FfH2 0.21 Bug Thread

I think the action is now "take axe", available to other units in the same tile, rather than "give axe", I think for cleaner python code or somesuch.

there just has to be a check for one unit, instead of a pop-up spell selection box...
 
Hm... is there any chance that forests could be destroyed on tiles that turn to desert because of blight? It looks sort of unsightly as things are now.

I'm not sure if you are refering to my post before, but the new forest appeared due to flames that burnt the old forest down (the desert tile appeared due to blight).
If you aren't refering to my post, well, I haven't spotted it yet that forest can be destroyed because of blight.
 
They should change to burnt forest in that instance, just because it looks neater :)
 
I think the action is now "take axe", available to other units in the same tile, rather than "give axe", I think for cleaner python code or somesuch.

i'm sorry, i didn't quite meant that literally. i tried selecting every unit in that tile and seeing if they could take the axe, give it, even ran some other people up from other locations. It simply wasn't an option anywhere(some were summons, some weren't). The brat had the axe and wasn't letting it go. I also noticed summons sometimes loose the option to disband them, this might be related? After i wiped out my enemy i was freeing up some of the wounded or isolated summons to save cash and noticed that only some had the option to disband, others wouldn't go and i had to wait them out. However i wasn't paying carefully enough attention to guess what might have caused this behavior(older than 1 turn, having just fought, etc.)
 
dunno if it's on purpose or a bug (from FfH or vanilla)

Spoiler :
civ4screenshot0001pe4.jpg


there was an ancient tower in the mines' tile. 2 turns after destroying the tower the worker still got the Sentry promotion.
the other one lost the promotion by leaving the tile

in the coast it's kinda useless but in the middle of the continent I could use the tile & have a nice view of an area I normally wouldn't.

sorry if it's a known issue.. didn't search for it :x
 
It is known. The lookout promotion (and others, like Homeland) are only checked on move to determine if they are still valid.
 
Got this python exception (in RoM) when a Doviello horseman captured and razed a city of mine. I'm playing the Mercurians.

Spoiler :
Code:
		if gc.getPlayer(city.getOriginalOwner()).getAlignment() == 1:
			for i in range((city.getPopulation() / 2) + 1):
				cf.FFHGiftUnit(gc.getInfoTypeForString('UNIT_ANGEL'), gc.getInfoTypeForString('CIVILIZATION_MERCURIANS'), 0, city.plot(), city.getOwner())

Code:
	def FFHGiftUnit(self, iUnit, iCivilization, iXP, pFromPlot, iFromPlayer):
		iAngel = gc.getInfoTypeForString('UNIT_ANGEL')
		iManes = gc.getInfoTypeForString('UNIT_MANES')
		if (iUnit == iAngel or iUnit == iManes):
			iChance = 100 - (CyGame().countCivPlayersAlive() * 3)
			iChance = iChance + iXP
			if iChance < 5:
				iChance = 5
			if iChance > 95:
				iChance = 95
			if CyGame().getSorenRandNum(100, "Gift Unit") > iChance:
				iUnit = -1
		if iUnit != -1:
			for iPlayer in range(gc.getMAX_PLAYERS()):
				pPlayer = gc.getPlayer(iPlayer)
				if (pPlayer.isAlive()):
					if pPlayer.getCivilizationType() == iCivilization:
						pPlot = -1
						pCity = -1
						if pPlayer.getNumCities() > 0:
							iRnd = CyGame().getSorenRandNum(pPlayer.getNumCities(), "Gift Unit")
							pCity = pPlayer.getCity(iRnd)
							pPlot = pCity.plot()
						else:
							iRnd = CyGame().getSorenRandNum(pPlayer.getNumUnits(), "Gift Unit")
							pUnit = pPlayer.getUnit(iRnd)
							pPlot = pUnit.plot()
						if pPlot != -1:
							newUnit = pPlayer.initUnit(iUnit, pPlot.getX(), pPlot.getY(), UnitAITypes.NO_UNITAI)
...
 
Not sure if this is a bug, but Basium doesn't seem to have the angel promotion. I would think he qualifies.
 

this is the one time i've ever seen the ai be truely inefficient(since i looked)
wasting two full commerce...
*the ai govenor is on
*no other priorities are set
*the bug persists even while not building the worker
could be a vanilla bug but idk what's causing it

I'm unsure because I'd never use AI governor, but maybe you need to set priorities when using it ? Did you try to see what happens setting production priority ?

Well, I guess you get yours answered frequently...because obviously you missed the levity.

I reported a bug 3 times in this thread that none ever acknowledged, but I didn't get all set up because of it. I mean, there isn't a law to force users to post replies to each single post, plus it might have been missed. 1, 2, 3, n times.
 
Not sure if this is a bug, but Basium doesn't seem to have the angel promotion. I would think he qualifies.

Good point, I'll add it.
 
I'm not sure if it is intended that Basium (the hero) can be diseased. Furthermore, I've noticed that the movement cost of a desert tile (former plains tile) with new forest (after blight happened), costs only one movement and not like a desert tile two.
cheers

I was a bit surprised at this too the first time Basium was diseased.

Another poster mentioned Basium not having 'angel' traits.

It is a little confusing. For example, if you have Basium in a stack of angels like usual, the stack cannot pass through hell terrain because of Basium. The angels will not be diseased, Basium will.

I found a related bug/exploit in my current game playing as Basium.

When a unit is killed, there is a chance you will get an angel. However, how about this?

I attached a Great Commander to one of my units...and got an angel. Next turn I detached the Great Commander and attached him to another unit...and got an angel.

I tried it a few more times. It didn't work every time, but most times I got an angel from detaching/attaching a Great Commander, although they had no XP. Good for cannon fodder or instantly deleted if you are having gold problems with an angel overload.
 
I was a bit surprised at this too the first time Basium was diseased.

Another poster mentioned Basium not having 'angel' traits.

It is a little confusing. For example, if you have Basium in a stack of angels like usual, the stack cannot pass through hell terrain because of Basium. The angels will not be diseased, Basium will.

I found a related bug/exploit in my current game playing as Basium.

When a unit is killed, there is a chance you will get an angel. However, how about this?

I attached a Great Commander to one of my units...and got an angel. Next turn I detached the Great Commander and attached him to another unit...and got an angel.

I tried it a few more times. It didn't work every time, but most times I got an angel from detaching/attaching a Great Commander, although they had no XP. Good for cannon fodder or instantly deleted if you are having gold problems with an angel overload.

Yeah, adding a block to mark units whose units are deleted but who arent "killed" (like with great commander) is on the to do list.
 
I'm unsure because I'd never use AI governor, but maybe you need to set priorities when using it ? Did you try to see what happens setting production priority ?



I reported a bug 3 times in this thread that none ever acknowledged, but I didn't get all set up because of it. I mean, there isn't a law to force users to post replies to each single post, plus it might have been missed. 1, 2, 3, n times.

-the ai govenor's setup vs my manual setup was costing me two commerce
(net:2 gold and 1 sci i think)
-the two pairs of tiles have the same net production and food output, with a diffrence of two commerce
the bug seemed to remain even when not building something requiring food
( i think i was in conquest at the time)

in the case of upresponsive bug reports/questions-the dev team is busy creating new things as well as fixing things, and most people just can't give you answers about problems requiring significant c++ to fix...
 
Another Basium bug I think. When Basium conquers an AV city the Armageddon Counter increases by 1 then if he razes the city it lowers by 1. I think when he takes the city it counts as AV spreading to that city again.
 
-the ai govenor's setup vs my manual setup was costing me two commerce
(net:2 gold and 1 sci i think)
-the two pairs of tiles have the same net production and food output, with a diffrence of two commerce
the bug seemed to remain even when not building something requiring food
( i think i was in conquest at the time)


As far as I'm concerned, being on conquest or not shouldn't effect the tile choice in your situation. It's not like it was a choice between 1 food or 2 commerce. I would assume this bug is from vanilla though, unless the team has been touching the governor functions.
 
-the ai govenor's setup vs my manual setup was costing me two commerce
(net:2 gold and 1 sci i think)
-the two pairs of tiles have the same net production and food output, with a diffrence of two commerce
the bug seemed to remain even when not building something requiring food
( i think i was in conquest at the time)

Ok.. this you already wrote in the first post. But you didn't answer my question: did you try setting priority on building (or something else, for the matter) ?

Another Basium bug I think. When Basium conquers an AV city the Armageddon Counter increases by 1 then if he razes the city it lowers by 1. I think when he takes the city it counts as AV spreading to that city again.

I believe it's known and it probably happens with any unit.
 
This is in my still-ongoing patch 'd' game, but I don't see it in a quick scan of the changelog. I flesh-grafted an immortal hero holding Orthus Axe and got a flesh golem with the axe, and my hero came back in my capital, also with the axe.

Also- I can not choose Sphener to be flesh grafted, not sure if it that's a bug or on purpose.
 
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