FfH2 0.21 Bug Thread

Hopefully they won't suffer penalties from attacking for the sea either (either off a boat or just from walking there).

Yeah I meant to make them amphibious long ago so I set the amphibious tag on the water walking promotion. What I didnt know is that the amphibious tag only effect the attacking from sea penalty, there is another tag for the river crossing penalty. Now both are set.
 
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).

Yeah, this is probably the most common problem in 0.21 and I cant figure out how it is occuring.
 
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.

Fixed, thanks.
 
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.

Fixed, thanks.
 
Wow, patch E is shaping up to be quite the update. I'm particularly happy about the auto Dwarven and Elven promos.

Any idea when you will fix the ship crew exploit (i.e. load up a bunch of units and then switch to longshoremen crew)? Also, longshoremen crew is a bit of a misnomer...
 
Wow, patch E is shaping up to be quite the update. I'm particularly happy about the auto Dwarven and Elven promos.

Any idea when you will fix the ship crew exploit (i.e. load up a bunch of units and then switch to longshoremen crew)? Also, longshoremen crew is a bit of a misnomer...

Yeap, done.
 
29. You cant select the longshoreman promotion for ships that don't have any open cargo slots.

Woot!

BTW, it might be worth adding a note to this effect in the tooltip. l can already see the impending "Song of Autumn" epidemic.

...assuming there is a logical and clean place to display it.
 
Patch "e" is linked in the first post. It fixes the following issues:

1. Redid all the leader AI tags (many were goofed up, in general leaders will be more willing to trade techs, join in wars, etc now).
2. Reduced the research cost of Infernal Pact from 1800 to 1350.
3. Increased the AIWeight of Infernal Pact from 0 to 300.
4. Reduced the research cost of Unquestioning Obediance from 3200 to 1350.
5. Increased the AIWeight of Unquestioning Obediance from 0 to 300.
6. You wont get slaves and workers (or workers and werewolves, etc) from the same combat anymore.
7. Stoneskin no longer disappears after every combat (you have to take mroe than 3 hits in a combat for it to be removed).
8. Pillar of Fire python exception fixed.
9. Natures Revolt gives Commando to all animals.
10. Tar Demons can't use weapons.
11. Fireballs and Meteors reduced from effecting 6 to effecting 4 targets with collateral damage.
12. Meteors collateral damage limit increased from 20 to 60.
13. Lunatics can now upgrade to Berserkers.
14. Air node graphic is now used instead of the body node.
15. Fixed the extra carriage returns (carriage returns?!? man Im old) in promotion help text.
16. Hunting Research cost increased from 250 to 300.
17. New Forests changed to normal movement, +25 health (instead of +50) and +25 defense (instead of +50).
18. Hawks, Parrots and Ravens can see Shadows.
19. Check added to make appropriate Khazad and Luchuirp units dwarven on creation.
20. Check added to make appropriate Ljosalfar and Svartalfar units elven on creation.
21. Buboes, Yersinia, Ars and Stephanos decrease the AC by 2 when killed.
22. Meshabber and the Avatar of Wrath decrease the AC by 3 when killed.
23. Horseback Riding and Archery research costs lowered from 400 to 300.
24. Units with Water Walking won't get river crossing penalties.
25. Fixed a divide by zero error in turns to heal.
26. Fixed a python exception in the altar warning popup.
27. Fixed the ColoredPlotAlt python exceptions.
28. Ashen Veil AI players will rush the creation of Hyborem.
29. You cant select the longshoreman promotion for ships that don't have any open cargo slots.

It wont break save games.
 
Should Stygian Guards get weapon upgrades?
 
Should Stygian Guards get weapon upgrades?

No, right now disciple units dont get weapon upgrades (paladins, eidolons, stygian guards, crusaders, etC) but we are talking about changing that.
 
I just patched my game up, and got this error during turn processing (after my second turn):
PythonError.JPG


I'll attach my save game (sorry about the size > 500KB).

- Niilo
 
I loaded my game earlier and immediately got Alexis and an Python error.
Spoiler :
http://forums.civfanatics.com/uploads/39005/WTH.JPG

If you want the save game I can make it available.

Note that for this game (including the post above) I have modified the CIV4HandicapInfo.xml file. I can't see that causing these problems (I just changed one setting so the barbs get equal footing with everyone), but it's best to be safe.

- Niilo
 
The Shrine of Sirona healing text says it heals 20% but it only heals 15% (in d, but didn't see that addressed in patch e)
 
I just patched my game up, and got this error during turn processing (after my second turn):

I can confirm that error.

Oh btw, is this how the gnomes call themselves when in a drunk mood? :D

if (pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_KHAZAD') or pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_LUCHURIP')):
if (unit.isAlive() and cf.FFHHasRace(unit) == False and isWorldUnitClass(unit.getUnitClassType()) == False):
unit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_DWARF'), True)
 
The Infernal Pact rush logic checks for if the Infernal is a player. I would advise using logic more like the Orders from Heaven/ Corruption of Spirit logic, since researching Infernal Pact does not guarantee that the Infernals will be a player (mostly due to already being at the maximum number of players).
 
I seem to have found a bug. My brother and I were playing each other on map size 'Huge' with 14 AI players. I researched Infernal Pact but when I finished, Hyborem was spawned with no city as it seems that the game couldn't find a spot to place it. This was not that late in the game, as a matter of fact I had, one could say, rushed to Infernal Pact.
 
I seem to have found a bug. My brother and I were playing each other on map size 'Huge' with 14 AI players. I researched Infernal Pact but when I finished, Hyborem was spawned with no city as it seems that the game couldn't find a spot to place it. This was not that late in the game, as a matter of fact I had, one could say, rushed to Infernal Pact.

Hyborem is never spawned with a city. He is spawned with 2 settlers that are able to found cities.
 
Added patch "f" to the first post. It resolves the following issues:

1. Fixed the sethaspromotion python exception if the ljosalfar ar in the game.
2. Fixed the Luchuirp mistype in the function that grants dwarven promotions.
3. Switched the rush infernal pact logic to check for other players that have it instead of looking for infernal players.

It won't break save games.
 

i'm not sure why the flurry would be on top, unless it was no longer within the boat
 
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