FfH2 0.16 Bug Thread

Would a saved game help? I'm not really sure how else to demonstrate it, since it's not throwing an error or anything. Let me know if that would be useful, and where to send it. Thanks!

Yeap, go ahead and attach a save game here and I will check it out.
 
Casted rage on a square already occupied by more than one unit and is the location of the civ's city.
 

Attachments

  • Civ4ScreenShot0006.JPG
    Civ4ScreenShot0006.JPG
    127.1 KB · Views: 76
I've been trying to download this mod for over a week and everytime I do (at least 10 times) and try to run it I get the following error. "The installer you are trying to use is corrupted or incomplete. This could be the result of a damaged disk, failed download or a virus. You may want to contact the author of this installer to obtain a new copy. ..."

Has anyone else had this problem? Is there another place I can download it from, besides 3ddownloads.com ?

:)
 
I have downloaded this Mod to all the default directories with the latest patch, but I get no GUI and I cant use the Civpedia or do anything that you cant do with out a keyboard command. All I see is a map with the units on it nothing els. I have already tried a full reinstall of the game still no help. can anyone tell me what stupid thing I am doing wrong, or if this is a known but with certain unlucky people.

P.s it also happen with FfH 1
 
I have downloaded this Mod to all the default directories with the latest patch, but I get no GUI and I cant use the Civpedia or do anything that you cant do with out a keyboard command. All I see is a map with the units on it nothing els. I have already tried a full reinstall of the game still no help. can anyone tell me what stupid thing I am doing wrong, or if this is a known but with certain unlucky people.

P.s it also happen with FfH 1
Try deleting/renaming your custom assets folder, that's helped for me and a few others I think - it's not an uncommon problem.
 
Several versions ago I reported the results of a test I conducted with barbarian chariots and their withdrawal rate. I found that the withdrawal rate was in the high 70% range even though without any promotions it is listed as 25%

I tested two of the barb mounted units: Goblin Chariots and Worg Riders. I did not test any other mounted units, such as my own, as I just don't create that many.

Here are my results based on a sample size of 50 battles involving each:

Goblin Chariot:

2 battles won

10 battles lost

38 battles withdrew

76% Withdrawal Rate

Worg Rider

14 battles lost

36 battles withdrew

72% Withdrawal Rate

Yes, the sample size may not be significant, but this is the second test. Is it possible the amount in the code or program or whatever for withdrawal rate is 75 instead of 25%? If, not why the high withdrawal rate in the tests?

I know it is usually not a big deal as you can often just kill the chariot or rider the next turn, unless he is able to hide under a barb stack.

By the way, in this particular game, I ended up killed over 400 Goblin Chariots...less than Lizardmen. The Goblin Chariots continue to come before the Worg Riders, but I don't think they are arriving too early like before.
 
I had another odd happening related to the 50% rule for civs with the BAR trait in my last game:

I was oh so lucky to have 3 AI civs out of 10 (not including me) with the BAR trait: Sheelba, Charadon, and Hyborem.

Naturally, they were ahead of the rest of the pack enjoying impunity from the raging barb attacks. However, their scores were all within 50 or less pts of each other and the 3rd place of the 3 was only a few pts ahead of me.

Imagine my surprise when I saw the barbs pouring into Hyborem's civ and doing a number on his improvements. I welcomed this development, but for the life of me I cannot figure out how it could have happened as the scores were not a factor.

Is it possible for one of the AI civs with the BAR trait to declare war on the barb themselves? Anyone else ever see this?

Oh, I checked the summary events at the end of the game and didn't see an entry for Hyborem declaring war on the barbs, but I may have missed it.
 
Did the hellfire ritual get built in your game Sarisin? After that ritual is built, anyone who isn't Ashen Veil gets declared on by the barbarians and the barbarians make peace with all Ashen Veil players.
 
The AI worker is building a water node. Is this a bug or intentional? I can imagine why it might be intentional, but it might just be an oversight.
 

Attachments

  • worker.jpg
    worker.jpg
    62.4 KB · Views: 85
I am guessing that this issue has most likely been addressed already in this bug thread, but I don't have the time or patience to dig through it so...

The problem I have is when I automate workers to do all the tasks (not just trade routes or work within city limits) - they don't build farms near the cities, just outside the fat cross. They do build farms on farmable resources, though (corn, etc), but never in areas near the city where I would like them to. I know that everyone says not to automate your workers, but I prefer doing that then managing the 20+ workers I get on huge maps when I'm taking down the other civs. Any and all insight on this would be greatly appreciated! Thanks!
 
Does Hyborem just disappear after a certain time?I had Loki move into the capital and he was there. I had the city completely surrounded. In the 30 or so turns it took me to build up a force I figured capable of taking him out I moved in and all that was left were a stack of spearmen.
 
I am guessing that this issue has most likely been addressed already in this bug thread, but I don't have the time or patience to dig through it so...

The problem I have is when I automate workers to do all the tasks (not just trade routes or work within city limits) - they don't build farms near the cities, just outside the fat cross. They do build farms on farmable resources, though (corn, etc), but never in areas near the city where I would like them to. I know that everyone says not to automate your workers, but I prefer doing that then managing the 20+ workers I get on huge maps when I'm taking down the other civs. Any and all insight on this would be greatly appreciated! Thanks!

Well there's another vote that this is getting to be irritating. Especially when you watch the AI getting cities up to size 30 because their workers obsess with farms. Best solution that I can think of for now until something is done with the worker AI is either work the workers manually or to turn on the option of automated workers leave old improvements and then command a small team of workers to do the farming and chopping (I'm guessing that your workers are not chopping trees and jungles that have no resources).
 
Did the hellfire ritual get built in your game Sarisin? After that ritual is built, anyone who isn't Ashen Veil gets declared on by the barbarians and the barbarians make peace with all Ashen Veil players.

Well, you learn something new everyday - thanks!

That is possible, but I'm not sure because it was only in mid-game (about turn 800 or so in a Marathon setting).

That seems a bit early to build the hellfire ritual. Also, the barbs were still at peace with Charadon and Sheelba and I don't believe they had the Ashen Veil as their religion.

Would there be some sort of in-game announcement saying XXX has built Hellfire? If so, I didn't see this.
 
I brought up the event of animals escaping from your carnival before. As I recall the odds that this would happen were quite small.

What I don't remember is if the odds were for an entire CIV or one city.

To illustrate, I have a small civ of only 4 cities. In a Marathon game, I have had animal escapes, which should really be called animal suicides as the animals quickly attack the nearest unit and are killed, in THREE out of the FOUR cities before the year 1100.

While I was able to build Nature's Revolt and get some animals back (tigers are easily summoned of course), and, those escapes are oh so much fun, this seemed a bit much.

Are the odds for a CIV or a city?

Thanks.
 
The AI worker is building a water node. Is this a bug or intentional? I can imagine why it might be intentional, but it might just be an oversight.
Intentional, AI doesn't well use workers that have strength scores, so their workers are allowed to build nodes.
Since their mages are poor at actually utilizing them, it's not really an advantage.
 
CvPlot::isPotentialCityWorkForArea uses plotCity(,,1) as part of the basis for its calculation. The third parameter in plotCity determines what city city (sprawling, small, normal) is used; 1 is an indicator for sprawling.

The reason that this is a problem is that this function (CvPlot::isPotentialCityWorkForArea) is called in CvCity::doPlotCulture, which in turn is called by CvCity::setCulture, which is the way in which the culture of a city is changed. One example of where this is used is in the great work code.

Essentially, what this does (among other things) is to help a great work to effectively take over another city, given a high culture commerce percentage in the originating city, and the cities being 3 squares apart.

I'd suggest adding a parameter to CvPlot::isPotentialCityWorkForArea to indicate the city type, unless you view this as desired behavior.
 
Is it intentional the cannon does not require Gunpowder?

Anyway, not really a bug I guess, but is it possible the AI has been made TOO eager to attack hidden nationality units? I've got a Kuriotate Kythra Kyriel running around in my empire who is hellbent on attacking each hidden nationality in sight, despite Kythra's victory odds being inexistant. Eg here a screenie of Kythra Kyriel just before suiciding himself on my HN tigers.
 
Back
Top Bottom