FfH2 0.21 Bug Thread

Agreed about the Giant Spider causing a lot of damage, but I've found those easy battles with them are over.

No, it was a wolf in this particular example and a lion as mentioned in the other.

I think I believe you now. In my current game my elven scout was attacked by a lone lion, damaged 75%, and took 8 turn to heal (or rather would have if I hadn't recalled himto my capital immediatly.)
 
At 10%/turn, that'd be right.
 
I don't think that it reverts them to skeletons, rather some infernal units are skeletons (in appearance). The warrior and archer equivalents, for example.

No, it does, I'm looking at the code here.

Spoiler :
infoCiv = gc.getCivilizationInfo(gc.getInfoTypeForString('CIVILIZATION_INFERNAL'))
iUnit = infoCiv.getCivilizationUnits(iUClass)
if unit.getUnitType() == iUnit:
iUnit = gc.getInfoTypeForString('UNIT_SKELETON')


It uses skeletons when the infernals don't have a unique type.
 
first of all im sorry that i couldnt be bothered to read trough all 50+ pages to find if my bug has been noticed yet. this issue propably has been posted already but i wanted to post it because i find it funny and took some screenshots.

okay then, i think theres something seriously wrong with my Barnaxus unit..

I provided some screenshots and i'll be explaining what is happening in my game.

Spoiler :
Civ4ScreenShot0003.jpg


okay here is what is happening. i built Barnaxus, then of course got him killed right away and his pieces were moved on to the unit that killed him. ok so far, i managed to salvage the pieces back to me and my chariot got the pieces.

when i went to city with my chariot, things started become really interesting. i clicked the little "build barnaxus" icon and i resurrected him. the catch was that i could do it over and over again once per turn, so i ended up having like 55 Barnaxus's at the end.


Spoiler :
Civ4ScreenShot0008.jpg


everytime any of my Barnaxus's are killed i get this message equal to number that died during that turn.


Spoiler :
Civ4ScreenShot0012.jpg


ok heres the most interesting part. whenever i kill the unit that killed one of my Barnaxus's, i get copy of lost pieces attached to that unit. so now basically i could upgrade all of my units with the lost pieces "promotion" and build 100 Barnaxus's with just in few turns. i went into mindless rampage with my Barnaxus army and my game ended up freezing itself :king: .


this is not working as intended, right?
 
You're playing the unpatched version of .21 aren't you? The Barnaxus bug can be fixed* by the patch in the first post of this thread.

*Well, not in your current game but it shouldn't occur in any games after your current.
 
You're playing the unpatched version of .21 aren't you? The Barnaxus bug can be fixed* by the patch in the first post of this thread.

*Well, not in your current game but it shouldn't occur in any games after your current.

im pretty sure im playing patch "C" currently, thats the latest, right?
 
im pretty sure im playing patch "C" currently, thats the latest, right?

Yeah it should be the latest. Are you sure it is installed? If it is then I'm not sure what is going on because I tried to get that bug to occur again after installing the patch and I could not because the promotion cleared itself properly when I rebuilt Barnaxus.
 
No idea on the barnaxus thing. I cant reproduce it here.
 
No, it does, I'm looking at the code here.

Spoiler :
infoCiv = gc.getCivilizationInfo(gc.getInfoTypeForString('CIVILIZATION_INFERNAL'))
iUnit = infoCiv.getCivilizationUnits(iUClass)
if unit.getUnitType() == iUnit:
iUnit = gc.getInfoTypeForString('UNIT_SKELETON')


It uses skeletons when the infernals don't have a unique type.

That was my attempt in writing that code, but it doesn't work.
 
But, this would definitly nerf the cauldron big time. Flesh Golems don't get exp and Immortals changing into flesh golems will lose the immortal promo after they die.
But ah well, if you don't have any other (fast) solution, I suppose we shouldn't whine

Yeah. No more demon altaring your immortals in the cauldron city to ressurect your immortal and get a new immortal from the cauldron. Thats a little to good.
 
Yeah. No more demon altaring your immortals in the cauldron city to ressurect your immortal and get a new immortal from the cauldron. Thats a little to good.

Oh, well I've never modded civ4 but the c++ code returns -1 when there is no appropriate unit. You're only testing if the return value is the same as the original unit. What I think will happen is a return of -1 if you get something like a hero from another civ dying near the cauldron.

In python, change the if statement from:

if unit.getUnitType() == iUnit:

to:

if iUnit == -1 or unit.getUnitType() == iUnit:

Yeah. No more demon altaring your immortals in the cauldron city to ressurect your immortal and get a new immortal from the cauldron. Thats a little to good.

Could just downgrade the T4 units to T3. That would keep the mechanism , without allowing infinite units.
 
Patch "d" is linked in the first post. It makes the following changes:

1. Water Elementals changed from 12 strength to 9 (+3 Cold) strength.
2. Hellfire spell changed to be always available for Infernals.
3. Fixed the issue where the AI doesnt rush founding the Veil.
4. Removed the redundant +10 damage for having channeling 3 in the destroy undead spell.
5. Work boats wont get Sheut stone upgrades anymore.
6. Mud Golems strength changed from 0 to 0/2.
7. Eyes and Ears Network wont pass out Infernal Pact.
8. Govannon can't train disciple units.
9. Increased the rate the AC counter grows.
10. Mokka's Cauldron now produces Flesh Golems (dynamic unit creation was causing CtD's).
11. Rust spell now destroy's Bronze, Iron and Mithril weapons.
12. A lair won't spawn more creatures if there are 5 or more units on it.
13. Reduced damage from the Ring of Flames spell by 10% (temporary until I add a collateral damage function to spells).
14. Moved Mobility to Horseback Riding instead of Exploration (from Rise of Mania).
 
I would guess, since it doesn't break saves, there aren't any SDK changes then?
 
I would guess, since it doesn't break saves, there aren't any SDK changes then?

Hmm.. I think there are. SDK changes dont break saves (unless I add new features).
 
ahh.. hmm.. perhaps you could add a link in the first post to the source code? I know there is a post floating around here with it, but it would be super cool to be able to grab it at the same time as a new patch.

three cheers for team FfH!
 
I searched, but found no mention of this.

Burnt forests and new forests on my latest game are not upgrading back to regular forests, some after as much as a century. obviously the new forests did upgrade atleast up from a burnt, but now they are stuck.
2 possibilities i can think of. All the tiles were burnt, and some of the tiles hadn't fully recovered before the same fire swept back over them(this happened quite a bit) so its possible that a new forest being burnt down before recovering was the problem(i doubtit though, or i'd see more of this).
The second more likely explanation, roads were built through several of these locations before they could recover, i am wondering since forests can't spread on developed tiles if they also can't regrow on them.
this is .21c, not d, but i see no mention of it in the d
 
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