FfH2 0.15 Bugs

I've got a few python exceptions, all of which made the game unable to continue.
I think this first one is from like a patch H game, but it seems significant enough:
traceback
file "cvscreeninterface",line 621,in forcescreenradraw
"cvmaininterface",line 2504, in redraw
"cvmaininterface",line 2824, in updateplotlistbuttons
runtime error: unidentifiable c++ exception

this one came up with the tech tree in a game(the details of which escape me):
"cvscreeninterface", line 93, in showtechchooser
"cvtechchooser",line 71, in interfacescreen
"cvtechchooser",line 618, in updatetechrecords
name error: global name 'bchanged' is not defined

I think this last one is the bird thing:
"cvscreeninterface",line 629, in forcescreenredraw
"cvmaininterface",line 2547, in redraw
"cvmaininterface",line 3169, in updateplotlistbuttons
unbound local error: local variable 'iactunittype' referenced before assignment

sorry for the lack of details and/or vaguenes. I thought I'd be able to post them sooner.

I'm also getting message as the beginign of games: "debugevent: has trait [name]" (or something like that)

Im not sure if these would be considered bugs or balance changes:
-the luchiurp nation gains no :) from nationhood, since they have no trainign yard and the studio does not appear to be designated as a replacement.
-similarly, under nationhood the luchiurp are able to draft golems
-archer of leaves has not access to woodsman I
 
Thonnas said:
I've got a few python exceptions, all of which made the game unable to continue.
I think this first one is from like a patch H game, but it seems significant enough:
traceback
file "cvscreeninterface",line 621,in forcescreenradraw
"cvmaininterface",line 2504, in redraw
"cvmaininterface",line 2824, in updateplotlistbuttons
runtime error: unidentifiable c++ exception

this one came up with the tech tree in a game(the details of which escape me):
"cvscreeninterface", line 93, in showtechchooser
"cvtechchooser",line 71, in interfacescreen
"cvtechchooser",line 618, in updatetechrecords
name error: global name 'bchanged' is not defined

I think this last one is the bird thing:
"cvscreeninterface",line 629, in forcescreenredraw
"cvmaininterface",line 2547, in redraw
"cvmaininterface",line 3169, in updateplotlistbuttons
unbound local error: local variable 'iactunittype' referenced before assignment

sorry for the lack of details and/or vaguenes. I thought I'd be able to post them sooner.

I'm also getting message as the beginign of games: "debugevent: has trait [name]" (or something like that)

Im not sure if these would be considered bugs or balance changes:
-the luchiurp nation gains no :) from nationhood, since they have no trainign yard and the studio does not appear to be designated as a replacement.
-similarly, under nationhood the luchiurp are able to draft golems
-archer of leaves has not access to woodsman I

All of these have been reported before.

The bChanged thing is the only one which hasn't been fixed in a build, although the the bird thing fix has gone into 0.16, which isn't out yet.

For now, I'd recommend using the version prior to PLE.

As for bChanged, something, somehow, modified your "Civilization 4\assets\python\entrypoints\cvtechchooser.py"
the fix is to open it, find "bChanged" and replace it with "abChanged",
being careful not to change any "abChanged" into "aabChanged".
 
Thanks for the responses. :)

Then, this is really not a BONUS trait. I suggest that popup be changed a bit to not say that.

Also, I haven't seen the Adaptive popup in a long while - I am playing a Marathon game.

Is BAR one of the traits you can select? Thanks
 
Again, probably not a bug, but something the OO/Drown experts can answer for me.

It was only about yr. 400 in my Marathon game and an AI civ declared war on me. My only city was against a small lake in the huge fantasy map I am playing.

Two Drown showed up quickly and did their waterwalking thing into the lake. Two things:

1. I lost all the workable tiles in the lake. What happened? Did they somehow poison the whole lake by just entering it? When they got out and I killed them, I got the tiles back.

2. What is the strategy here? Like those frisky barb lizardmen when they had water-walking, you cannot get to them in the early game like this. It appears to be a big advantage for have OO/Drown. Correct?

Thanks.
 
Are you sure the tiles were unworkable? Usualy your cities stop working tiles adjacent to enemy naval units (or water-walkers, in this case), but you can manually send out your fishermen to go fish there again. (Not in the tiles with enemy in tho, only the adjacent ones)

And yes, the drown are very useful, especially in maps with a lot of water. You can simply walk your army to small islands, maybe colonised by AI civs or barbs and capture them (asuming there's a sea path, they can't enter ocean), you can easily destroy enemy ships (especially once you upgraded your drown to stygian guards, they keep the water walking promotion), or you can evade the front-lines and go raze the enemy capitol or big sea cities : they won't be able to intercept you unless they have a VERY large fleet.
 
If you play as Perpentach with the insane trait, is there an easy way to know which 3 traits you currently have? I can figure out whether I have spiritual by looking at the anarchy lengths, but not all traits are that easy to notice. Other than that, Perpentach seems pretty cool.
 
Ruphus said:
If you play as Perpentach with the insane trait, is there an easy way to know which 3 traits you currently have? I can figure out whether I have spiritual by looking at the anarchy lengths, but not all traits are that easy to notice. Other than that, Perpentach seems pretty cool.

Mouseover the flag and it will display all your traits.
 
Kael said:
Mouseover the flag and it will display all your traits.

This is what confuses me. I mouseover the Malakhim flag and it says I have:

1. Creative
2. Raider
3. Adaptive

It seems to tell me I have the two traits (Creative and Raider) and one other BONUS trait. But, that's not it, right? The Adaptive is only saying I can swap out one of the traits I have for another, but only have two at one time. Again, the word BONUS is disceiving - its is more like a CHANGEABLE feature than BONUS IMO.:)
 
eekhoorn said:
Are you sure the tiles were unworkable? Usualy your cities stop working tiles adjacent to enemy naval units (or water-walkers, in this case), but you can manually send out your fishermen to go fish there again. (Not in the tiles with enemy in tho, only the adjacent ones)

And yes, the drown are very useful, especially in maps with a lot of water. You can simply walk your army to small islands, maybe colonised by AI civs or barbs and capture them (asuming there's a sea path, they can't enter ocean), you can easily destroy enemy ships (especially once you upgraded your drown to stygian guards, they keep the water walking promotion), or you can evade the front-lines and go raze the enemy capitol or big sea cities : they won't be able to intercept you unless they have a VERY large fleet.

No, there were only two Drown. They went directly to my Clam resource and took it out. I went to check my tiles and NONE of the lake tiles were workable while they were in the lake on just one tile.

You don't have to convince me that the Drown can be useful. :) What I am looking for is strategy suggestions to dealing with them in the early game when they have that water-walking ability.
 
eekhoorn said:
Are you sure the tiles were unworkable? Usualy your cities stop working tiles adjacent to enemy naval units (or water-walkers, in this case), but you can manually send out your fishermen to go fish there again. (Not in the tiles with enemy in tho, only the adjacent ones)

And yes, the drown are very useful, especially in maps with a lot of water. You can simply walk your army to small islands, maybe colonised by AI civs or barbs and capture them (asuming there's a sea path, they can't enter ocean), you can easily destroy enemy ships (especially once you upgraded your drown to stygian guards, they keep the water walking promotion), or you can evade the front-lines and go raze the enemy capitol or big sea cities : they won't be able to intercept you unless they have a VERY large fleet.

No, there were only two Drown. They went directly to my Clam resource and took it out. I went to check my tiles and NONE of the lake tiles were workable while they were in the lake on just one tile.

You don't have to convince me that the Drown can be useful. :) What I am looking for is strategy suggestions to dealing with them in the early game when they have that water-walking ability.
 
Sarisin said:
This is what confuses me. I mouseover the Malakhim flag and it says I have:

1. Creative
2. Raider
3. Adaptive

It seems to tell me I have the two traits (Creative and Raider) and one other BONUS trait. But, that's not it, right? The Adaptive is only saying I can swap out one of the traits I have for another, but only have two at one time. Again, the word BONUS is disceiving - its is more like a CHANGEABLE feature than BONUS IMO.:)

Yeah, Bonus may not be the best description. As Varn that Creative trait will be with you forever. Raider is the one you selected via adaptive and it can be traded for another trait later on.
 
Sarisin said:
No, there were only two Drown. They went directly to my Clam resource and took it out. I went to check my tiles and NONE of the lake tiles were workable while they were in the lake on just one tile.

You don't have to convince me that the Drown can be useful. :) What I am looking for is strategy suggestions to dealing with them in the early game when they have that water-walking ability.

The new naval system should allow a lot of new options for dealing with the drown. The will still rule little lakes though, though fireballs always work nice for that.
 
Kael said:
Yeah, Bonus may not be the best description. As Varn that Creative trait will be with you forever. Raider is the one you selected via adaptive and it can be traded for another trait later on.
would it be possible for it to say which trait its going to change? it can be confusing at times and some people end up with the same trait twice
 
You only need enemy naval units in the tile(s) adjacent to your city to blockade the port, preventing you working the tiles or trading along the coast.
 
Sureshot said:
would it be possible for it to say which trait its going to change? it can be confusing at times and some people end up with the same trait twice

Yeah, I'll take a look at it.
 
Ring of Flames- In the present version (15i), units of type UNITCOMBAT_FIRE are not immune to this spell, whereas they are immune to Pillar of Flame (source: FFHSpells.py). I assume that this is a defect.
 
xanaqui42 said:
Ring of Flames- In the present version (15i), units of type UNITCOMBAT_FIRE are not immune to this spell, whereas they are immune to Pillar of Flame (source: FFHSpells.py). I assume that this is a defect.

Thats a good point. I'll make them immune to Ring of Fire too.
 
Kael said:
The new naval system should allow a lot of new options for dealing with the drown. The will still rule little lakes though, though fireballs always work nice for that.

hahaha, you gave me the same 'fireball line' when I wrote about the barb lizardman water-walking. :)

I think fireballs are great, but remember, this was around yr. 400. The AI had Drowns, but I was pretty far away from getting a unit that could produce fireballs.

I suppose you could even build naval units in those small lakes, but again, I think the Drowns would take out the poor galleys you can build early on.

It seems a good strategy for the OO player is to slip a Drown or two in a lake adjacent to another civ's city and you will cripple his economy pretty good. With raging barbs who literally can cover almost every workable land tile you get to depend on the water tiles. It's just a good thing the barbs cannot spawn the Drown or you would really be up the creek.
 
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