FfH2 0.16 Bug Thread

is there an ETA on patch J?

Just released it, its linked in the first post. It won't break save games and it makes the following changes:

1. Conscript values redone (so you draft more appropriate units).
2. Barbarians correctly build Orc Crossbowmen instead of normal Corssbowmen.
3. Loki can now cast Dispel Magic.
4. Free Order units aren't generated on the first turn (to keep scenario's from CTDing on load).
5. Stoneskin Ogre and Ogre Warchief both have the orc promotion.
6. Khazad leaders less likely to offer gold in trades.
7. New Dwarven Worker and Dwarven Druid models by seZereth.
8. New Typhoid Mary, Kithra Kyriel and Hemah models by seZereth.
9. Cannons now require gunpowder.

There are a few other issues I would like to dig into (like the worker behavior and the PLE help popup overlap) but they aren't going to make it into "Light". But I appreciate people reporting them and they are on the list to be fixed in "Fire".

Right now "Fire" has 1,580 lines of SDK changes beyond what "Light" has so thats where my concentration is. Being easily confused I wouldn't be good at working in 2 source code bases at the same time so I won't be addressing these in "Light". But I didn't want you guys to think I was ignoring the issues or not seeing the same things you guys have reported.
 
good job Keal, now work on 0.17 version, a new year will be born, and it's the perfect year for another version. the year that 2007 will bring new revolutionary games here in front of our faces.

World of Warcraft: The Burning Crusade, Bioshock, new PS3 Games, and so forth will arrive in that year, and I expect all other versions of current and new mods to be released in the revolution. Go forth and be proud of your work!
 
I just stared back up on this mod, and I noticed that if I try to track religions using the religion view when using the globe view, the game gets a fatal error and closes.
 
That's an old, old bug. I think the specific version update that caused it was tracked down, but there were so many changes in it that it proved impossible to determine the specific alteration that caused the problem.
 
Is it possible to destroy a mana node?

In my current game there was a nice node near my civ, but the barbs built a city right on the node. I destroyed their city and cleared the ruins...the node was gone!

In the same game the AI built both the Sailor's Dirge AND Acheron in the same city! Just a coincidence the city was fairly close to my civ!!
 
Not to mention it's kind of anti-climatic to finally be able to build ships then find the Dirge hiding and refusing to come out to play :)
 
I don't know if it's intended, but the ancient forest has the ambiance of an oasis (I always wondered why I kept hearing trickling water in my vast expanses of old growth forest).

I've changed this:
Code:
			<WorldSoundscapeAudioScript>ASSS_OASIS_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
to this:
Code:
			<WorldSoundscapeAudioScript>ASSS_FOREST_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>EFFECT_BIRDSCATTER</EffectType>
			<iEffectProbability>15</iEffectProbability>
in \Assets\xml\terrain\CIV4FeatureInfos.xml

In the same file, I've changed New Forest. I've mentioned and heard mention from others how it doesn't make sense to have new forest give the defensive and production benefits of regular forest, and give the movement penalty, but not count them as forest for elves or Woodsman II units. I figured the most logical solution was to simply take away their attributes until they mature. Since I don't recall any 'official' word ever being given on this issue, here is the change:
Spoiler :
This:
Code:
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>2</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>50</iHealthPercent>
			<iDefense>50</iDefense>
changed to:
Code:
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
As well, I've found it odd (as others have) that mountain movement is simple (for rangers/druids), even simpler than hill movement. So I've changed
Code:
			<iMovement>1</iMovement>
to
Code:
			<iMovement>2</iMovement>
in \Assets\xml\terrain\CIV4TerrainInfos.xml, which I think makes mountains as difficult as hills (though I would argue that rangers and/or druids should get to pass through all terrain as if it was grassland).

Finally, I've noticed stat multiplication when you mouse-over certain unit icons. Hmm, I can't figure out the source of the problem, and I'm not sure if it is isolated to elves (which was my original assumption). Attached is the screenshot.

- Niilo
 

Attachments

  • multiplication.JPG
    multiplication.JPG
    50.7 KB · Views: 98
The barbarians building on mana nodes is a good catch--players are blocked from that, but I guess barbs are not.
The sailor's dirge hiding in cities is actually fairly common; they like to protect their portable graveyard.

You'll have to excuse my ignorance on the Sailor's Dirge as I always use the Fantasy Realm map which features only lakes/small seas.

Yes, I have always seen that first message "Barbarian has built the Sailor's Dirge," but this is the first time I have had it affect me.

Fortunately, I had one Warrior close to my city and a second in the build cue before the three skeletons showed up.

They appeared two more times, then, the Dirge disappeared.

As I said before when you get a barb city set up just outside your borders, you need to make it a top priority to take out that city or you will 100% sure get Acheron the Red Dragon in the neighborhood. That can screw up your expansion and draw barbs like flies until late-game when you can take out Acheron.

In this game I destroyed 10 or more cities only to have the Red Dragon appear in a city across from the lake/small sea my capital was on. I could not get there in time as I was getting pounded by raging barbs. When I did get there, I found the Sailor's Dirge in port - just releasing the 3 skeletons every 20 turns or so. It doesn't make sense really to have them actually being released from a city rather than the Dirge.

Also, what do you get when you destroy the Dirge? Anything?

You kill Orthus, you get his great axe, you kill Acheron and take the city and you get the Dragon's Horde. Anything for taking out the Dirge?
 
Whenever I (try to) play a game of FFH, I get no interface whatsoever. Hitting alt-i or ctl-i has no effect; I just see the tiles and the units with no overlays at all. This makes the game pretty well impossible to play. I just reinstalled 1.16 all the way to j and the problem continues. I also cannot access the Options screen from either the main menu or in game.

These problems do not occur when playing the default unmodded game.
 
Whenever I (try to) play a game of FFH, I get no interface whatsoever. Hitting alt-i or ctl-i has no effect; I just see the tiles and the units with no overlays at all. This makes the game pretty well impossible to play. I just reinstalled 1.16 all the way to j and the problem continues. I also cannot access the Options screen from either the main menu or in game.

These problems do not occur when playing the default unmodded game.

You probably have something in your CustomAssets directory.
 
beorn in the main thread said:
I find that you cannot rebase a hawk to a ranger if the ranger is in a mountain tile.
I wasn't sure if you had noticed this.

Also, I noticed that sometimes a mananode was highlighted as a good place for a city. Doesn't seem to be a smart move for the ai...
 
Is Hyborem created for every game now?

He has been in every game (4-5) that I have played so far with this version.

Also, why are some of his units Undead and some not?

For example, the Ruchin Archers come in Undead and, um, Dead?;)
 
Is Hyborem created for every game now?

He has been in every game (4-5) that I have played so far with this version.

Also, why are some of his units Undead and some not?

For example, the Ruchin Archers come in Undead and, um, Dead?;)

The infernals aren't playable, no real work has gone into their design yet.
 
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