FfH2 0.16 Bug Thread

A minor oversight I'm afraid: :scared:
Lanun Immortals haven't been set back to cost 240 and power value 12.
 
M@ni@c said:
A minor oversight I'm afraid: :scared:
Lanun Immortals haven't been set back to cost 240 and power value 12.

Their cost is to high (it should be 240 instead of 360 like you say). But their strength is correct (12).
 
Their strength yes, but their iPower value is only 8 while all other Immortals are 12. See line 34337.
 
M@ni@c said:
Their strength yes, but their iPower value is only 8 while all other Immortals are 12. See line 34337.

Ahh, your correct. No biggie.
 
Not sure if this is a bug or not, but the 'Bloom' spell for Druids/Priests cannot plant a forest on an 'Elven' farm/plantation etc. You can still remove the farm, bloom and then reirrigate/cottage if you want to...but this takes forever.

Might be better for the Elven players if they can put cottages down and then forest them later?

Also:

I was using Meshabber last night and triggered the AOE spell that he has. My allies in the war had units in the surrounding area and the damage from the spell induced them to declare war on me. Kind of a downer. Not sure if you want to turn FF off though as it might encourage exploitation.
 
Khai said:
I was using Meshabber last night and triggered the AOE spell that he has. My allies in the war had units in the surrounding area and the damage from the spell induced them to declare war on me. Kind of a downer. Not sure if you want to turn FF off though as it might encourage exploitation.

No, but shouldnt it give you a warning atleast?
 
Here's an interesting one. An AI buddy (the Lanun) and I are fighting the Ljosalfar. The Ljosalfar capture a Lanun city with the Order. I recapture that Lanun city and get a Crusader. I then choose to give the city back to the Lanun, and they get an Acolyte. Is this intended? I love the feature of getting a Crusader when capturing an Order city (at least when I have Fanatacism), but perhaps it should be limited to capture. Can a distinction between capture and gifting be made?
 
Thats only supposed to happen when its founded I think. So to me it sounds like an unintended feature.
 
I was playing a hotseat multiplayer game tonight and 4 different times the barbarians came at me with a lizardman unit, but it would disappear before it could attack my city. I had range of sight to anywhere it could have moved to and it never attacked any of my untis. It just disappeared off of the face of the map.

edit to add this was only happening with the barbarians lizardman untis, never noticed it with any other unit.
 
casting hideous thoughts on a deserving mercurian causes the python pop up - i believe it finally says 'data out of range'
it happens a few times
heres the game save just BEFORE the spell - cast it on the enemy there and the pop up arrives
thanks
 
loki1232 said:
Was that a multiplayer game?

nope
single, standard size, prince level
 
All that Dido coming through the speakers at the same time probably caused the PC to try and end its own life :P
 
My eye just fell on something:

In CvEventManager.py, under def onBeginPlayerTurn, it says:

iBerserker = gc.getInfoTypeForString('UNIT_BERSERKER')

which is used in this event:

Code:
		for pUnit in py.getUnitList():
			if pUnit.isHasPromotion(iEnraged):
				if (pUnit.getUnitClassType() != iBerserker and CyGame().getSorenRandNum(100, "Bob") <= 5):
					pUnit.setHasPromotion(iEnraged, False)

Shouldn't that be UNITCLASS_BERSERKER to make sure unique units are also excluded from this event? In fact, I suspect this event currently doesn't exclude normal berserkers either, since pUnit.getUnitClassType() is used in the event itself.

No biggie of course, but will you fix it for some far future?
 
Is it intended Ring of Warding won't stop units with the Summoned2 or Summoned3 promotions?

Code:
def cannotAttack(argsList):
	pAttacker = argsList[0]
	pDefender = argsList[1]
	pPlot = pDefender.plot()
	pPlayer = gc.getPlayer(pDefender.getOwner())

	if (pAttacker.isHasPromotion(gc.getInfoTypeForString('PROMOTION_SUMMONED')) and pPlot.isCity() == True):
		pCity = pPlot.getPlotCity()
		if pCity.hasBuilding(gc.getInfoTypeForString('BUILDING_RING_OF_WARDING')):
			iChance = gc.getDefineINT('RING_OF_WARDING_CHANCE')
			if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_MAGIC_RESISTANT')):
				iChance = iChance * 2
			if CyGame().getSorenRandNum(100, "Ring of Warding") <= iChance:
				pAttacker.kill(True,0)
				CyInterface().addMessage(pAttacker.getOwner(),True,25,'Attacker destroyed by the Ring of Warding.','AS2D_DISCOVERBONUS',1,'Art/Interface/Buttons/Buildings/Ringofwarding.dds',ColorTypes(7),pAttacker.getX(),pAttacker.getY(),True,True)
				CyInterface().addMessage(pDefender.getOwner(),True,25,'Ring of Warding destroyed an attacker.','AS2D_DISCOVERBONUS',1,'Art/Interface/Buttons/Buildings/Ringofwarding.dds',ColorTypes(7),pDefender.getX(),pDefender.getY(),True,True)
				return True
 
M@ni@c said:
Is it intended Ring of Warding won't stop units with the Summoned2 or Summoned3 promotions?

Code:
def cannotAttack(argsList):
	pAttacker = argsList[0]
	pDefender = argsList[1]
	pPlot = pDefender.plot()
	pPlayer = gc.getPlayer(pDefender.getOwner())

	if (pAttacker.isHasPromotion(gc.getInfoTypeForString('PROMOTION_SUMMONED')) and pPlot.isCity() == True):
		pCity = pPlot.getPlotCity()
		if pCity.hasBuilding(gc.getInfoTypeForString('BUILDING_RING_OF_WARDING')):
			iChance = gc.getDefineINT('RING_OF_WARDING_CHANCE')
			if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_MAGIC_RESISTANT')):
				iChance = iChance * 2
			if CyGame().getSorenRandNum(100, "Ring of Warding") <= iChance:
				pAttacker.kill(True,0)
				CyInterface().addMessage(pAttacker.getOwner(),True,25,'Attacker destroyed by the Ring of Warding.','AS2D_DISCOVERBONUS',1,'Art/Interface/Buttons/Buildings/Ringofwarding.dds',ColorTypes(7),pAttacker.getX(),pAttacker.getY(),True,True)
				CyInterface().addMessage(pDefender.getOwner(),True,25,'Ring of Warding destroyed an attacker.','AS2D_DISCOVERBONUS',1,'Art/Interface/Buttons/Buildings/Ringofwarding.dds',ColorTypes(7),pDefender.getX(),pDefender.getY(),True,True)
				return True

Good find Maniac, I will include both in whatever the next version is.
 
UNIT_WORG_RIDER can now only upgrade to UNITCLASS_HORSE_ARCHER.

The problem is that the two civilizations that can build the UNIT_WORG_RIDER have "NONE" as the replacement for the UNITCLASS_HORSE_ARCHER; in other words, this unit cannot be upgraded.

I think that the intention was to have this unit only upgrade to UNITCLASS_CHARIOT (which is the other standard unitclass), which both of these civilizations have as UNIT_GOBLIN_CHARIOT.
 
xanaqui42 said:
UNIT_WORG_RIDER can now only upgrade to UNITCLASS_HORSE_ARCHER.

The problem is that the two civilizations that can build the UNIT_WORG_RIDER have "NONE" as the replacement for the UNITCLASS_HORSE_ARCHER; in other words, this unit cannot be upgraded.

I think that the intention was to have this unit only upgrade to UNITCLASS_CHARIOT (which is the other standard unitclass), which both of these civilizations have as UNIT_GOBLIN_CHARIOT.

You are correct, I will change it in the next version.
 
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