FfH2 0.16 Bug Thread

Firstly, if you graft a Battlemaster with a slightly-promoted Adept, you get a free Govannon-style trainer, able to teach raise skeleton etc to anyone who happens along. If this isn't intended, the easy solution would be to separate out the trainer promotions

Secondly, if you graft a unit whose strength has already been improved by a weapons promotion, the new golem gets another bonus on top. This one's also exploitable by any other civilisation with mercenaries and mithril.

Using two OO high priests and a mithril-wielding mercenary, you can summon a kraken and graft it to the merc to get a free 14 str, empower x5 hidden nationality golem every turn. The mercenary is even kind enough to summon the next graft victim himself for a minimal fee.
I think you win for coolest exploits! :goodjob:
 
...the game gets really laggy...QUOTE said:
It seems that _all_ my CIV IV games tend to bog down in mid-late game, not just FFH. It may be just a system issue, in that CIV IV simply requires more processing power than stated in the recommended specs. I ran your game for two turns, the first went 2 min. 19 sec. and the second 2 min. 42 sec. I have a AMD 3700+ San Diego OCd to 2723 Mhz with 2 GB RAM at 194 MHz and a single 128 MB 6600 GT video card.
 
2700 and 2Giga RAM? No way, civilasation should run like turbo with such a machine. Mine is a little slower, but I have no problem unless I play on huge maps (and this only during the late game). Check all the other standard ways that make a computer slow, like if you're running out of free space, if your hard disk is fragmented, if you have other programs slowing you up etc.
 
I've been plagued by wheat deficiency when playing SmartMap and today I read through the TerrainBonuses.xml file and found that wheat spawns on plains in vanilla and grasslands in FFH. Since wheat is late on the SmartMap bonus list, there's almost never a single wheat in my games due to the way SmartMap adds boni sequentially and SmartMap bonus limit mechanics (minimum distance to clusters etc). The problem was remedied with making wheat spawn on plains. So the question is: Is it intentional that wheat spawns only on grasslands in FFH?
 
One of the horseman doesn't seem to be assigned to a civ as a unique unit. It has +25% tundra defense. Doviello?
 
One thing I have noted since the .16 is that the computer has a lot more random units running around. I mentioned earlier that I played a game were the Banor sent hundreds of horse archers and chariots after me before the game crashed from a memory overload. I have no idea what the total unit count was but I saw large stacks of macemen running around too.

I'm certain we have all seen every turn HN tigers stroll into our lands after a bit if one of our nieghbors has leaves. Its free experience at best but mostly just a big annoyance. I don't think the lag is from a memory leak and am currently trying to learn to use world edittor to find out what is up, but my preliminary hypothesis is that the computer just has too many units they are moving around. Although perhaps something is going on with HN units taking more time to figure out.
 
Yorgos said:
Check all the other standard ways that make a computer slow, like if you're running out of free space, if your hard disk is fragmented, if you have other programs slowing you up etc.

this is great advice and my comp tho not as smokin as others is clean as a bill gates nightmare, (iow - defragged, mem-full, no junk running, standard map, etc) the thing is, is that ive been playing all the other iterations of ffh with no prob until .016 came along now its like once i get ready to smack down the annoying elves, it takes minutes and minutes between turns, so im thinking 'hmm by the time i get celerity, itll be 35 turns times 7 minutes - 4 hours of just waiting for the wheel to stop spinning ...

to be honest i hope it is some dumb thing with my comp - but i dont know
 
The "random units" hypothesis may be on the right track. I ran a game with no other civs over 500 turns with no more than 0.85 sec. between turns.

Here are two screenshots of early game and late game system usage in a normal game; note that it's not memory per se but CPU usage that is the bottleneck.

Perhaps the FFH team can look into limiting the number of total world units in order to speed up the late game.
 

Attachments

  • CPU-0.JPG
    CPU-0.JPG
    45.8 KB · Views: 54
  • CPU-1.JPG
    CPU-1.JPG
    43 KB · Views: 54
ver 16d, while playing as Clan of Embers, whenever one of my goblin scouts wins a battle with panther, the scout suddenly becomes a worg rider
 
sry, the game i played was a few days ago, but:

axe of orthus was cloned when attacked by horsedude hero (name? 12 str) of hippus. Orthus became hippus after being beaten and and both had axe. Red dragon became hippus as well after being beaten. Gave him barbarian leaders axe, could beat 10 units a turn after some promotions with the resulting dynamic duo. Slightly overpowered.

I assume taking over barbarian units is normal for this hero, very handy?

hope this is clear enough, tell me if not i'll look up the names.

Otherwise, what i see is that the AI is often very passive on prince difficulty.

great mod ...
 
Metis said:
The "random units" hypothesis may be on the right track. I ran a game with no other civs over 500 turns with no more than 0.85 sec. between turns.

Here are two screenshots of early game and late game system usage in a normal game; note that it's not memory per se but CPU usage that is the bottleneck.

Perhaps the FFH team can look into limiting the number of total world units in order to speed up the late game.

Something I noted last night as well - sometimes the opposing summoners are calling their summons whilst there are no enemies in range to threaten them. As there are often a few dozen summoners per opposing race, there could be 100+ summons created, moved and desummoned for no real reason. I was watching the Infernal forces using religion, they were at war with me alone, on a completely different continent and with no sign of hidden nationailty units that I could see. Each turn, they would summon a variety of Tier2 summons and move them around the city.
 
M@ni@c said:
One of the horseman doesn't seem to be assigned to a civ as a unique unit. It has +25% tundra defense. Doviello?

Thanks, it will fixed in patch "e".
 
Last game in version 1.16c I was in one team with OS-Gabella.
She had 3 Cities (1 on the mainland and 2 on small islands) but in turn 490 about 700 Units (Dont ask me how she managed that!)...
And even worse she couldn't pay the upkeep form with 100% taxes.
Maybe you should add a cap of lets say 20 units per city for the AI?
Because 700 units running around in 8 big stacks really slows the game down and if you cant support them its not a good idea to build so many.

edit: No summoned units, its were aproximatly 100 archers, 100 mages, 100 horse riders, 100 axe man two other big stacks and some smaller stacks of units I cant remember now
 
I'm finding that the AI really likes to spawn great people now. I think the AI may get obsessed with spawning great commanders in particular and use them for their recruit ability.
 
Zuul said:
*A unit standing outside an expanding border, wont get the homeland promotion until it moves.

Edit:
*Can't see the northmost plots when you have a third city ring.
*Cottage on silk resource shows up as larger than a town.

Any response to these? And it's not only the silk but a few more resources too.
 
Zuul said:
Any response to these? And it's not only the silk but a few more resources too.

The 3rd plot ring should be fixed (at least my testing shows that it is working normally).

The unit not getting the homeland promotion until it moves is probably the best how it is (I could include a check that goes through every unit every turn to see if the unit belongs to a defensive civ, and if so see if its standing in its cultural borders without the homeland promotion but it seems like a lot of cpu to catch this relativly uncommon event).

That is definitly weird about the cottage on the reagents, but I think its a pretty minor issue.
 
Chip56 said:
Last game in version 1.16c I was in one team with OS-Gabella.
She had 3 Cities (1 on the mainland and 2 on small islands) but in turn 490 about 700 Units (Dont ask me how she managed that!)...
And even worse she couldn't pay the upkeep form with 100% taxes.
Maybe you should add a cap of lets say 20 units per city for the AI?
Because 700 units running around in 8 big stacks really slows the game down and if you cant support them its not a good idea to build so many.

edit: No summoned units, its were aproximatly 100 archers, 100 mages, 100 horse riders, 100 axe man two other big stacks and some smaller stacks of units I cant remember now

Very werid, I wonder how shes affording maintenance on all those units. Could you upload a save game for me?
 
Kael said:
The 3rd plot ring should be fixed (at least my testing shows that it is working normally).

In new version? Okey good :)


Kael said:
The unit not getting the homeland promotion until it moves is probably the best how it is (I could include a check that goes through every unit every turn to see if the unit belongs to a defensive civ, and if so see if its standing in its cultural borders without the homeland promotion but it seems like a lot of cpu to catch this relativly uncommon event).

If there is no expanding border alert, maybe make one in sdk? Then you should not need to make so many checks.


Kael said:
That is definitly weird about the cottage on the reagents, but I think its a pretty minor issue.

I have now checked all resources and those effected by this are: corn, dye, silk, reagents, sugar. But this but is probably for all civ4 mods.
 
When setting up a pitboss game for FfH the Calabim are not in the allowed list of civs. Strangely, the Sidar are.

Attached is the screenshot...

- feydras
 

Attachments

  • FfH pitboss no Calabim.JPG
    FfH pitboss no Calabim.JPG
    92.5 KB · Views: 62
feydras said:
When setting up a pitboss game for FfH the Calabim are not in the allowed list of civs. Strangely, the Sidar are.

Attached is the screenshot...

- feydras

That is showing the first 16 civs, regardless of their playability.
 
Back
Top Bottom