that it gets boring to have to periodically turn the AI down for the same old requests. But if any sort of red-lining were available the AI would automatically get some '-1' from time to time because it would issue automatically-rejected requests anyway. You wouldn't get rid of the penalty, you'd just avoid the annoying request message and you might even end up with an AI accumulating a lot of penalties towards you without even knowing why. It wouldn't be something I'd use too much, but for some matters it would make a lot of sense (state religion, declaring on an ally...)


Besides than that, the AI typically dogpiles on any player that has a low military power rating, especially when set on agressive stance. This depends on the actual personnality of the AI leaders, for example in vanilla Julius Ceasar is well-known for being very opportunistic about declaring and may well turn on you it he feels he can grab a couple of cities fast. Qin has also a great reputation of stabbing you in the back when you're at war with someone else even when he is 'Pleased' with you. On top of that, some AIs are easier to bribe into wars than others, and some AIs are more susceptible to actually bribe friends into war than others. I've not studied the FfH AI leaders settings, but they should work on the same principles. You could check the XML and check the settings for the leaders that declared on you in this game, that might help understand why they turned on you all at the same time.
 
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