FfH2 0.21 Bug Thread

As a bird lover who has always found sentry promotions more useful than training any birds, I like this change. Is it only hawks, or can all birds see invisible? Parrots and ravens logically shouldn't have eyes quite as good as hawks', but unless they can also see invisible the Lanun and the initially evil civs would be at a disadvantage.

All birds.
 
Were you guys able to reproduce my issue with the Evangelist trait (Sphener)? I haven't seen any reference to it yet.

Thanks!

Yeah, Im not going to fix that yet. I have to wait until I move the combat result code into the SDK to get access to the SDK functions that will let me make that function a little smarter than it is right now.

But I'll put it on the changelog list so it doesn't get forgotten.
 
Loki came up with an interesting idea. In the next patch Hawks will be able to see Shadows.

Great, now you can work on how to prevent me from doing this.
 
Great, now you can work on how to prevent me from doing this.

A rabid band of howler monkeys is on route to your house to take care of this.

Thats actually a vanilla problem (that you can see invisible units from the military overlay).
 
actually i've had cities get stuck at 5 and 6 growth ... even with plenty of food and health

heres one that happened last night:

Midgar:
6 extra food/turn, Fresh water, Rice, Cow, Life mana

14:health: 5:yuck:
6:) 5:mad:

hasn't yet grown past 5 -- for several turns
 
actually i've had cities get stuck at 5 and 6 growth ... even with plenty of food and health

heres one that happened last night:

Midgar:
6 extra food/turn, Fresh water, Rice, Cow, Life mana

14:health: 5:yuck:
6:) 5:mad:

hasn't yet grown past 5 -- for several turns

You have "Avoid Growth" turned on in Midgar. Open up the city detail screen and look at the set of six buttons in the bottom right. The picture of the guy with the red circle on his head is the avoid growth button.
 
pretty sure it will still grow in a normal city with 6 extra food EVEN IF the avoid growth is on .. and anyhow turn it off and watch it not grow...
 
I have never seen unhappy or unhealthy automatically turn on avoid growth, I have to do that manually whenever I notice. Is there a game setting for this somewhere?

You are correct that I'm being inaccurate. I will try to be as accurate as possible:
Spoiler :

  • City Growth is avoided if the player has the trait "Fallow"
  • City Growth is avoided if the player is attempting to avoid growth through the UI (or, in the case of a computer player, that player is attempting to avoid growth).
  • If the City is not emphasizing Food (for example, via the UI), then growth is avoided if it is a human player and there is one angry person, or it is a computer player and there would be an angry person with the addition of another population.
  • If the City is not emphasizing Food (for example, via the UI), then growth is avoided if it is a human player and there is one starving person or it is a computer player and there would be a starving person with the addition of another population.
All of this is in the C++ source code (CvCityAI::AI_avoidGrowth); I see no direct ways to change it other than changing the .dll.
 
pretty sure it will still grow in a normal city with 6 extra food EVEN IF the avoid growth is on .. and anyhow turn it off and watch it not grow...

No, it won't. Avoid growth stops all growth. You could have 1 million extra food and it won't grow. And, I did turn off the avoid growth in your game save, and Midgar grew to size 6 next turn :sheep:
 
qoute"how come water elementals get penalties for crossing rivers? one would assume living water would be amphibious."

Water walking still 'does not' give the effects of Amphibious(or one of the two water walking promotions as there appears to be two of them for some reason)
 
This is from trying to view a unit that is diseased and in neutral lands (i.e. has a zero heal rate:

file CvMainInterface.py
line 1758
Code:
			iTurnsToHeal 		= int((fMaxStrength-fCurrStrength)/float(fMaxStrength*float(mt.getPlotHealFactor(pUnit))*0.01)+0.999) # force to round upwards
float(fMaxStrength*float(mt.getPlotHealFactor(pUnit))*0.01) resolves to 0, which causes the exception.
 
astartools, line 522
Code:
				CyEngine().addColoredPlotAlt(plot[0], plot[1], PlotStyles.PLOT_STYLE_TARGET, self.PLE_HIGHLIGHT_PLOTS, color, .5)
The problem is that there are multiple type mismatches in the call to addColoredPlotAlt.
 
CustomFunctions, line 567:
Code:
							newUnit = pPlayer.initUnit(iUnit, pPlot.getX(), pPlot.getY(), UnitAITypes.NO_UNITAI)

The problem is that pPlot can be of type NoneType (no, I'm not seeing how this is occurring either).
 
qoute"how come water elementals get penalties for crossing rivers? one would assume living water would be amphibious."

Water walking still 'does not' give the effects of Amphibious(or one of the two water walking promotions as there appears to be two of them for some reason)

Theres only one water walking promotion. I'll fix it so it keeps units with it from suffering river crossing penalties.
 
There is one promotion, but 2 separate spells (one divine, one sorcery). Since the promotion either one grants is permanent, I would prefer if neither spell icon would appear once the unit already has water-walking. They are then worthless and take up space, making finding the spells you want to cast a little slower.

Also, I think more summons should start with water walking. Many of them, like gryphons, are flying creatures. Why should Air or Lightning Elementals depend on land to walk on. There can be some pretty serious thunderstorms at sea, as well as tornadoes (although these often quickly turn to water spouts)
 
Theres only one water walking promotion. I'll fix it so it keeps units with it from suffering river crossing penalties.

Hopefully they won't suffer penalties from attacking for the sea either (either off a boat or just from walking there).
 
Hopefully they won't suffer penalties from attacking for the sea either (either off a boat or just from walking there).
I'm pretty sure that was already a part of the water walking promo. Which made the river penalty even more odd.
Kael said:
All birds.
Yay! Nerf those Shadows! :mischief:

- Niilo
 
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