FfH2 0.21 Bug Thread

Good Wolf! :)

Speaking of wolves and such, another problem with these "uber" Scouts, I think, is by the time you get the Subdue Animal(s) promotion, the AI Scouts have killed all the critters. Not good. :cry:

Yep I agree too! Maybe toning scouts vs animals down would let animals hang around longer!
 
You're right. In my first game the animals completely vanished shortly after the barbs started appearing - around yr. 75 in Epic.

However, in my current game I had one of my settlements build Nature's Revolt because there was nothing else to build (Research and Wealth didn't even register). Well, I don't know who opened the zoo, but I NEVER saw so many animals in a game. There were over 100 I believe - some in groups of 3-4. But, I didn't have a Gorilla sighting. ;)

And, yes, as they replace barb units, several bears were defending a barb city. :)

My picture wasn't after nature's revolt - just regular early game.
 
You can use the globe view and select military / view only enemy units if you don't want to show all the moves (it doesn't crash anymore, yay!)

On a related note, I found that the workers will not cancel their actions (such as building something) when a lizardman or warg riders is within range of killing them. So I have to click the workers before my other units to prevent them from using up their move points (or reload autosave). This is probably a vanilla bug, though?

That's not a bug at all. That's an intended vulnerability.
 
I think this should be corruption of spirit, not infernal pact:
Code:
CvGameInterface.py
def AI_chooseTech(argsList):
...
	if eTeam.isHasTech(gc.getInfoTypeForString('TECH_PHILOSOPHY')):
		if pPlayer.getAlignment() < 0:
			bValid = true
			for iTeam in range(gc.getMAX_PLAYERS()):
				eTeam = gc.getTeam(iTeam)
				if eTeam.isAlive():
					if eTeam.isHasTech(gc.getInfoTypeForString('TECH_INFERNAL_PACT')):
						bValid = false
			if bValid == true:
				iTech = gc.getInfoTypeForString('TECH_INFERNAL_PACT')

	if eTeam.isHasTech(gc.getInfoTypeForString('TECH_PHILOSOPHY')):
		if pPlayer.getAlignment() > 0:
			bValid = true
			for iTeam in range(gc.getMAX_TEAMS()):
				eTeam = gc.getTeam(iTeam)
				if eTeam.isAlive():
					if eTeam.isHasTech(gc.getInfoTypeForString('TECH_ORDERS_FROM_HEAVEN')):
						bValid = false
			if bValid == true:
				iTech = gc.getInfoTypeForString('TECH_ORDERS_FROM_HEAVEN')

Fixed, thanks AA.
 
Perhaps this isn't a bug. I seem to recall reading that the infernal manes were scaled back in .21...however....

In .2 I was playing with 16 civs and the manes were running rampant.

In a new 16 civ game, I've been at war for 100+years, as well as 3 other Ashen Viel civs, and I've been watching Hyborem and never seen a single mane.

At one point I used the world builder to create 20 units with ashen viel and I marched them off into hopeless battles...and still...not a single mane appeared.

If this isn't a bug in that the manes have been throttled down to far,
is there an XML setting that can be used to adjust the scaling?

The chance of creating one was 100% minus 5% per player in the game. So in a 16 player game its about 20%. Thats probably scaled back to far. IM going to chance it to 100% minus 3% per player in patch "b".
 
Last night in our multiplayer game, I used my Runes patriarch ability to call Holy War on Sheelba. Instead of all of my allies declaring on her, I received a string of messages as she declared war on each of them. Overall the result was the same, but we were concerned because the war happiness penalty seems greater vs. the declarer. Is Call to War supposed to work this way?

You're right, I'll reverse the declarer.
 
It appears that the Grigori can now research Corruption of Spirit, allowing them to found the Ashen Veil...

You're right, I'll fix it in patch "b".
 
Is basium supposed to be able to build the angelic chariot thing? because right now he can't. Its the same problem that was at the beginning (with the lannun and the war tortoises)

I dunno about the Lanun thing, but IIRC, Bozzie's T4 units have to be upgraded from angels. That's why you can't build them.

@Kael: Are there any plans to integrate FFH with Impaler's Modular XML mod in the near future? I made a merge for v.16 (see my sig), but I'm having trouble getting it to work with Fire, and it would certainly help keep modmods like RoM and Sureshot's mod up-to-date without having to re-apply their changes with each new update.
 
PLE Issues:
- mouse-over text is no longer visible
- birds still aren't visible when unit icons are in a stacked view
- a python error appears when you try to use the movement indicator thingie (i.e., hold down Alt and mouse-over a unit icon, and you're supposed to see where it's movement can take it)

- Niilo

Thanks, Ill check it out.
 
onUnitKilled (from version 0.21)

The Armageddon Counter changes are awarded to the owner of the killed unit. This seems counter-intuitive; I would expect that the owner of the killer of the unit should be awarded the Armageddon Counter change.

Good point, I'll fix it in patch "b".
 
onCityDoTurn

Note the Mobius Witch cannot start with Air1. I assume that this is an oversight.

Your right, I'll add Air to the list of possibility for witches, imp and djinn's.
 
Chariot (Infernal)
Can gain the weapons promotions, but the Str is unchanged in .21 (4/2 + 2 Unholy).

Chariot (Mercurians) has the same problem. The exact same str (does Unholy Damage, probably should do Holy damage).

Yeap, Ill fix it.
 
I dunno about the Lanun thing, but IIRC, Bozzie's T4 units have to be upgraded from angels. That's why you can't build them.

@Kael: Are there any plans to integrate FFH with Impaler's Modular XML mod in the near future? I made a merge for v.16 (see my sig), but I'm having trouble getting it to work with Fire, and it would certainly help keep modmods like RoM and Sureshot's mod up-to-date without having to re-apply their changes with each new update.

Yes, but not soon. There is going to be a major rewrite of all FfH code. We aren't integrating any outside SDK components until that happens (I don't want to add them just to have to redo them later).

But when we are able to add in new stuff Impaler and Blakes work are high on the list.
 
Patch "b" is up and linked in the first post. It makes the following changes:

1. New Meshabber of Dis model art by seZereth.
2. Evil AI players will rush Corruption of Spirit when appropriate.
3. Manes and Angel generation chance increased from 100% minus 5% per player to 100% minus 3% per player.
4. Call Holy War now correctly has the ally declare war on the victim instead of the other way around.
5. Agnositc civs are now correctly blocked from researching Corruption of Spirit.
6. Killing units now correctly rewards the armageddon count to the attacker, not the units owner.
7. Mobius Witches, summoned Imp's and Djinn's have a chance of starting with air magic.
8. Infernal chariot reduced from 4/2 +2 unholy strength to 3/1 +1 unholy strength.
9. Mercurian chariot reduced from the 4/2 +2 unholy strength to 4/2 strength.
10. Chalid returned to 6 strength instead of 5/3 strength.
11. Vs bonus's are no longer doubled (ie: scouts wont be doubly effective against animals).
12. Spells (fireballs, meteors, etc) aren't carried over between turns.
13. Reduced damage from the Crush spell.

It won't break save games.
 
Patch "b" is up and linked in the first post. It makes the following changes:

1. New Meshabber of Dis model art by seZereth.
2. Evil AI players will rush Corruption of Spirit when appropriate.
3. Manes and Angel generation chance increased from 100% minus 5% per player to 100% minus 3% per player.
4. Call Holy War now correctly has the ally declare war on the victim instead of the other way around.
5. Agnositc civs are now correctly blocked from researching Corruption of Spirit.
6. Killing units now correctly rewards the armageddon count to the attacker, not the units owner.
7. Mobius Witches, summoned Imp's and Djinn's have a chance of starting with air magic.
8. Infernal chariot reduced from 4/2 +2 unholy strength to 3/1 +1 unholy strength.
9. Mercurian chariot reduced from the 4/2 +2 unholy strength to 4/2 strength.
10. Chalid returned to 6 strength instead of 5/3 strength.
11. Vs bonus's are no longer doubled (ie: scouts wont be doubly effective against animals).
12. Spells (fireballs, meteors, etc) aren't carried over between turns.
13. Reduced damage from the Crush spell.

It won't break save games.

Looks like a great patch. Keep up the good work.
 
That's not a bug at all. That's an intended vulnerability.
I disagree. Or, at least, if it is as designed, then the designers lost sight of one of their overall objectives for Civ IV: ease of play and minimization of micromanagement.

I would like any of my workers to stop working when any enemy is within striking distance (as long as said enemy units are within my site range). Plus, the AI really needs this to save its workers. I don't see how this is different from having them stop when an enemy is adjacent to them - I assume it didn't make it into Vanilla Civ due to the programming effort involved.

Sorry for the off-topic-ness.

Back on-topic, I noticed a new (new to me, anyway) manifestation of the stuck-text issue. Sometimes, you will be stuck with no text appearing instead of text, and if you try to attack during this time you cannot. You must mouse-over your PLE unit icon to resume normal functionality (just like with the stuck text).

- Niilo
 
That's because some of the ple text got broken so it's displaying a frame it thinks should have text in it. Fixing that doesn't help with the original sticking problem, though.
 
I agree with V. If the worker can see the enemy and it is in range -- and it can enter your borders (I'm looking at you, hill giants!) --then the worker should stop and await your orders. If the mounted unit is out of sight, then it is an intended vulnerability, though otherwise it's an oversight carried over from vanilla.
 
I agree with V. If the worker can see the enemy and it is in range -- and it can enter your borders (I'm looking at you, hill giants!) --then the worker should stop and await your orders. If the mounted unit is out of sight, then it is an intended vulnerability, though otherwise it's an oversight carried over from vanilla.

Its a vanilla AI issue. The computer only checks for new actions when the unit comes up, it doesnt check if the unit is occurpied.
 
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