FfH2 0.21 Bug Thread

I investigated into the bonus vs animal bug and found something much more scary. Here is my results

Noble Difficulty
+10% vs barb

Scout vs. Barb lion
2.10 vs. 0.95

scout 1 strength
+110%
=2.10

Lion 2 strength
/2.1 (110%)
=0.95


Scout vs. Civ lion
2.00 vs. 1.00
Again if both increases the strength of the scout by 100% but halves the lion.

Prophet vs. Barb lion
2.20 vs. 1.81
Adds the 10% to the prophet due to bonus vs barbs and reduces the lions strength (2.0/1.1(10%)=1.81)

Prophet vs. Civ lion
2.00 vs. 2.00
As it should be

Monarch difficulty
No bonus vs barbs

Scout vs. Barb lion
2.00 vs. 1.00

Scout vs. Civ lion
2.00 vs. 1.00

Prophet vs. Barb lion
2.00 vs. 2.00

Prophet vs. Civ lion
2.00 vs. 2.00

Now the scout gets bonus a bonus and the lion get a penalty, then something hit me..

Warrior (with elf slaying) vs. Elven warrior
2.80 vs. 1.42

the warrior gets the +40% vs elves as usual BUT the elven warrior also gets a 40% penalty (2.00/1.4=1.42)

Conclusion
ALL bonus versus other units act as both a bonus to the unit and and penalty to the other unit.

This really needs to be fixed

in civ-promotions like anti melee, city raider, and slayer promotions from FFH
are calculated as reducing your opponents strength

most likely, you had 1-2 strength promotions or some near equivalent with +20% combat

(combat one or divine hammer, ect for prophet)
(combat two for the warrior)
 
Actually I think there is an error in it - lots of folks are reporting it.
 
in civ-promotions like anti melee, city raider, and slayer promotions from FFH
are calculated as reducing your opponents strength

most likely, you had 1-2 strength promotions or some near equivalent with +20% combat

(combat one or divine hammer, ect for prophet)
(combat two for the warrior)

There was no other promotions, all of this were done by inexperienced units (the elf slayer I added with world builder).
 
in civ-promotions like anti melee, city raider, and slayer promotions from FFH
are calculated as reducing your opponents strength

most likely, you had 1-2 strength promotions or some near equivalent with +20% combat

(combat one or divine hammer, ect for prophet)
(combat two for the warrior)

Nope, I think he's dead on. In my current game (.21), Larry, Moe and Curly with combat IV were getting terrible odds (15-25%) attacking 0 experience Hunters in grassland cities reduced to 0% defense. Definitely something weird going on.
 
It appears that the Grigori can now research Corruption of Spirit, allowing them to found the Ashen Veil...
 
First I want to say that he new version is working stunningly well and bug-free, considering that Fire has been released for such a short time. However, in our recent multiplayer game, we had a couple of crashes associated with the attached save game.

Maybe it had something to do with my casting of multiple Rings of Flames on Morgorth's city where he had a Mokka's cauldron - when I did this the first time, I got some python errors, the game got OOS and my friend always got crashes when he tried to reconnect. When we loaded the autosave from the beginning of the turn and I repeated my attack on Morgoth, the game produced multiple python errors again, but seemed to proceed normally. (Screenshot attached.)

However, my friend got a CTD in the same turn when he tried to move one of his stacks into Morgoth's territory. When we finally got the turn finished once without crashing, I saved the game - this savegame is attached to this post. However, the game crashed for both of us when we clicked "end turn". We couldn't reload it, since it crashes on load.

(Edit: This is with version 0.21a, according to the Readme in my Civ4 folder.)
 

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Hello everyone, especially the ffh-team!

I must say that this mod "rocks your socks off" !! :goodjob: Nonetheless, I had a CTD in my last game, which was one of my most exciting games I've ever played! (and that means a lot, since I've played the ffh-mod since ffh1)

I'm playing as the Khazad with the Luchuirp in my team (there are 9 teams, 2 AI in one team), I've fought against nearly everyone with my Luchuirp-buddy, and now when I was gaining an advantage over the others (those treehugging elves are really hard to cope with! ) the game crashed!

I'm not sure how it works to upload my savegame (never done this before),

http://forums.civfanatics.com/uploads/94207/Stonebiter_AD-0307.Civ4SavedGame

well, keep up the good work up, and thank you for this awesome mod! :thanx:
cheers
 
Ok, here's some multiplayer bugs-- Perpentach's insane trait generates a popup for all players when it triggers the trait change.

Gifted units with the free free promotion promotion (I just love saying that.. ;) ) get a free promotion each time they are gifted. Found this out running a little foreign exchange student program with another human civ. You might just want to disable gifting for all arcane units since the whole foreign exchange thing is a little cheesy...
 
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
 

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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.
 
I wonder if more details on what points the Arm counter changes could be supplied. The changelog says it is dependant on number of civs. so, if I add 2 civs to the default number on say a Large sized map.. does that change the counter at all? Does the dynamic change require 14 civs before it starts increasing its event points?

I wonder becuase I was playing a Normal speed game, Large map with 11 Civs and it didn't seem to change the event points in the counter(the default is 8 civs for that size map of course)... i.e. Blight still hit at 40...

Look at top of the third section here. The summary is that what you should be noticing in larger games is that the exact same actions have less of an impact on the displayed Armageddon Counter. In a 14-player game, an action that would change the displayed Armageddon Counter by 2 will change it by 4 in a 4-player game. The effects at the various displayed numbers should still be the same, regardless of size.
 
Ahh.. thanks xanaqui. I should have checked the wiki first.
That might make sense as to why Sanctify wasn't moving the counter either( as its impact was lessened).


Cheers!
 
Look at top of the third section here. The summary is that what you should be noticing in larger games is that the exact same actions have less of an impact on the displayed Armageddon Counter. In a 14-player game, an action that would change the displayed Armageddon Counter by 2 will change it by 4 in a 4-player game. The effects at the various displayed numbers should still be the same, regardless of size.

:wow: I must have missed the post that detailed all that. Very good stuff to know!
 
I'm not sure if the items I am posting are bugs or not, but it was unusual tonight, as the Elohim, I was able to upgrade a Scout into a Stonewarden
 
First of all, great mod! This is single-handedly ruining any chance of productivity I ever hoped to have in the evenings. :)

I noticed a few issues with the "Hidden Nationality" units in version 0.21a; specifically, I built the wonder that comes with "Deception" that allows all units created in one city to start with "Hidden Nationality". This is quite fun to do with heroes, but I digress :)

1. Units with "Hidden Nationality" can pillage in my borders, but cannot pillage in another nations borders. Is this intentional?

2. Units with "Hidden Nationality" cannot raze a city they have conquered (it makes sense that they can't claim the city, but can they also not raze cities?)

3. This one is tricky. If a stack of units (all with Hidden Nationality) conquer a city from another nation (say nation X) and fortify on it, any units from nation X can move onto the city without engaging in combat with the units with Hidden Nationality. Secondly, if you attempt to move another unit with Hidden Nationality and Marksmanship onto this stack (now containing both your units and a unit from nation X), Marksmanship will happily pick out one of your spellcasters over the unit from nation X and the units will engage in combat, even though the units are owned by you. As much fun as it is to level my Elven Assassins off of my Elven Adepts, this can get annoying as I have to check the square a stack is on for enemy units before attempting to add reinforcements.

Let me know if there is anything else I can do to help.
 
3. This one is tricky. If a stack of units (all with Hidden Nationality) conquer a city from another nation (say nation X) and fortify on it, any units from nation X can move onto the city without engaging in combat with the units with Hidden Nationality. Secondly, if you attempt to move another unit with Hidden Nationality and Marksmanship onto this stack (now containing both your units and a unit from nation X), Marksmanship will happily pick out one of your spellcasters over the unit from nation X and the units will engage in combat, even though the units are owned by you. As much fun as it is to level my Elven Assassins off of my Elven Adepts, this can get annoying as I have to check the square a stack is on for enemy units before attempting to add reinforcements.

Let me know if there is anything else I can do to help.

:dubious: You can actually have your units attack each other? That's something I've not heard before... I suppose it's something else to add to the long list of HN bugs.
 
Playing my first game with Amelanchier on .21 and can't build Alchemy Labs. Is this a bug? I found nothing in the civipedia to indicate that he couldn't build them. I have already built Typhoid Mary so the game knows I have learned the correct tech.
 
:dubious: You can actually have your units attack each other? That's something I've not heard before... I suppose it's something else to add to the long list of HN bugs.
Is this one really a bug, or an undocumented feature? ;) As was said, it becomes one way to gain XP that might have been more rare otherwise. Just feed HN warriors to your preferred units.
 
I'd say Master Hugian is right. Percentages from combat bonuses are both added to the unit who benefits from that and subtracted from the target.

A couple of other minor issues, I think both already mentioned

1 - You're warned an enemy is nearing completion of the Altar of the Luonnotar when it's actually you who's doing that.

2 - The message that warns you about Orthus' Axe changing hands is screwed.
 
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