FfH2 0.15 Bugs

I don't use Custom Assets to my knowledge, but it seems to always fill up!

H sounds good.
 
I suspect that the multiplayer OOS bug is due to Civ4 not having any mechanism for sending leader trait changes. Thus the player with the adaptive leader sees "Adaptive, Creative, Spiritual" and the other player sees "Adaptive, Creative"

This is probably also related to the bug with adaptive players loading saves, and the traits being missing -- there's no mechanism to save the currently active adaptive trait.
 
Patch "h" is up and linked in the first post.
 
Does patch h break save games?

I got a really good game going with the khazad and i dont want to start over. :cry:
 
upthorn said:
I suspect that the multiplayer OOS bug is due to Civ4 not having any mechanism for sending leader trait changes. Thus the player with the adaptive leader sees "Adaptive, Creative, Spiritual" and the other player sees "Adaptive, Creative"

Yeap, Im hoping thats fixed with patch H.

This is probably also related to the bug with adaptive players loading saves, and the traits being missing -- there's no mechanism to save the currently active adaptive trait.

Saving the trait defnitions for each player was added when the adaptive trait was put in. All of my testing for it works. I suspect you are noticing the fact that I wiped the adpative accidentily after a new trait is selected, which is fixed in patch "h".
 
Xanikk999 said:
Does patch h break save games?

I got a really good game going with the khazad and i dont want to start over. :cry:

No, it shouldnt.
 
Kael said:
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.

Filters on stacks? Qua?

Is there some sort of documentaiton i could read to understand quote "What is the dilly yo?"
-Qes
 
QES said:
Filters on stacks? Qua?

Is there some sort of documentaiton i could read to understand quote "What is the dilly yo?"
-Qes

That PLE adds a serie of buttons just below the selected unit icon.

The first four display the way the units in the selected tile are displayed (and only matter if you have a large stack of units in the tile).

First option is vanilla civ, the icons are displayed in a row, and if there are too many to display you need to scroll left and right.

Second option starts a new row over the existing one if there are too many to display

Third option groups the units by type, all the unit of one type are displayed one above the other, in one column. Each type has its own colume. So you have a kind of bar chart.

Fourth option is the same as the third, but all the units of one type are displayed in a row, and each type has its own row.

Then I believe the next buttons are a bunch of filters to display only units of a certain categorie (melee, archer...), and/or units that are full health/damaged, and/or units that still have move left. Once click on a button selects the filter, a second click unselect it.

And you have some filter to change the way tile production is displayed too.
 
Jean Elcard said:
For those, who want to know the meaning of all these little new icons:
http://forums.civfanatics.com/showthread.php?t=149572
Kael, perhaps you should link the PLE thread in your initial post, as people are missing the link whenever it's mentioned. Actually, since the PLE is here to stay, this would make a good FAQ question.

QES, if the original thread is too much for you, feel free to PM specific questions to me. What I like about the PLE is aligning my units vertically (click on the third button) - it makes it much neater and compact (I really don't like using the arrows for scrolling through units). Also, the toughest unit of a specific type is on the bottom, with the weakest on top. I also occasionally use the Promotion filter when I have a large stack of units gathered and one of the spellcasting units gains the next level (I then don't have to search for the unit to select a promotion). The promotion filter is the second last button (the star).

- Niilo
 
Cool thanks for the explanations.
-Qes
 
Although I'm still playing with 'f' , I didn't see any mention of this issue so far. I have found that slaves can't be hasted, and I get the capture message but dwarven slaves never appear. Elven slaves appear just fine though. Having an elven slave that can Cure Disease is handy enough :)
 
There is still an OOS in Multiplayer with the new patch "h". This time connected to the "Plot List Enhancement". If I'm using the "vertical stacks" display mode together with the "promotion view" we always get an OOS when choosing one of the displayed promotions to promote one of the units in the stack.

The added savegame below was saved just before the possibility to trigger the OOS again with the Sheaim. The other human player was playing Sabathiel of the Bannor. I hope this helps.
 

Attachments

Kael, there is an issue on our current MP, that the AI does not seems to get the spells with their caster. For example, Os-Gabella got only chaos 1 with an adept and all the other, and his conjurer had only combat promotions (the conjurer is combat 5).
 
YohanLeafheart said:
Kael, there is an issue on our current MP, that the AI does not seems to get the spells with their caster. For example, Os-Gabella got only chaos 1 with an adept and all the other, and his conjurer had only combat promotions (the conjurer is combat 5).

So are you saying that Os-Gabella was an AI player and the only upgrades she selected for her adepts were Chaos I and combat promotions?

Of that as you were playign Os-Gabella those were the only upgrades you could pick?
 
Here is a list of possible errors I've been collecting. I apologise if these have been reported/addressed already, but this thread just grew too big this month!

1) Meteors and Fireballs get a penalty for crossing a river.

2) Dragon's can breath fire and still attack (though this may not be an error).

3) Settlements shouldn't steal workable tiles from City Hubs. It was quite annoying for me to get my capital city losing workable tiles to a settlement that couldn't really use them.

4) Work boats listed as Military in the production selection pop-up. Line 55601 of CIV4UnitInfos.xml is:
<Advisor>ADVISOR_MILITARY</Advisor>
Perhaps it should be
<Advisor>ADVISOR_GROWTH</Advisor>

5) Chaos Marauder loses promotions when converting to Barb.

6) Chaos Marauders get a double-move if they turn to Barb. It looks like they are being checked for this change at the end of your turn, and they immediately get to move. Then they get to move again when it's the Barb's turn.

7) Archer of Leaves is not allowed Woodsman I.

8) Eyes and Ears network gave me restricted techs (e.g., Hidden Paths).

- Niilo
 
Further to #7, Animals are allowed to get Woodsman I, but not W II. Archers are not allowed W I, but are allowed W II (which they cannot get without W II).

- Niilo
 
2) Dragon's can breath fire and still attack (though this may not be an error).
I've noticed this as well, and iirc, it only works if they fireball first, if they attack first they can't breathe as well.

And I played a hotseat game, there's an issue or two there: The advisors screen displays the tech screen for the previous player (or perhaps always player #1). I'm sure this is a hold over from vanilla, where everyone has identical techs. It also shows his choices, although when you change them for player B, they don't change for player A, as I worried they might, so afaik it's just a cosmetic issue.
Also, they slide show doesn't play during hotseat, I don't see a reason why it couldn't, (though that doesn't mean there isn't one)
We had one CTD, but it wasn't repeated and may have to do with another scanning program that popped up in the background.
 
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