FfH2 0.21 Bug Thread

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

Probably on purpose because Sphener is an angel, not a living unit.
 
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.)
I think the issue is that Take Axe requires one of the units (not sure which one) to be able to attack/cast spells so that you can't have multiple units attack with the same axe on the same turn. I think it's the one who has the axe, so you couldn't grab it because your summon had already attacked. Otherwise, you needed to use a "fresh" unit.
 
Katika is correct. The one who has the axe and should pass it over is the one who should have an attack still available. In fact, a unit can grab the axe and attack in the same turn, if the holding unit can pass it over.
 
Maybe a better solution is to have Take Axe give the casted promotion, so summons don't destroy it but multiple attacks with it are not allowed. Or does the Axe give Blitz, I can't remember...
 
Kael, If Gyathaar can get the MAF fixed for map saves will we see it implemented in FfH2? Just got another MAF last night on a normal speed, huge map, 16 civs in the year 451. set me back 5 years which at that stage of the game can take awhile to replay.
 
Maybe a better solution is to have Take Axe give the casted promotion, so summons don't destroy it but multiple attacks with it are not allowed. Or does the Axe give Blitz, I can't remember...

it does, but the effect of blitz allows you to attack while casted
 
There are a number of places in the source code where the Sprawling information and/or the Sacrifice the Weak food change are not fully applied (where it's possible to do so).

Spoiler :
The changes for these are marked in Smarter Orcs sources by the phrase "Smarter Orcs". Alternatively, here are the main additional helper functions (feel free to take them):
Code:
// Returns the maximum number of plots for a city owned by this player.
int CvPlayer::maximumPlots()
{
    int iMaximumPlots = NUM_CITY_PLOTS;
    if (!isSprawling())
    {
        iMaximumPlots = 21;
    }
    return iMaximumPlots;
}
// Returns the consumption per population for this player.
int CvPlayer::consumptionPerPopulation()
{
    int iFood = GC.getFOOD_CONSUMPTION_PER_POPULATION();
    if (getCivics((CivicOptionTypes)GC.getInfoTypeForString("CIVICOPTION_COMPASSION")) == (CivicOptionTypes)GC.getInfoTypeForString("CIVIC_SACRIFICE_THE_WEAK"))
    {
        iFood = iFood / 2;
    }
    return iFood;
}
Obviously, I can expand on this if desired.
 
Just curious, I admit my knowledge is limited, but an MAF sounds like a hardware issue. Nimbus seems to imply there may be a software fix. Is that correct?
 
Playing Sheaim, late in the game, AC= 60. Moebius witches are coming through the gates with 14-15 experience, but only allowing me to choose one promotion instead of 3. They only have sorcery2, channeling2 and whatever I choose with 14-15/17 exp, level 3. Everything else comes through the gates with no experience.
 
Kael, If Gyathaar can get the MAF fixed for map saves will we see it implemented in FfH2? Just got another MAF last night on a normal speed, huge map, 16 civs in the year 451. set me back 5 years which at that stage of the game can take awhile to replay.

Yeap, did it MAF while saving?
 
I think the issue is that Take Axe requires one of the units (not sure which one) to be able to attack/cast spells so that you can't have multiple units attack with the same axe on the same turn. I think it's the one who has the axe, so you couldn't grab it because your summon had already attacked. Otherwise, you needed to use a "fresh" unit.

hmmm, because as more weapons and items are added to the game, this problem is only going to get worse. right now its just the axe and pieces of barnaxus(wouldn't that suck for luchuirp) its not going to happen frequently and will often just require a reload to get around, but as i understand it the plan is to add a lot more items, but i don't see an easy solution. perhaps a whole new promotion similar to casted, but for using an item. then it would be your own dumb fault for letting a summon use an item instead of giving it away?
 
If a full-fledged item system was implemented, something like the following would probably be the best solution:

When a unit carrying an item dies, check if the killer was a unit without the summoned promotion.

If it was such a unit, give the item to this killing unit.

If it was a summoned unit or even not a unit at all, give the item to the first non-summoned unit in the dying units tile.

If no other units are in the dying units tile, create an immobile strenghtless barbarian 'item chest' unit on the dying units tile, carrying the item.
 
I have a question about path f. Is it necessary download other paths or just f version its fine ?:p
And where can i find new scenario or maps for this mod ?
Thanks for help i have a good weekend. :crazyeye:
 
I got this error last night right as I razed Dis:
Spoiler :
errorbn7.jpg

It just went away when I clicked OK, no other problems as far as I could tell.
 
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