FfH2 0.20 Bug Thread

This isn't really a bug, its just really weird...

I accidentally set the game to 'random personalities' and summoned hyborem. He started as a good civ, and then basium entered as an evil civ. after hyborem switched to Ashen Veil, he and basium became best friends, despite being at war (In the diplomacy screen, they were friendly to eachother)
 
The Give religion code uses a temporary value i to determine the chance of granting a religious promotion. i is always at least 100 (as compared to a random number between 0 and 99), so a religion should always be granted.
 
The Give religion code uses a temporary value i to determine the chance of granting a religious promotion. i is always at least 100 (as compared to a random number between 0 and 99), so a religion should always be granted.

Doh! I was testing to make sure the function was working and forgot to set it back, thanks.
 
I cant reproduce the mana node issue.

I have also been unable to reproduce it (and in spite of not-insignificant efforts otherwise). After going back through old saves, I now know what happened. The former Sidar city (unexplainedly) revolted for three turns under my watch without catching my attention. During this time, the node was no longer in my territory and reverted to generic mana.

To be fair, I was waging a war on the other side of the continent and it was nowhere near the remaining Sidar city (or any other Civ for that matter).

I cant produce the sheut stone problem, is it possible you didnt have masonry?

No, I had Masonry. I just verified this by checking Worldbuilder on old saves. Jonas (an AI) has Masonry (and the Core, incidentally) and still has Pastures on both of his Sheut Stone. Could this have something to do with automated Workers leaving old improvements? Or maybe the Workers regard that as a low priority. Generally automated Workers prioritize connecting resources, but it seems in diplomacy that no one wants Sheut Stone. (I'm not even sure what it does, actually. Presumably something related to Necromancy.)
 
I have also been unable to reproduce it (and in spite of not-insignificant efforts otherwise). After going back through old saves, I now know what happened. The former Sidar city (unexplainedly) revolted for three turns under my watch without catching my attention. During this time, the node was no longer in my territory and reverted to generic mana.

To be fair, I was waging a war on the other side of the continent and it was nowhere near the remaining Sidar city (or any other Civ for that matter).



No, I had Masonry. I just verified this by checking Worldbuilder on old saves. Jonas (an AI) has Masonry (and the Core, incidentally) and still has Pastures on both of his Sheut Stone. Could this have something to do with automated Workers leaving old improvements?


I dont have a problem sheut stones but then again i dont use automated workers
 
The following code should probably replace the last two ifs with else ifs (EDIT: to do this, the order of the three clauses must be reversed):

Code:
		if pCity.isHasRealBuilding(gc.getInfoTypeForString('BUILDING_PLANAR_GATE')):
			iMax = 1
			iChance = gc.getDefineINT('PLANAR_GATE_CHANCE')
			if CyGame().getArmageddonCounter() >= 50:
				iMax = 2
				iChance = iChance * 1.5
			if CyGame().getArmageddonCounter() >= 75:
				iMax = 3
				iChance = iChance * 2
			if CyGame().getArmageddonCounter() == 100:
				iMax = 4
				iChance = iChance * 2.5
Otherwise the chance at a count of 100 is 6.01% * 1.5 * 2 * 2.5 = 45.05%, instead of the likely intended 15.02%
 
Hmmhhm. I'm getting a CTD every time I build the Mercurian gate. I've tried in two different games, both as the Elohim. In each, the game crashes to desktop with no errors given as soon as enter is pushed to complete the gate. I thought at first it was because I was trying to build it in the Order holy city, but I made another and built it there, and still no luck.

Using patch c, save attached. Can someone else try it and see if it works for them?
 

Attachments

The following code should probably replace the last two ifs with else ifs (EDIT: to do this, the order of the three clauses must be reversed):

Code:
		if pCity.isHasRealBuilding(gc.getInfoTypeForString('BUILDING_PLANAR_GATE')):
			iMax = 1
			iChance = gc.getDefineINT('PLANAR_GATE_CHANCE')
			if CyGame().getArmageddonCounter() >= 50:
				iMax = 2
				iChance = iChance * 1.5
			if CyGame().getArmageddonCounter() >= 75:
				iMax = 3
				iChance = iChance * 2
			if CyGame().getArmageddonCounter() == 100:
				iMax = 4
				iChance = iChance * 2.5
Otherwise the chance at a count of 100 is 6.01% * 1.5 * 2 * 2.5 = 45.05%, instead of the likely intended 15.02%

Good point, I'll change it. Thanks!
 
Hmmhhm. I'm getting a CTD every time I build the Mercurian gate. I've tried in two different games, both as the Elohim. In each, the game crashes to desktop with no errors given as soon as enter is pushed to complete the gate. I thought at first it was because I was trying to build it in the Order holy city, but I made another and built it there, and still no luck.

Using patch c, save attached. Can someone else try it and see if it works for them?

Weird, no crash for me. You sure you have patch "c" applied?
 
yeah. Will try reinstalling the mod, in that case.

Ah, think I figured it out. I must have forgotten to set my install path when I patched. DOH!

Just to make this post into something (dubiously) useful, I'll repeat the bug that makes your preferences switch back to defualts when you switch civs, although they are all still checked off to the way you had them set.

Also, when I swtiched to Basium, I had a -4 negative diplo penalty from the Elohim for trading with their worst enemies - which probably shouldn carry over, since he didnt even exist yet (I was handing out techs to ais to get them to create Hyborem asap :) )
 
Not sure if this has been mentioned.. But while building the Mercurian gate, an AI player completeted it before me and the world wonder value for it was set to -1 and I was able to continue with construction despite Basium already having been summoned...
 
Is it intended that you cannot build lumbermills on ancient forests?

Also,
Just to make this post into something (dubiously) useful, I'll repeat the bug that makes your preferences switch back to defualts when you switch civs, although they are all still checked off to the way you had them set.

That happens in Rhye's and Fall of Civilizations too (when you choose to take control of a new civ which is being born). I'm not saying it's not a bug, I'm just saying it's likely a bug in whatever both mods use to switch the player's civ (whether that's some function in the SDK, some custom function which was added to it, or whatever).

how the hell could a merryman kill an crusader against an 83% combat odds

What makes you think that a 17% chance of success should be 0%?
 
I've got a stack of saders macemen casters and a hero at hyborems capital "Dis" and he's not in it. I hammer it with spells then attack the remaining THREE critters in it, and while i get the "Your crusader has killed a xxxx!" message, 3 remain, even after throwing my whole army at it, i got kills and xp, but the capital is immortal essentially. im on patch b atm if that helps.


keep it mind this is not the hero killing bug i'd heard of where he was always immortal promoted.

i saved it so you could easily try it and see the results.
 
Hi Guys,

I've found a crash, and as far as I can tell by searching through the thread, it hasn't been reported previously. In the attached save file it crashes at the start of the next turn, just after making the sound of upgrading a unit to have iron weapons. I can stop it if I stop production of the dwarven hammerfist in halowell. Hope this is helpful enough.

cheers

David
 
Cool Mod, thx. OK, Maybe dumb question: I only need the lates patch, correct?

Bigben34

Yep. Indeed you do. Only the latest patch. Is this post long enough now, silly forum software?
 
I think he gets the additional strength, but there are problems with displaying it correctly.
 
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