FfH2 0.16 Bug Thread

I checked, there are only 3 building that give Adventurer points and none of them are available to the Kuriotates. Not sure how that Adventurer would have popped for them.
 
Actually it should be 100 xp but only from fighting barbarians or the hero promotion. Fighting other civ's units is not capped. Neither is vampire feasting and the +xp bonus from raiders trait or the valor spell.
 
There seems to be something wrong with the marksman promotion. In my latest game, one of my chanters would choose to attack an imp (combat 3) over an Infernal spearman (combat 1), but my other (stronger) chanter picked the spearman every time.

I'm not sure if this is a bug, but my chanters could only capture workers out in the open, maybe only when they were unguarded, but wouldn't capture them when attacking a city. I can see how that might make sense, but I thought I'd post it just incase.
It looks like this got lost at the bottom of the page, so here it is again.
 
I'll wager a guess about the first part--there is some slightly convoluted code, iirc from thread discussions, deciding who defends when mages are involved. Mages usually won't defend, unless they have much much better odds than the others in their stack. So usually they are attacked last, even if they might win, because they represent a bigger investment.

Marksman simply reverses this code, so you'll be more likely to attack the mages, even if the wounded spearman is the weaker kill. Changing the health of the attacker will change the odds, leading to difference targets sometimes. Someone who can actually find and decipher the code might be able to give a more succinct answer.
 
I finally had a chance to download the latest version of FFH and play a few games. It is just getting better and better.

I did have a few technical problems as follows:

1. 3-4 CTDs. They just happened - not possible to figure out what caused them, but never had any like this in previous versions.

2. Units locking up. The active unit will continue to blink even if I hit the SPACE bar to skip its turn. Even if I click on another unit, it will go back to the one that continues to blink. The only way to get out of this is to save, exit and re-start the game.

3. The unit description is freezing on the left side of the screen - not always, but enough times to be a bit annoying as again, I have to save, exit and re-start. The description, especially if it is a unit with many promotions, abilities, etc. can stay on about one-third of my screen covering up other messages given, etc.

Not a bug, but it just seems I am losing more battles with the combat odds at 9X.X%. I am playing at a higher setting now (Monarch). Do you tend to lose more of these battles heavily in your favor at the higher settings?

Thanks again for all the work on this outstanding mod!:lol:
 
Early game exploring is certainly more dangerous now in FFH, and, at the higher levels the goodie hut goodies are not so good.

By far, when exploring with my Scout, nothing torques me more than when I get to that goodie hut only to find, "the villagers have provided you with a map." Isn't that the worst (for a Scout)?:sad:

Anyway, it is bad enough, but the so-called map the villagers provide really doesn't seem to provide much of the area surrounding the hut.

Would it be possible to increase the area made visible on the unexplored map? That would made it a little better and worth risking encounters with all those bad guys out there.
 
Not a bug, but it just seems I am losing more battles with the combat odds at 9X.X%. I am playing at a higher setting now (Monarch). Do you tend to lose more of these battles heavily in your favor at the higher settings?
Maybe just take out the PLE mouse over text entirely. The help text for units changes and is more important. Once one knows what the PLE buttons do, you'll never need that help text again, so it'd be nice just to remove the help text for them.
 
I finally had a chance to download the latest version of FFH and play a few games. It is just getting better and better.

I did have a few technical problems as follows:

1. 3-4 CTDs. They just happened - not possible to figure out what caused them, but never had any like this in previous versions.

2. Units locking up. The active unit will continue to blink even if I hit the SPACE bar to skip its turn. Even if I click on another unit, it will go back to the one that continues to blink. The only way to get out of this is to save, exit and re-start the game.

3. The unit description is freezing on the left side of the screen - not always, but enough times to be a bit annoying as again, I have to save, exit and re-start. The description, especially if it is a unit with many promotions, abilities, etc. can stay on about one-third of my screen covering up other messages given, etc.

Not a bug, but it just seems I am losing more battles with the combat odds at 9X.X%. I am playing at a higher setting now (Monarch). Do you tend to lose more of these battles heavily in your favor at the higher settings?

Thanks again for all the work on this outstanding mod!:lol:

I would love to get a save game from before one of those CTD's if its reproduceable. Lately the game has seemed pretty solid to me.

And as far as I can tell from the code the game difficulty doesn't effect your odds. But the function that calcs the odds was updated to be more reliable so you may have seen a change. For example most people think that 95% win chance is pretty good, but it should give about 1 loss in 20 battles, so a loss at 95% isn't that uncommon. If the previous odds calced 90% instead of a true 95% then it may have seemed more "fair" form the persepctive of a player expecting a fair chance of loss from 90% but not 95% even if 95% is the true odds.

Hopefully that last paragraph makes some sort of sense.
 
And as far as I can tell from the code the game difficulty doesn't effect your odds. But the function that calcs the odds was updated to be more reliable so you may have seen a change. For example most people think that 95% win chance is pretty good, but it should give about 1 loss in 20 battles, so a loss at 95% isn't that uncommon. If the previous odds calced 90% instead of a true 95% then it may have seemed more "fair" form the persepctive of a player expecting a fair chance of loss from 90% but not 95% even if 95% is the true odds.

And thats why I dont like the RNG.
In most cases I fight at 90% or better with important units. And I always loose the important troops and the ones that are out there as cannonfooder survive even at 10%odds...
Honestly I wish it wouldnt be win or loose each turn but more of a long battle which could last several TURNS.
For better unstanding an example:
Axeman (str.4 at 100health) vs archer (str.3at 100health):
Year 20: Axeman attacks: First battle Axeman wins
->archer gets some damage and is now at 80% health.
year 21: Axeman attacks again and looses this time:
->archer is still at 80% health, but and the axman now at 85%
...
...
I bet many wouldn't like this but you could better influence the outcome of many bigger battles.
Also it would surely have some nice siege feeling:
2 groups of archers in a city with big bonuses against far more numerous forces
The attackeres could regenerate the troops slowly, but the archers couldnt because the get attacked each turn. After 3 years of siege finally some reinforcments arrive and take some pressure of the archers...
And in a 1vs1 its not one single roll that decides everything.
 
I don't know...

I think it was you Kael who made an analogy with chess for the combat in FFH/CIV4.

Many will disagree I'm sure, but maybe when you attack that barb goblin with your axeman with 100xp and many promotions it should be like a Queen taking a pawn. Yes, purists will point out the many historical battles where the huge underdog still overcame the odds to win the battle. But, maybe there SHOULD be a sure thing in FFH when it comes to combat. Having lost a half dozen or so 100% combat odds in my favor battles, I guess that is not possible. True I have had tens of thousands of battles, but I can clearly remember each and every 100%er I lost. The 99.9% battles lost are there too, but not as memorable.

I appreciate the responses given to me. As I said the CTDs didn't seem to follow a pattern, but if it happens again, I will try to post a saved game. The other two problems I mention continue sporadically, but are easily corrected by saving, exiting, and restarting.
 
But, maybe there SHOULD be a sure thing in FFH when it comes to combat

thats why i would like combat over turns:
Maybe the little underdog could survive a few turns but his chance to kill the big boss would be something like: 1:1000000.
 
Well, combat DOES take place over turns (check the combat log). The only problem is, you cannot stop the combat if you have a few bad turns. If you could, you would never lose to barbs. If they get one lucky hit, retreat to your cities/stacks.
If each combat "turn" also took a game turn to play out, the game would drag on without resolution for a long time.
 
If each combat "turn" also took a game turn to play out, the game would drag on without resolution for a long time.


Not one combat turn = game turn.
I thought something about a couple of combat turns each game turn.
Maybe a combat over up to 5 game turns depending on terrain (1-2 on open ground, 2-4 in woods or hills,5 in cities) would be nice...
Would have some advantages (no more loosing a lvl 15 unit to a warrior),some things that depend on your point of view (siege would last longer) and some disadvantages(explain the AI this system)
But again this is only my opinion and I dont really believe its possible to change this in civ4.
 
I do belive Kael has proved that it is possibe with Lifespark spell. (Whcih does something in the middle of a combat round)

Yes, the fear effect actually breaks combat (as does the withdrawal chance that is in vanilla ci4) so it would be possible to only allow x amount of damage per turn.
 
Description of bug:

For some reason, when I assign RELIGION_THE_ORDER as the starting religion to any Civ, there is a CTD. The CTD only comes if the human player chooses a Civ with The Order as the starting religion. (If the human player chooses any other Civ, or if The Order is removed as the starting religion and the player converts the first turn or later, there are no problems.)

File "AR 301 v3.Civ4WorldBuilderSave" differs from "AR 301 v3.Civ4WorldBuilderSave" only in that it defines RELIGION_THE_ORDER as the starting religion of Bannor and the Amurites.

(FYI, this is an update of TCSMoooo's "Age of Rebirth" scenario to 016, with some tweaks.)
 

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