FfH2 0.16 Bug Thread

Kael said:
That is showing the first 16 civs, regardless of their playability.

Any idea why only 16? There is no option to scroll down for more. If not, is there any way for us to manually change the order in which they appear to ensure that the Calabim are one of the top choices?

Incidently, the civ choices appear identical if an AI is chosen for the player. Does that mean that civs like the Infernals and Sheaim will not be in the game or just not chooseable?

Also, i remember reading that there is a problem with the Kuriotates have problems making cities in multiplayer in .16 but couldn't find the reference. I didn't see this addressed in any patches. Is this still a problem? They would be my second choice for the pitboss game we are setting up.

- feydras
 
feydras said:
Any idea why only 16? There is no option to scroll down for more. If not, is there any way for us to manually change the order in which they appear to ensure that the Calabim are one of the top choices?

Incidently, the civ choices appear identical if an AI is chosen for the player. Does that mean that civs like the Infernals and Sheaim will not be in the game or just not chooseable?

Also, i remember reading that there is a problem with the Kuriotates have problems making cities in multiplayer in .16 but couldn't find the reference. I didn't see this addressed in any patches. Is this still a problem? They would be my second choice for the pitboss game we are setting up.

- feydras

I havent played with pitboss at all so Im not sure why it only shows 16. When you start a vanilla civ pitboss game does it list more than 16?

The problem with the kuriotates in multiplayer games is an OOS caused when they pick if they want a new city to be a city or a settlement. So in multiplayer games they dont get a choice, it is a city if they have an opening for a new city.
 
I am experiencing the slow down mentioned by a few other posters. I'm using an Athlon 64 (1.8Ghz@2.3Ghz), 1gig DDR. This slowdown is much worse than what I usually get with vanilla Civ4 or even FFH .15.
edit: Turns are taking ~20 mins for me now. This is mid-late game, standard size map, 5 opponents.

A few minor bugs:
* Some of the text for the Altar of Luonnotar is incorrect. It states in some places that all units built in the city get blessed. Other places it states all units built by the civilization get blessed. I believe the later is what actually happens.

* The Phalanx unit (specifically the Grigori specific unit) is listed three times in the civilipedia under weaponsmith and twice under mithril weapons.

* The game is allowing me to build farms/cottages on Tundra/Forest terrain. It shouldn't, right?
 
Well the computer is definitly cheating. It can't afford the units it has yet it builds up massive armies. I have a save where Perpentach has hundreds of units. I switched over to control Perpentach and he had 26 gold and was making -682 per turn.

Of course when I took Perpentach over all of his cities went on strike and a unit per turn (and only 1, which is really strange) started disbanding for lack of funds. So its not that a setting is wrong or hes making ungodly gold from some other means. Something is just allowing the ai to build massive armies.

This is where the slowness is coming from, what was a 4 minute between turn pause was only 28 seconds when i controlled perpentach (because none of the other civs had nearly the amount of units). Including an incredible 482 units in perpentachs capital city!!!

Im still looking into it.
 
Is it also intentional that the AI can adopt a civic by getting the tech that is one away from that civic? I've seen the AI use scholarship without the arcane lore tech.
 
Gamestation said:
Is it also intentional that the AI can adopt a civic by getting the tech that is one away from that civic? I've seen the AI use scholarship without the arcane lore tech.

No, send that to me in a save if you catch it.
 
Here's a save where the AI is using republic without constitution (darn republicans :mad:)

Edit: Maybe the foreign advisor was playing tricks on me about what techs the AI actually has. I found out that they actually did have constitution after all. But then again they did have republic for quite a while so I'll try to find another case of this happening and then worldbuilder immediately.

2nd Edit: I did a little bit more digging and I take back what I said about an AI adopting a civic without the tech. I think the foreign advisor is a little misleading though. It said Hyborem can research constitution which requires way of the wise but Hyborem does not have way of the wise (after checking with the worldbuilder). Probably not worth looking at at this time since it is mostly cosmetic.
 
Would someone be so kind as to try this save? If you are one of the brave, I'd be interested in knowing the length of time between turns.

No kidding, the last five or so turns have taken at least 20 minutes each. This uploaded save was just before a wait of almost 45 minutes.

The first ~80% of wait time, the computer does nothing. The PC "hangs". The cursor remains as the arrow; it can be moved around the screen, but with no effect. Attempting to alt-tab out, or bring up the in-game options menu are delayed by several minutes.

Then, after a long while, the cursor turns into the wheel, and things proceed relatively normally. But even that can take longer than 5 minutes.

My PC:
3.2 Ghz Pentium 4
1 GB Ram
1 GB swap file

I know Civ4 is a resource hog, but it was never this hungry before FFH patch D. Is it just me?

Thanks, and good luck!

http://forums.civfanatics.com/uploads/98151/J_AD-0477.Civ4SavedGame
 
The AI cheats too, best exploit yet:

I am looking at games where the AI has hundreds of units on a standard map with only about 8 cities. One tile has 468 units in it. Even more amazingly, all of the units have great commanders attached to them. The computer has been cheating.

Playing around with it for a while I found out what the computer is doing. There is an ability to duplicate great commanders by joining and spliting them from groups. The AI would do this a ton of times until it had a whole stack of great commanders. Then it would use a bunch to recruit new units, and the rest to attach great commanders to the new recruits. Creating a super army out of nowhere.

I will have a fix out tonight. But you have to appreciate the process. Say what you want about the AI not understanding the system, it understands enough to get its own exploits in every once and a while.
 
if you want an AI to really shine just give it self-replication methods ;)

thats why the AI does well with werewolves too.. really should be more self-replication for them, would help them be more challenging. funny that they were using that exploit tho, i wonder if they were doing the same with giving tons of units orthus axe.
 
Kael: Assuming that Patch 'e' doesn't break saved games could you release it as soon as possible so that my present game doesn't have the problems mentioned concerning delay between turns; I am only about 100 turns into an Epic game.
 
Kael, if you release patch e, could you please post which files have been changed? I've started some serious modding to the files, and wouldn't want to redo all my changes. :(
 
Jay Ray said:
Would someone be so kind as to try this save? If you are one of the brave, I'd be interested in knowing the length of time between turns.

No kidding, the last five or so turns have taken at least 20 minutes each. This uploaded save was just before a wait of almost 45 minutes.

The first ~80% of wait time, the computer does nothing. The PC "hangs". The cursor remains as the arrow; it can be moved around the screen, but with no effect. Attempting to alt-tab out, or bring up the in-game options menu are delayed by several minutes.

Then, after a long while, the cursor turns into the wheel, and things proceed relatively normally. But even that can take longer than 5 minutes.

My PC:
3.2 Ghz Pentium 4
1 GB Ram
1 GB swap file

I know Civ4 is a resource hog, but it was never this hungry before FFH patch D. Is it just me?

Thanks, and good luck!

http://forums.civfanatics.com/uploads/98151/J_AD-0477.Civ4SavedGame

Thanks for that save. The AI (the Elohim leader) is using the Great Commander exploit to make hundreds of units, which is causing your slowness.

I should say that patch "e" will keep the AI from using the cheat to make his monstrous armies, but it won't speed up the game if the AI already has already done it (though it shouldn't get much worse).
 
M@ni@c said:
Kael, if you release patch e, could you please post which files have been changed? I've started some serious modding to the files, and wouldn't want to redo all my changes. :(

Im afraid not, I dont track changes like that outside of the SDK. The only way I have to do it is the same as you would have, search for files that have been modified since the date the last version was released.
 
Kael said:
The AI cheats too, best exploit yet:

I will have a fix out tonight. But you have to appreciate the process. Say what you want about the AI not understanding the system, it understands enough to get its own exploits in every once and a while.

you know i can remember the day when the human players were smarter than the civ ... in our (human, that is) defense there was one guy that reported the bug early, but that the ai used it in earnest makes me ashamed of us :mischief:

kael
you are a true genius for finding this, as it was making the game unplayable just when it was getting good (you know, hemah and saverous maxed out and ready to whack, the nexus in place, etc)

thanks for your mind boggling work ethic - this better get picked up and i hope you make tons and hang out with sting and stuff cuz this is truly a great game
 
Hello,

When I moved my pirate ship into my port city containing an allied acolyte it was destroyed by the acolyte.:confused:

Similarly, I put a captured bear onto a frigate only to have it attacked and destroyed by a allied frigate while crossing the ocean.:sad: EDIT: only the bear and not the ship was attacked.

I was still using patch "c".

Thanks!:)
 
Marnid said:
Hello,

When I moved my pirate ship into my port city containing an allied acolyte it was destroyed by the acolyte.:confused:

Similarly, I put a captured bear onto a frigate only to have it attacked and destroyed by a allied frigate while crossing the ocean.:sad: EDIT: only the bear and not the ship was attacked.

I was still using patch "c".

Thanks!:)

I may be wrong, but...I think your allies viewed your HN ship and bear as potential enemies. I know that if you do not declare the nationality of a captured animal before the next turn, there is an very good chance a unit from another civ will kill it.
 
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