FfH2 0.20 Bug Thread

I don't have any patches installed yet, but I had a problem where Hyborem seemed to be lost.

I was playing on a pangea and I was mostly surrounded by mountains. After founding the Viel, Hyborem appeared with his army in the middle of my territory.

I began talking to him and I traded him my nearly complete worldmap right away...which I think caused the AI problems.

It was perhaps a 12 to 15 tile march to the east and a 6 or 7 tile march west to exit my territory, while the north and south were almost completely covered with mountains.

Hyborem himself didn't move more than 2 tiles for over 100 turns. He would get manes and send them out to explore, but he didn't move. He would have needed to move maybe 7 to 10 tiles to found a city in unclaimed territory.

Eventually, he found Arturus Thorne and declared war on him. The nearest city of Thorne's was about 20 tiles from where Hyborem was standing...but rather than walk over and destroy the small garrison of dwarven warriors he only sent manes for another 50 turns or so. The manes were utterly incapable of taking the city and thus Hyborem stood around for 150+ turns neither directly attacking nor founding a city.

Eventually, I used the worldbuilder to remove the dwarves from the city and the manes took it. Then Hyborem walked himself over to the city with his 2 settlers and the rest of his army.

There was plenty of space where Hyborm could have dropped a settler, even on his way to his newly aquired city, but he didn't...instead he brought both his settlers with him to his new city...and there they sat for dozens of turns since then. The settlers don't move dispite the fact that there is nothing stoping them from building a city within about 8 or 9 tiles of where hyborems only city is.

Perhaps it's a core game issue, or perhaps it's a weak AI settler routine, but for me Hyborem has seemed totally lost for over 200 turns.

And like I said, I think it may be related to my having given Hyborem a complete world map only a turn or 2 after he appeared.
 
Creature limits (for all creatures) are based on the amount of gates, not the amount of buildings that draw them. Of course if you have weaponsmiths (for example) in all your cities with gates you are going to be a lot more likely to get minotaurs fast. But just one city with a gate and a weaponsmith will be enough to spawn minotaurs (in that city) and your upper limit will be the same as if you had weaponsmiths in all your cities.

The problem is that it seems unintuitive that if I build the catacombs, which place a free mage guild in every city, that only the cities where a mage guild was actually built (prior to the catacombs) will be able to spawn a mobius witch.

Due to the nature of randomness, it is possible that I have only had the witches spawn in my capital and get revelers and chaos marauders spawning in all my other cities despite having a free mage guild in each of them.
 
It says you are up to patch e, but I can only see patch d, any location for this new patch?

Was also going to post about the constant Infernal recreation, but it allowed one of my units to hit level 25 which is a fun level to have!
 
Patch e hasn't been released yet - Kael's fixed things but not released the fix yet.
 
Acheron appears not to be the homebody that he used to be. Right now he appears to be either spawning outside of his hometown or wandering as soon as he is spawned. This makes it relatively easy to sneak around him and take his hoard. You then just need to deal with a massive red dragon sitting in the middle of nowhere occasionally firing off a meteor.
 
Perhaps it's a core game issue, or perhaps it's a weak AI settler routine, but for me Hyborem has seemed totally lost for over 200 turns.

And like I said, I think it may be related to my having given Hyborem a complete world map only a turn or 2 after he appeared.

What AI tag do they have at spawning? Maybe they were set incorrectly to some wierd behaviour. Would changing it to AI_UNIT_SETTLER in worldbuilder help?
 
Wow... it sure has been a while since I have been here last, must be due to the long wait for fire (which was well worth it I might add).

First a bug (and then something that might be a bug, you tell me).

Aparently there is no limit to the number of infernal lords/immortals buildable by the infernals in my game as shiam I've spotte SIX!!!
(see screens if you want taken on the same turn in 3 different locations on the map)

And then I found out that Minotaurs don't recieve any promotions when they get xp... Is that for real?
 

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Wow... it sure has been a while since I have been here last, must be due to the long wait for fire (which was well worth it I might add).

First a bug (and then something that might be a bug, you tell me).

Aparently there is no limit to the number of infernal lords/immortals buildable by the infernals in my game as shiam I've spotte SIX!!!
(see screens if you want taken on the same turn in 3 different locations on the map)

And then I found out that Minotaurs don't recieve any promotions when they get xp... Is that for real?

Minotaurs will be fixed in the next version, thanks.

The Infernal Lords are being gifted by the hellfire process. I'll add a check to make sure it doesn't add mroe than 3 of them.
 
Im momentally playing with Sabathiel and my neighbor Varn Gosam who had about +15 at Diplo and a similar army suddenly backstabbed me. :mad: Is he supposed to do that??
 
Im momentally playing with Sabathiel and my neighbor Varn Gosam who had about +15 at Diplo and a similar army suddenly backstabbed me. :mad: Is he supposed to do that??

It depends, if someone with an even higher attitude (+16) asked him to he might.

In the next patch they would need to have at least +18 to get Varn to consider askign you if you had aggresive AI on. If you dont have Aggresive AI on then they would need to have at least +20. (in other words the AI wont be as quick to turn on their friends).
 
That sounds very well organised to me Kael, makes it worth keeping those points high, and watching the negatives, especially looking at the foreign chart.
 
It's intentional that skeletons don't level up, right?
 
It's intentional that skeletons don't level up, right?

Mindless units like skeletons and golems intentionally can't level up, since they lack a capacity to learn.
(Siege machines like catapults do level up, but those probably have invisible people controlling them.)
 
I found another thing that seems to be a bug. When I dont like my start I regenerate the map, but that causes problems. The settler is not the nice one with quick legs and good eyes, its loosy normal settler. And if i have met someone in my first turn and then regenerate the map i still have contact to this civilization. The last thing might be a bug from vanilla i didnt test that
 
Known problem, which would probably have been fixed if it was feasible.

Just exit to main menu and restart the game that way, a few seconds one way or another shouldn't kill you.
 
Also, is it a bug that flames on a tile (not hell terrain - caused by fires spreading from tiles which caught on fire after ring of flames was cast) don't hurt units who are still in that tile? I had workers standing in enflamed tiles without taking any damage.

And shouldn't pyre zombies be immune to fire damage? It seems a bit odd that I can kill perma-burning zombies with ring of flames.
 
I just lost another game as Sheaim (Monarch), finding it really difficult to survive against higher-tier units (admittedly, the whole map was good/neutral again). Perhaps my problem was that my strategy depended on building Catacomb Libralus in one city and Planar Gates in all others to get Moebius Witches - looking forward to patch e... ;)

Anyway: I had a look at the Planar Gate code and found some inconsistencies:
(2455-2466 in CvEventManager)

Code:
				if pCity.isHasRealBuilding(gc.getInfoTypeForString('BUILDING_LARGE_ANIMAL_STABLES')):
					if pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_MANTICORE')) [B]< iMax[/B]:
						listUnits.append(gc.getInfoTypeForString('UNIT_MANTICORE'))
				if pCity.isHasRealBuilding(gc.getInfoTypeForString('BUILDING_PUBLIC_BATHS')):
					if pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_SUCCUBUS')) [B]< 3[/B]:
						listUnits.append(gc.getInfoTypeForString('UNIT_SUCCUBUS'))
				if pCity.isHasRealBuilding(gc.getInfoTypeForString('BUILDING_WEAPONSMITH')):
					if pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_MINOTAUR')) [B]< 3[/B]:
						listUnits.append(gc.getInfoTypeForString('UNIT_MINOTAUR'))
				if pCity.isHasRealBuilding(gc.getInfoTypeForString('BUILDING_TEMPLE_OF_THE_VEIL')):
					if pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_TAR_DEMON')) [B]< 3[/B]:
						listUnits.append(gc.getInfoTypeForString('UNIT_TAR_DEMON'))

The maximum numbers of units allowed is a variable that depends on the number of Gates for most units, but set to 3 for Tar Demons, Minotaurs and Succubi. Since they are not the strongest unit one can get, I don't think this is an intentional limit.
 
I just lost another game as Sheaim (Monarch), finding it really difficult to survive against higher-tier units (admittedly, the whole map was good/neutral again). Perhaps my problem was that my strategy depended on building Catacomb Libralus in one city and Planar Gates in all others to get Moebius Witches - looking forward to patch e... ;)

Anyway: I had a look at the Planar Gate code and found some inconsistencies:
(2455-2466 in CvEventManager)

Code:
				if pCity.isHasRealBuilding(gc.getInfoTypeForString('BUILDING_LARGE_ANIMAL_STABLES')):
					if pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_MANTICORE')) [B]< iMax[/B]:
						listUnits.append(gc.getInfoTypeForString('UNIT_MANTICORE'))
				if pCity.isHasRealBuilding(gc.getInfoTypeForString('BUILDING_PUBLIC_BATHS')):
					if pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_SUCCUBUS')) [B]< 3[/B]:
						listUnits.append(gc.getInfoTypeForString('UNIT_SUCCUBUS'))
				if pCity.isHasRealBuilding(gc.getInfoTypeForString('BUILDING_WEAPONSMITH')):
					if pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_MINOTAUR')) [B]< 3[/B]:
						listUnits.append(gc.getInfoTypeForString('UNIT_MINOTAUR'))
				if pCity.isHasRealBuilding(gc.getInfoTypeForString('BUILDING_TEMPLE_OF_THE_VEIL')):
					if pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_TAR_DEMON')) [B]< 3[/B]:
						listUnits.append(gc.getInfoTypeForString('UNIT_TAR_DEMON'))

The maximum numbers of units allowed is a variable that depends on the number of Gates for most units, but set to 3 for Tar Demons, Minotaurs and Succubi. Since they are not the strongest unit one can get, I don't think this is an intentional limit.

Sorry, your right. They were origionally intended as the t4 units but everything has been switched around since then. I'll block them all on iMax.
 
Patch "e" is linked in the first post. It contains the following fixes:

1. Poisoned healing rate set to -3/-5/-8 in enemy/neutral/freindly lands instead of a flat -5 (so that in general it always doubles the healing time and wont cause eternal healing).
2. AI players won't agree to a dogpile unless they are at least 3 points in attitude better to the requester than the civ they will attack.
3. If the Aggresive AI switch isn't on then AI players will require an additional 2 points (for a total of 5) of attitude difference before it will agree to a dogpile.
4. War Tortoise's are now buildable by the Lanun.
5. Lanun initial mana switched from Mind to Air.
6. Balseraphs initial mana switched from Spirit to Air.
7. Free weaponsmiths granted by Caminus Aureus will now correctly grant weapon upgrades.
8. Doviello can't build forges.
9. Doviello get Bronze and Iron weapon upgrades for their units without forges.
10. Immortals aren't respawned indefinitly (they will take a turn to regain their immortal promotion).
11. Doviello start with an extra 2 warriors.
12. Cost of the Orc Settler lowered from 160 to 120.
13. Minotaurs are now marked as melee units (so they can level), strength decreased from 9/12 to 7/10.
14. Free buildings (such as mage guilds provided by a wonder) will count for Planar Gates.
15. Add a ballon pointer to the Altar completion message, so enemies can see where it is.
16. Added a help popup when the first adept is built.
17. Minotaurs, Succubi and Tar Demons are now limited by the same gate restriction as other Planar Gate units.

It won't break save games.
 
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