FfH2 0.16 Bug Thread

Gamestation said:
Could it by some chance be caused by the religion related promotions that units get? I just noticed that they never existed before FFH2 and the Cult Of The Dragon promotion is linked to the presence of the Cult Of The Dragon being in a city so maybe something may have been left unfinished with the other religions? I did not find any specific indication that you guys looked over this.

The really sad part is that alakazenassassin isolated that crashed down to the specific version where it was introduced (0.13) and I still cant find it. I will check and see if thats the version where the cult was introduced but I dont think it was.
 
I've noticed that werewolves start at level 0 now. This means that they get a free level at 1 XP that normal units that start at level 1 miss. Is this a werewolf feature or a bug?
 
I have experiencend the following:

* With Patch "2016a", all was normal with LAN, but since patch "c", i can't see any available games in LAN now. I have tried the "normal" CIV, there was all ok. Direct IP was ok, but functional LAN-games would be better...

* (Patch a) I have escorted a unit with a spider, and I was attacked by an ork. The escorted unit (a wounded Lion without promotions) was dead, and the (unwounded) spider moved one tile unharmed (in the Ork's turn). Is this a Bug?
 
Kael said:
Randomness is clumpy. Everything in your data seems consistent with what I would expect from random number generation. Out of 30,000 checks across 300 numbers (average of 100 guesses per number) our largest deviation was a number that was picked 74 times instead of 100.

I dont really understand the chitest function, it was returning 0.3 on values like 99 and 101 as compared to 100 and 0.02 on small ranges that included values like 125.

I attached a chart of your data. You can see the pattern, average around 100 with no major deviations (depending on what your definition of major deviation is). It all looks fairly decent, no numbers are consistently prefered or neglected, their is no skew towards one end of the table or the other.
The purpose of chi-square is to distinguish actual random number sequences from ones that "look" random. Applied in the manner that I did in the second file, it merely determines how well a distribution of single numbers match a random distribution, assuming that there are no cross-dependancies (which, of course, may be false).

See http://en.wikipedia.org/wiki/Pearson%27s_chi-square_test for the most common chi-square test. In this case (100 possible values / degrees of freedom), it gives a number that 90% of the time should be between 78 and 124; 1/2 the time, it should be between 90 and 109 (the values for these data-sets are: 104.8, 77.3, 82.08). The only trick that CHITEST does is to map the Chisquare statistic to a probability on a chisquare distribution.

I replicated the chi-square test manually with essentially the same results (after rounding). The second set of data is not overwhelming evidence for problems in the PRNG; the chance it could be generating a random sequence is significant (around 12%). I'll work on generating an exact answer as to how well this function maps to a random distribution (as opposed to the hack I gave you earlier). Basically, I plan to run this test enough times (100+) that I get something which should look a lot like a chisquare distribution. The higher the deviation, the further is from being random.
 
I could be mistaken, especially since I don't see anything in the XML for it, but it looks like Brewery still gives Dwarven units +2 XP.
 
Kael said:
Randomness is clumpy. Everything in your data seems consistent with what I would expect from random number generation. Out of 30,000 checks across 300 numbers (average of 100 guesses per number) our largest deviation was a number that was picked 74 times instead of 100.

I dont really understand the chitest function, it was returning 0.3 on values like 99 and 101 as compared to 100 and 0.02 on small ranges that included values like 125.

I attached a chart of your data. You can see the pattern, average around 100 with no major deviations (depending on what your definition of major deviation is). It all looks fairly decent, no numbers are consistently prefered or neglected, their is no skew towards one end of the table or the other.

There's nothing that sets off any alarm bells, noape. If you have the 30,000 data points in raw form and have access to a stats program like StatView, load 'em up in Individuals Charts. That'd tend to show you how often 'suspicious' bursts of results occur within the overall data set. If I still had access to that sort of s/w I'd be happy to crunch the numbers. If you don't have access to such software, don't bother. 'Chances are' :dubious: your RNG is as RNG as RNGs get. :crazyeye:
 
gandhi rules said:
Can you fix this?

the years is standing on AD can it stay on AR(after rebirth)?

I dont know what you mean, where are you seeing AD at?
 
THis mod is awsome. All works fine... or nearly...:D

I have a problem : I have no control panel, no civipedia, no city screen, no unit informations, and so on. The 3D graphics are all right, but none of the contextual menus are curently working for me.

I found nowhere informations on such a bug, and after trying a lot of things (earlier realease, patchs and so on (I'm using civ 1.61)), I come here for some help...

I haven't had any problem of such kind with other mods, including FfH I
(which is very cool, congrats to the modders)

I realy don't see where could the problem be :crazyeye:

thanks for help by advance.
 
Is Basium civ color supposed to be red now?If i remember correctly in previous versions it was white.Now it is too similar to infernal civ color.
Anyway is it a change on 0.16c, it's a bug or i have some memory troubles because basium was always red?
 
Originally Posted by gandhi rules
"Can you fix this?"

the years is standing on AD can it stay on AR(after rebirth)?


"I dont know what you mean, where are you seeing AD at?"


The savegames still include the username plus "AD" -- this may be what he's referring to.
 
marioflag said:
Is Basium civ color supposed to be red now?If i remember correctly in previous versions it was white.Now it is too similar to infernal civ color.
Anyway is it a change on 0.16c, it's a bug or i have some memory troubles because basium was always red?

Basium's default color is white. But he will change colors if someone in the game is already using white.
 
Metis said:
Originally Posted by gandhi rules
"Can you fix this?"

the years is standing on AD can it stay on AR(after rebirth)?


"I dont know what you mean, where are you seeing AD at?"


The savegames still include the username plus "AD" -- this may be what he's referring to.

Ahh, no I dont plan on changing the save game names.
 
This doesn't seem right to me. I founded Runes of Kilmorph next to Flauros, and once two of his cities had the religion he converted. He went from Evil to Neutral at that point. Later on he founded OO and converted to that, but he stayed neutral. Seems like he should go back to evil, right?
 
kzoocauchy said:
This doesn't seem right to me. I founded Runes of Kilmorph next to Flauros, and once two of his cities had the religion he converted. He went from Evil to Neutral at that point. Later on he founded OO and converted to that, but he stayed neutral. Seems like he should go back to evil, right?

Nope, that is what should be happening. A religion change will change your alignment based on what your current alignment is, not what your original alignment is.
 
kzoocauchy said:
This doesn't seem right to me. I founded Runes of Kilmorph next to Flauros, and once two of his cities had the religion he converted. He went from Evil to Neutral at that point. Later on he founded OO and converted to that, but he stayed neutral. Seems like he should go back to evil, right?

Thats the way it should work.
 
I always thought it should be based on the leader's base alignment too, but Kael likes it this way :p
 
Playing on Emporer/Fractal/epic as the Calabim.
at about year 660 the Banor declare war on me and send hordes of chariots and horsemen at me. And I mean hordes, their turns were taking half an hour as horseman after horseman attacked my heavy calvery. The keep this up for several turns somehow managing to turn out more and more. After about 10 turns or so the game crashes because of memory failure.

I have been playing on the same settings for as long as I have civ 4 and I noticed the computer was taking more and more time well before the banor declared war. Now I don't know if there was anything wrong with how they produced the units, since there are lots of buildings civics and the like to increase military production and it was the computer on a difficult setting but shouldn't there be some kind of check against the computer making abhorent amounts of units.

I remeber a topic earlier about hellfire and the threat of the comp over producing barbs and someone said that even the barbs have to worry about unit upkeep or something. I will attach the last save I had before crash (it might be a few turns old).

http://forums.civfanatics.com/uploads/95707/endturn.Civ4SavedGame
 
Infrequently (but persistently), the minimap in the corner goes all strange.

Like so...



EDIT: On reflection, the picture looks sorta like Orthus, who just appeared... possible connection?
 
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