FfH2 0.15 Bugs

Patch "i" is up and linked in the first post.
 
i never noticed it before, but the dragons horde usually ends up as a secondary barb capitol.

should the barbs be building a forbidden palace?
they don't pay maintenance...
 
oh, about the extra buttons and features, when you mouseover the unit in the selected units list, and the window pane comes up with the more involved info, that window pane sometimes stays after youve stopped mouse-overing. maybe a check could be added that removes the window pane if no unit is moused over?
 
Teg_Navanis said:
I pressed N (wanting to automatize a worker), and got this python error popup:

Traceback (most recent call last):

File "CvSpellInterface", line 80, in canCastAt

AttributeError: 'NoneType' object has no attribute 'getRangeSelectNum'
ERR: Python function canCastAt failed, module CvSpellInterface

I need a big candy for this one, since I went through a hell of a lot of python, C++ and XML code until I found the cause (stupid me didn't expect it to be in the XML code) Finally, I found it in Civ4InterfaceModeInfos.xml, line 315. Just remove the "KB_N" between the hotkey tags (apparently a wrong copy & paste from the nuke mode).
 
Sureshot said:
oh, about the extra buttons and features, when you mouseover the unit in the selected units list, and the window pane comes up with the more involved info, that window pane sometimes stays after youve stopped mouse-overing. maybe a check could be added that removes the window pane if no unit is moused over?


That's a drawback of the way mousover commands are handled in Civ4. The pane appears if the mouse moves on the button/plot/whatever, and disappears again if it moves off. If you move the mouse on a unit/plot and do something unexpected (move the map with the keyboard for example), the pane may stay and you have to trigger it again by moving the mouse on another plot.

I just tested the Plot List Enhancements buttons and found that they stay if you click on them and move away at the same time - apparently, the game does not handle several simultaneous events too well.

@Kael: If it bothers you, add a self.hideUnitStatsInfoPane() after line 5079 in CvMainInterface.py.
 
i know it can bother me, its fixable fairly easily (just select a unit and mouse over its button and then move off normally) but still a hassle.

a random check or event that removes it if not currently on a button would be nice if its easily done.

im loving these new buttons tho, so useful.. i dont think i could play without them now lol
 
I'm still playing 0.14, but I don't think I saw this in 0.15's change list.

The flesh golems get the average strength (rounded down) of the two units used to create them; however when I gifted one of them to another civ, its strength was set to 8, as mentioned by the civilopedia. In addition, flesh golems lose their combat I-V promotions the next round after they were created (that’s pretty annoying).

BTW, when I killed the red dragon I got no xp, is that on purpose?
 
Yorgos said:
I'm still playing 0.14, but I don't think I saw this in 0.15's change list.

The flesh golems get the average strength (rounded down) of the two units used to create them; however when I gifted one of them to another civ, its strength was set to 8, as mentioned by the civilopedia. In addition, flesh golems lose their combat I-V promotions the next round after they were created (that’s pretty annoying).

BTW, when I killed the red dragon I got no xp, is that on purpose?

I'm pretty sure that's related to Barnaxus somehow, if it only effects str.
re: red dragon, he's considered a barb, so if you have 100, no more for you, lest you have the raider trait or valor spell affecting the killer.
 
Yorgos said:
I'm still playing 0.14, but I don't think I saw this in 0.15's change list.

The flesh golems get the average strength (rounded down) of the two units used to create them; however when I gifted one of them to another civ, its strength was set to 8, as mentioned by the civilopedia. In addition, flesh golems lose their combat I-V promotions the next round after they were created (that’s pretty annoying).

BTW, when I killed the red dragon I got no xp, is that on purpose?
at 100+ xp(your hero?) a unit doesn't get any base xp from fighting barbs, you'll need either the loyalty trait or valor spell to continue training him on barbs
 
Thanks folks, I didn't knew there's an xp limit when fighting barbarians. But this flesh golem issue is annoying.
 
Civopedia...click "Units" or "Heroes", or "Unit Categories"(all the categories in there)...everything is blank...just me??
 
Here's one from H, another fatal hard reboot python error. This time when I use recruit from a Great Commander.

Traceback blah, blah... (I really wish I could get a screenshot instead of typing this!)

Code:
File "CvScreenInterface", line 621 in forceScreenRedraw
File "CvMainInterface", line 2528 in redraw
File "CvMainInterface", line 3024 in PlotLostButtons
File "CvMainInterface", line 1267 in CheckDisplayFilter

Runtime error: unidentifable C++ exception
 
Yorgos said:
Thanks folks, I didn't knew there's an xp limit when fighting barbarians. But this flesh golem issue is annoying.

The whole of Barnaxus is slightly annoying, as your golems will suck unless you get very agressive the moment you get barney AND had to rush to him. If there are no more barbarians (pangaea) or you simplly dont feel agressive, not leveling barny creates the consequence of having crap golems late game.

<Grumbles> IN My Day golems were fiercem war machina! :old: They'd constantly shovel dirt in front of em, so they'd always be walkin uphill! No matter which ways they went. :old: They had respect for their elders and creators, they didnt need some ancient barney to tell em how to work, they worked, and LIKED IT :old: Now everyones says that Barnaxus, ol barney i call him, is the only way to have good clean wholesome golems later, even if you didnt wanna pick a fight, now you gotta.

-Qes :old:
 
I just started a game as the calabim, with OO. I upgraded my drown to stygian guard so that they can battle ships, but when i do want to battle them, i dont get a combat odds screen.

Also the plot enhancement window sometimes remains quite long and even after other units have been selected, i cant see anything below it.

Again for the PLE. I think it was the 1.61 version that changed the battle to ?/10 so that you couldnt immediately see how the battle ends. With the PLE you can, since you have that health bar on top of the units...

For some reason Im not very comfortable with the PLE...
 
I thought there was a fix allowing barbarians to pass through the territory of civs with the BAR trait.:confused:

I am using vers. 15.0h and playing as Sheelba. I managed to pin a barb city in the corner of a medium sized land mass with two of my cities.

The AI is spawning beaucoup Lizardmen (already 23 of 'em with assorted goblins and orc spearmen too), but they seem to be trapped and will not pass through my territory to get to the only other civ (does not have the BAR trait) on the land mass.
 
...but I have Orc Axemen running around in pink capes holding what appears to be pink swords rather than axes. Patch h did get rid of the pink horse of Magnadine.
 
Teg_Navanis said:
I need a big candy for this one, since I went through a hell of a lot of python, C++ and XML code until I found the cause (stupid me didn't expect it to be in the XML code) Finally, I found it in Civ4InterfaceModeInfos.xml, line 315. Just remove the "KB_N" between the hotkey tags (apparently a wrong copy & paste from the nuke mode).

Thanks Teg, I have your fix checked into patch "j".
 
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