FfH2 0.15 Bugs

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?

Flesh Golems won't lose their combat promotions in patch "j".
 
Moon Hunter said:
Also the plot enhancement window sometimes remains quite long and even after other units have been selected, i cant see anything below it.
This is a known issue. The easiest way to get rid of it is to mouse-over another unit icon in the plot list.
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...
I think this shouldn't be too hard to fix - I've seen the code from Vanilla that took care of it.

- Niilo
 
Yup, I just fixed it and tested it. In \Assets\python\screens\CvMainInterface.py, around line 1100, there is a line that reads:
Code:
if (self.CFG_HEALTH_BAR_ENABLED):
Change it to:
Code:
if (self.CFG_HEALTH_BAR_ENABLED and not(pLoopUnit.isFighting())):
and you are good to go.

- Niilo
 
Using a confessor to spread to Order to my capital produces two phyton exception that seem to go in a circle - so no way to play on (see save game).

- By the way: It would be cool to have a different button for found temple and summon law bringer. The way it is now it's annoying with large stacks and units that can do both.

- Scrolling to my northern cities shows why it would be cool of the worker AI to ignore barbarian animal units. It took me many clicks to clear those jungels to get to the ressources...
 
vorshlumpf said:
Yup, I just fixed it and tested it. In \Assets\python\screens\CvMainInterface.py, around line 1100, there is a line that reads:
Code:
if (self.CFG_HEALTH_BAR_ENABLED):
Change it to:
Code:
if (self.CFG_HEALTH_BAR_ENABLED and not(pLoopUnit.isFighting())):
and you are good to go.

- Niilo

Nice, thanks Vorshlumpf. I'll add it (and you're not going to be able to claim you aren't a python programmer much longer).
 
Frozen-Vomit said:
Using a confessor to spread to Order to my capital produces two phyton exception that seem to go in a circle - so no way to play on (see save game).

This is a part of the PLE problem. I have a fix for it. Basically what is happening is the origional implementation isn't able to handle simotaneous changes very well. If you have units being added and removed from a plot at the same time the PLE index gets busted and your off into python error land (its the same error Woodelf was having with the recruit command). I rewrote it this morning to fix this. Patch "j" will be up today.

- By the way: It would be cool to have a different button for found temple and summon law bringer. The way it is now it's annoying with large stacks and units that can do both.

You may have an old version. A new icon for the lawbringer was added in "i".
 
woodelf said:
What happens after Z patch? AA? :p

I was actually just thinking that same thing! Scary.
 
my govanion is not properly teaching my runes priests to cast haste. they gain body 1, but not channeling 1 and so cannot cast haste (although they do still have chaneling 2)

also the orthus axe was just destroyed by my immortal losing a battle with a longbowman. the immortal didn't still have it, nor did the longbowman get it.

(Patch i)
 
AlazkanAssassin said:
my govanion is not properly teaching my runes priests to cast haste. they gain body 1, but not channeling 1 and so cannot cast haste (although they do still have chaneling 2)

also the orthus axe was just destroyed by my immortal losing a battle with a longbowman. the immortal didn't still have it, nor did the longbowman get it.

(Patch i)

The first will be fixed in the patch. Im not really sure about the 2nd, but I changed the order (so that the axe is given to the winner before the immortal does his thing) which will hopefully help.
 
Sureshot said:
doesnt channeling 2 count as channeling 1 and channeling 2? and wouldnt they need sorcery to caste haste? which might be purposely left out so they dont become super uber units?

Channeling 2 doesn't count as channeling 1. Sorcery is not needed to cast haste, just Body 1 and Channeling 1.

Chanelling 1 is supposed to denote the ability to cast rank 1 spells. It is for adepts, future mages or conjurers (gaining sorcery or summoning decides which of those two patch they follow).

Although it is simpliar to say that divine caster shave only rank 1 and rank 2 spells, the truth is they only have rank 2 and rank 3 spells. They are kept from being able to cast rank 1 spells because they don't have the channeling 1 promotion. Thats intentional, I dont want priests fulfilling adept functions. They are supposed to have a seperate set of spells.

But I can fix the govannon issues by allowing him to give priests channeling 1. This will be especially cool for priests because not only would they gain the spell gonvannon teaches them, they will learn other rank 1 adept spells too. Pretty cool, but not a big deal. After all these are the amurites so I don't mind them having a little more spell options.
 
Hi. First congrats for the incredible mod. My comment:

I found that tremor sent a unit into impassable terrain... and it doesn't stay there... hahaha...

-JNG
 
Patch "j" is uploaded and linked in the first thread.
 
I sense these Rapid updates are a result of desperately trying to put a "hat" on this version, and get on with it. But the community keeps discovering new problems. I never even got a chance to play an 'i' game.
-Qes
 
Over half of these updates are PLE related and the other half are simply because Kael gave Rosanne the week off to rest from his over-zealous loving. As such he has loads of free time...
 
QES said:
I sense these Rapid updates are a result of desperately trying to put a "hat" on this version, and get on with it. But the community keeps discovering new problems. I never even got a chance to play an 'i' game.
-Qes

Its mostly because I introduced new features in a patch. Therefor I need patches for patches. I should have kept to just the stuff in 0.15 but then we wouldnt have PLE, the adaptive trait, the insane trait, or Teg's unit statistics.

So all in all worthwile, but it has been a lot of patches.

And Woodelf, Rosanne dumped me. And don't think I dont know exactly where she ran off to when she left. Yeah thats right mr innocent. If she comes back tomorrow smelling like cheetos and baby lotion I will know it was you!
 
I had this strange happening yesterday while playing a game with 15.0i:

On the left side of the screen:

Debug Event

Has Trait - (my username)

It didn't seem to cause any further problems, but I was wondering if anyone else had it and what it is.

Kael, you are killing me with these frequent patches. :crazyeye: They are taking hours to download.

I gotta find a girlfriend like that guy in the other thread. Plenty of, ahem, available ladies here in Thailand, but, sadly, none with high-speed connections I can use.

I'll leave it at that....
 
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