FfH2 0.16 Bug Thread

Chandrasekhar said:
Yeah, you just get a basic mana resource, which is just about as valuable as a sentry tower resource.

That said, better to do that than to let it fall into the territory of your enemies!
 
Does anyone else get terrible lag when scrolling down the Tech Diplomacy screen? There is an annoying delay and the delay doesn't seem to be for the same amount of time. I like the information it gives you though and the format, just not this scrolling feature. This isn't a problem in a game with so few civs that no scrolling is required. I think 8 fit on there? I play huge with 17 civs, so it always gets annoying in the late game.
 
I'm finding that hidden nationality units can walk through anyone's lands as if the owning civ had open borders. What I mean is that these units can use that civs roads. This is occurring while I had no open borders with the civ and no commando promotion.

Also, after someone captures a mercenary, the nationality of the mercenary appears even though the hidden nationality promotion is still there.
 

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M@ni@c said:
Just wondering, will his code improve performance too with changed terrain improvements?

Im not sure what you mean. But it is general AI logic so the workers do a better job of checking out the available tiles to upgrade and what to do with them.

One of the problem Blake noticed was that the workers were made in the inner cities and ended up working their way out to the border cites, staying out there for a 1000 years instead of working their way back to the more important inner cities.
 
Kael said:
One of the problem Blake noticed was that the workers were made in the inner cities and ended up working their way out to the border cites, staying out there for a 1000 years instead of working their way back to the more important inner cities.

Does this code also prevent the workers from building things like farms and mines outside of any city radii? I'm a lazy player and I don't like it when my automated workers build farms on unused tiles instead of building improvements on things like resources. I assume the AI also works like this (unless they specifically built AI automation different from human player automation, which would be stupid), and therefore it creates some unfairness. The workers will specifically skip over mining the copper resource to instead build a farm at the very end of the borders. At least I can counter this by using human logic. The AI (obviously) has no human logic.

Sorry for the long rant. This just really annoys me.
 
MrManNo1 said:
Does this code also prevent the workers from building things like farms and mines outside of any city radii? I'm a lazy player and I don't like it when my automated workers build farms on unused tiles instead of building improvements on things like resources. I assume the AI also works like this (unless they specifically built AI automation different from human player automation, which would be stupid), and therefore it creates some unfairness. The workers will specifically skip over mining the copper resource to instead build a farm at the very end of the borders. At least I can counter this by using human logic. The AI (obviously) has no human logic.

Sorry for the long rant. This just really annoys me.

Its supposed to help, Im still compling though so I will have to play a bit to make sure.

Incidently the AI is supposed to turn plots into farms if they are outside of a city radius. The reason it does this is just to spread irrigation. Thats about the best use for a plot that isnt in a city radius.
 
Kael said:
Incidently the AI is supposed to turn plots into farms if they are outside of a city radius. The reason it does this is just to spread irrigation. Thats about the best use for a plot that isnt in a city radius.

That makes sense when there is nothing left to do, but that should be a last resort type of thing, not a major priority. And, although I'm complaining about it, I'd much rather see you all work on more interesting stuff - adding new features, not correcting others - than this, so don't take this as a request to do something about it. I'm just whining. :D
 
MrManNo1 said:
That makes sense when there is nothing left to do, but that should be a last resort type of thing, not a major priority. And, although I'm complaining about it, I'd much rather see you all work on more interesting stuff - adding new features, not correcting others - than this, so don't take this as a request to do something about it. I'm just whining. :D

I agree, and adjustign the priorities is what Blake did. So you should still see the activity (building famrs outside of city radius's) but only if there isnt more worthwile work to do.
 
Hey Kael, Still have plans on adding Sezereth's "werewolf" art to this upcoming patch?
 
lamotti said:
Hey Kael, Still have plans on adding Sezereth's "werewolf" art to this upcoming patch?

Yeap, I'll get it added.
 
Okay, Im going to be uploading the patch in the next hour. I had a nice long talk with the AI today and I think it will do a much better job of using its naval units, especially for transporting. It had some complaints, I had some complaints, some name calling was involved. But in the end I think we came to a compromise both sides are comfortable with.

I would like to thank my esteemed digital college for the hard work and patience he displayed today. I sincerly regret the comments I made suggesting his female progenitor was open source, and that his animation was comparable to palsy victim making shadow puppets. Those comments were uncalled for and only made in the heat of anger.
 
Okay, patch "g" is uploaded. It will not break save games.

Maniac and Sureshot, let me know if you have any problems converting to patch "g" and I'll be glad to help out.
 
When a slave is upgraded to a lunatic it keeps its automate buttons, which now just cause them to run around seemingly at random (guess it fits thematically at least...) since it is no longer a worker. Not sure how the AI treats this upgrade, but I can see em getting pretty screwed over if all their new lunatics are running around trying to become farmers.
 
Hello Kael

A friend and I were playing your mod yesterday and discovered some possible bug or a game mechanic that we dont understand with lizard men.
I built the pact of nilhorn and tried to wipe out lizards with the hill giants. The combat calculator showed a much higher score then 3 (default lizard strength) when looking at the attac odds on a lizard standing on a desert tile (-25% tile defense and the lizard had no other promotions) Looking at a lot of other lizards roaming around it looked more like they have a initial strength of 5 or something close. Same is with my own hunter units. They have much better odds when trying to attack hill giants then they should have.
So either its a bug or something that i dont understand.

Thanks in forward for the anser:)

Foro
 
scouts, hunters, etc. have bonuses againts animals, which the giants are counted among
edit: too late :)
 
don,t know what it is but with patch g i get a terrible lag between turns early in the game.its like I'm playing on a huge map late in the game. i didn't get this on patch f, and I'm playing on a small map. whats up?
 
surferjmb7 said:
don,t know what it is but with patch g i get a terrible lag between turns early in the game.its like I'm playing on a huge map late in the game. i didn't get this on patch f, and I'm playing on a small map. whats up?

Can you attach a save game?
 
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