FfH2 0.15 Bugs

Mordi said:
Situation: Moving a stack of hammerfists and trebuchets crossing into enemy territory (desert with road)

Bug:
1. Some units (2 trebuchets) moved the allowed distance and stopped at the enemy desert square using 1 of 1 moves
2. Some units (2 trebuchets) moved an extra square further into an hills/plains/ancient forest, using 1 of 1 moves
3. Some units (2 hammerfists) moved into the same hills/plains/ancient forest, using 1 of 2 moves
4. Some units (6 hammerfits) moved into the same hills/AF/plains with 0 of 1 moves

Lastly I moved a Thane of kilmorph (separate of the stack) into the same H/AF/P square and it used 2 of 2 moves.

According to information I've gathered in this forum they should all have stopped at the enemy desert with road since none of them have nomad or commando, and certainly the movement used should be different.

BTW this is the second time I've noticed this when moving stacks

EDIT: The hills/AF/plains also had a road

EDIT2: Something similar happened 2 turns later, only this time the same stack got splitt up in such way that some of the units had remained behind, when the rest moved as ordered.
Don't your hammerfists have dwarven? That would give them double hills movement.
 
There are still a few issues with werewolves it seems. Two or three times (all while defending) a werewolf made a kill and the "Lycanthropy has spread message" came up. But the new ravenous werewolf did not appear in the next turn, instead it would appear in the turn after. The ravenous werewolves still don't level up 100% of the time either; I'd say it's better than 50%, probably around 75%.

Edit: Never mind that defensive bit, it happened on offense, too.

Also a couple AI questions:
I noticed that automated workers build a lot of farms now. Far be it for me to complain about my rivals shooting their economies in the foot by not building enough cottages, but it's a pain to have to babysit my own automated workers to make sure they don't build up around a city and end up having it generating no commerce because it has no towns or villages.

It seems to do a very poor job dealing with golems as the Luchuirp. Even if Barnaxus has combat V, I end up invading them and find a bunch of crossbowmen defending their towns instead of +100% golems. I didn't really notice this until playing as the Luchuirp and noting their effectiveness.
 
kzoocauchy said:
There are still a few issues with werewolves it seems. Two or three times (all while defending) a werewolf made a kill and the "Lycanthropy has spread message" came up. But the new ravenous werewolf did not appear in the next turn, instead it would appear in the turn after. The ravenous werewolves still don't level up 100% of the time either; I'd say it's better than 50%, probably around 75%.

Also a couple AI questions:
I noticed that automated workers build a lot of farms now. Far be it for me to complain about my rivals shooting their economies in the foot by not building enough cottages, but it's a pain to have to babysit my own automated workers to make sure they don't build up around a city and end up having it generating no commerce because it has no towns or villages.

It seems to do a very poor job dealing with golems as the Luchuirp. Even if Barnaxus has combat V, I end up invading them and find a bunch of crossbowmen defending their towns instead of +100% golems. I didn't really notice this until playing as the Luchuirp and noting their effectiveness.


In older builds they NEVER built farms. SO i whined until they changed it, I do agree though, that now they tend to favor farms over cottages. Its not quite the opposite problem (an occasional town here or there) but im curious as to what motivates them to build what now in days? Civics? Maximum Yeild? What?
-Qes
 
Ok, I think I found a bug with Homeland, and I will try later to verify it. but looks like the promotion is given only when you are in a city radius, not inside your cultural borders. On the attach the mouse was over the top right elven.
 

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YohanLeafheart said:
Ok, I think I found a bug with Homeland, and I will try later to verify it. but looks like the promotion is given only when you are in a city radius, not inside your cultural borders. On the attach the mouse was over the top right elven.
i noticed a problem with it which is likely the reason youre confused about it.

homeland only gets added when you enter a cultural border, not when a cultural border covers you.

like, your border probably moved over your scout, so he doesnt have it yet, you need to move him anywhere in your cultural borders, so that he 'enters' a sqaure with it (im guessing the promotion gets added when you enter a square thats got your culutre)

the current situation of not getting the promotion happens when you build a city on a unit as well (they wont get it til they move).
 
CurtisC said:
Don't your hammerfists have dwarven? That would give them double hills movement.

As you can see from my description, they moved through an enemy desert then into a hill, that should be a total of at least 3 moves without the nomad or commando promotion. Some units hadn't even used a whole move (1/1, but yellow marker). Come to think of it, it actually seems like some of the units behaved as if they had commando.

:confused:
 
Sureshot said:
(set) means its a kurioate settlement city i think

You're right about that.

Sureshot said:
homeland only gets added when you enter a cultural border, not when a cultural border covers you.

Hmm, going to check it later when I'm home than.
 
Civkid1991 said:
Ok kael... i just tried a diffrent target "spell"... i think the problem is with spells that i have to select a unit from the stack with... i tryed to join a great comander and a vampire lord and got the same error. here's a sceen shot of the error and the saved game:

I joined and broke the commander from the vampire lord without a problem.
 
AndrewDJ said:
At some point after this autosave, I went to click the 'Pedia button, and had my first CTD since maybe .12 or .13. I'm not sure which turn exactly, 'cause I was so engrossed. Really messy CTD, too, about five minutes of black screen and music playing before I finally dropped to the desktop.

I was unable to reproduce this. Are you able to get the CTD when you reload this save and go into the pedia?
 
Kael said:
Im not getting any errors when I go into my tech screen. Can you send me a save when you can reproduce the error?
I found the problem.

Somehow something had modified my Civilization 4\assets\python\screens\CvTechChooser.py and turned one of the "abchanged = 1" lines to "bchanged = 1"

I fixed it, and I don't think it was related to FFH at all.
 
upthorn said:
I found the problem.

Somehow something had modified my Civilization 4\assets\python\screens\CvTechChooser.py and turned one of the "abchanged = 1" lines to "bchanged = 1"

I fixed it, and I don't think it was related to FFH at all.


K, good to know, thanks.
 
I don't know if this is a bug, a 'feature', a quirk, or what, but it's horribly annoying

Basically, it seems that certain stacks cannot/will not attack as a group. Notably groups containing casters (and temporary units like fireballs?). I think what's causing it is spellcasters who've already cast a spell that turn - they can't cast and attack perhaps? In any case, it makes fiddling with the unit list with a large stack while attacking a city very tedious.

Would it be possible to change the behavior so that an explicit attack order is NEVER ignored by a stack? If some units can't attack, they don't attack - but pushing in a direction/right clicking on a target and having the stack do... well, nothing, is sort of offputting.
 
In 0.15b, I did build an cottage on a grassland/corn resource, and it displayed graphics even bigger than a town (look almost like a city). Don't know if it's for whole civ4 or just this mod.
 
Kael said:
I was unable to reproduce this. Are you able to get the CTD when you reload this save and go into the pedia?

I'll double check tonight. It was pretty late when the CTD happened, so just packed it in for the night.

It's possible, since I had been playing for a while, that I got bitten by the memory leak some other poster reported, but that doesn't seem right, since I've played a Malakim game(EDIT: version 0.15b) past the well past the 300-turn mark without a CTD.
 
AndrewDJ said:
I'll double check tonight. It was pretty late when the CTD happened, so just packed it in for the night.

It's possible, since I had been playing for a while, that I got bitten by the memory leak some other poster reported, but that doesn't seem right, since I've played a Malakim game(EDIT: version 0.15b) past the well past the 300-turn mark without a CTD.

It depends on what the memory leak is in. If its in the combat code, for example, it may only be seen late in combat heavy games.
 
Any chance Kuriotate settlements could get the ability to build workboats in the future? I know it's my own fault for not building a main city on the coast, and it's not a mistake I'll make again. But if you have two coasts or a fish in a lake, it makes it difficult to claim those resources.
 
I was able to use lvl 3 Water Spell Tsunami to destroy the barbarian city that held the big red dragon (can't remember his name...sorry). It said the units in the city had made their saves but it still put a water plot where the city was and removed the units. Kind of a cheap tactic.

Another cosmetic suggestion to throw up the "Do you want to declare war?" dialog box when you attempt to cast tsunami (maybe other offensive spells too, I didn't check though) on a non-enemy civ.
 
Kael said:
It depends on what the memory leak is in. If its in the combat code, for example, it may only be seen late in combat heavy games.

Hmm, that's a thought. The game that crashed was my first ever raging barbarians game, a lot more combat than I normally see.
 
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