FfH2 0.21 Bug Thread

So, for once I have the need to build a navy, and it looks like Galleys can't hold any troops unless you apply the hull expansion promotion. The unit description lists them as having a capacity of 2. Haven't seen this discussed thus far.

Playing as Calabim, fully patched. No save game attached.
 
this may b a dumb question. but i just downloaded and installed this mod( had to do it twice- the first time i got the message that said it may not have installed directly.)
problem is I cant find it...its not in the mods menu .
plz help me play it...im using windows vista and have the warlords 2.8 patch
this is my first mod download.
 
This mod is vanilla cIV only. So you need to start the mod from the normal (not warlords) menu.
 
It's my first game with 0.21 and noticed something which IMO is a bug because never happened with previous version.
I'm playing a Marathon game as Perpentach and on turn 1350 Hyborem has yet to enter the world, no civ researched Infernal Pact.
The other settings are 10 civs AI huge map
AI civs are: Cassiel,Hannah the Irin,Os Gabella,Beeri Bawl, Sabathiel,Varn Gosam,Thessa,Kandros Fir,Svartalfar eliminated early, Kuriotates eliminated early.
 
If you've only played the one game, you can't really say that's a bug. Every game will be different and not all will see Hyborem.

Having said that, there has been a lot of discussion about this issue, and there have been some modifications to fix it in the latest patch.

- Niilo
 
Here is some stuff i noticed when looking at the python files

findTargetBanish in ffhspells.py needs a
iBestUnit = iUnit
line to work as intended

The domination spell should probably trigger war ?

Not sure if its a bug exactly but FFHAddUnit in CustomFunctions.py will as it is currently written nearly always choose the largest continent (if there is no barbarian cities on a slightly smaller one). With nearly always I mean that if you have a 501 and a 500 tile big continent it will select the 501 tile one in 99.9% of all cases if im reading the code correctly.

Easiest way to fix it would probably be to cap the continent size bonus at 200 tiles or so (perhaps adding some check for there being some cities on the continent).

When talking about that function, shouldnt it give a bonus to neutral lands, im always irritated when some horseman spawns adjecent to a city. Perhaps also give a negative bonus to ashen veil land ?
 
Defect in the new (as of 0.20) hell code:
Code:
		eOwner = pPlot->getOwnerINLINE();
                if (GET_PLAYER(eOwner).getCivilizationType() == iInfernal)
The problem is that eOwner could be -1 (NO_PLAYER). GET_PLAYER then gets data from before the beginning of the array, which could (or could not) equal iInfernal.

One work-around (note that this is sub-optimal, largely in that it repeats a set of code twice):
Spoiler :
Code:
		// Smarter Orcs start
		// Reason: otherwise eOwner can be used to access invalid array elements.
		if (!pPlot->isOwned())
		{
			if (iArmCount >= 25)
			{
				if (pPlot->getHellCount() < 100)
				{
					for (iJ = 0; iJ < NUM_DIRECTION_TYPES; iJ++)
					{
						pAdjacentPlot = plotDirection(pPlot->getX_INLINE(), pPlot->getY_INLINE(), ((DirectionTypes)iJ));
						if (pAdjacentPlot != NULL)
						{
							if (pAdjacentPlot->getHellCount() > iHellConversion)
							{
								pPlot->changeHellCount(1);
							}
						}
					}
				}
			}
		}
		else if (GET_PLAYER(eOwner).getCivilizationType() == iInfernal)
		// Smarter Orcs end
		{
			if (pPlot->getHellCount() < 100)
			{
				pPlot->changeHellCount(100);
			}
		}
		else
		{
			if ((GET_PLAYER(eOwner).getStateReligion() == iAshenVeil) ||
				(iArmCount >= 50 && GET_PLAYER(eOwner).getAlignment() == -1) ||
				(iArmCount >= 75 && GET_PLAYER(eOwner).getAlignment() == 0))
			{

There is a similar defect in CvPlot::calculateImprovementYieldChange; with the following code, ePlayer can be NO_PLAYER:
Code:
		if (GET_PLAYER(ePlayer).getCivilizationType() == (CivilizationTypes)GC.getInfoTypeForString("CIVILIZATION_LANUN"))
		{
			if (eImprovement == (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_FARM"))
			{
				if (eYield == (YieldTypes)GC.getInfoTypeForString("YIELD_FOOD"))
				{
					iYield += -1;
				}
			}
		}
A possible fix:
Spoiler :
Code:
	if (ePlayer != NO_PLAYER) // Smarter Orcs
	{// Smarter Orcs
		if (GET_PLAYER(ePlayer).getCivilizationType() == (CivilizationTypes)GC.getInfoTypeForString("CIVILIZATION_LANUN"))
		{
			if (eImprovement == (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_FARM"))
			{
				if (eYield == (YieldTypes)GC.getInfoTypeForString("YIELD_FOOD"))
				{
					iYield += -1;
				}
			}
		}
	}// Smarter Orcs
 
Probably a vanilla issue: Sometimes when I use fireballs to bombard a city the first unit in the stack disappears for me as a unit choice. It is when, after summoning a fireball, the stack expands so I have to use the arrows to get to the last adept to cast his spell. After the bombard and disappearance of the fireball I cant move the stack with the arrows to the first unit cause they [the arrows] are gone. It ain't always like that but it happened often in my last game [0.21f]
 
im not sure if this is my fault or not.....i downloaded ffh2 mod and it works great.
i downloaded the scenarios (ar1,ar150,...etc) and they appear in the scenario list when i load up vanilla but they are missing from the ffh2 scenario list.
if i load them from the vannilla list it acts like its about to load up the ffh2 mod nd then declares its an invalid mod directory and ignores the mod ( which resuts with the scenario loading up in vannilla which may or may not be an interesting play....i havent tried it yet.)
did i do something wrong or are the scenarios not compatible with the latest version of ffh?
i have the "f" patch too
thnks
 
Yup, I think the scenarios were for FFh1 and due to the big changes that came with Fire the scenarios are now not up to date. Try to play them under 0.16, they might work with that.
 
ok....if i have ffh2(great mod) is it worth downloading ffh1 to play those (am i missing anything?)
thnks
 
0.16 is FfH_2_ not 1. It is a former release of the game you have downloaded now. FfH1 was, like Broken Hawk wrote, a different product.
 
RFHolloway, please post these issue in the cosmetic issues thread.
 
I (playing as Basium) noticed that I could upgrade one of my angels into a herald, even though I already had 3 heralds. One reason could be that my level 6 angel was in the territory of my ally (Sabathiel), but I'm not sure ...

btw, the model of the Seraph looks really awesome!! :goodjob:

-edit: Now I have about 7 heralds, I think that's not the way it should work...

I wasnt able to reproduce the herald problem. I can only upgrade to 3 of them at one time. I know about the issues allowing you to have more if you capture some with inquisitors or gift them to an ally but Im not seeing any problem with typical upgrades.

could it be this parameter ?
<iMaxTeamInstances>-1</iMaxTeamInstances>

When you play Basium you are in a team with his summoner. And vice versa.
 
it seems that civs that change alignement due to religion only change it diplomacy-wise, but not in the game mechanics.
For example, in a game with patch A, hell terrain had no chance to spread into Capria's border, although she was Evil (!! Yeah I know, pretty wicked game where she first converted to Octopus and then to the Veil :D). I am going to test if this is also true for the Altar of the Luonnotar, I have not yet done so, but I suspect that a formerly neutral or good civ which now is evil could still build the Altar. Will make you know...

Lastly, patch C or B (I passed directly from A to C), seems to cause an Out of Sync in multiplayer upon load.

I'm resuming this old post and attaching a screenshot, I thought it might attract more attention... this is an early screen, however later hell terrain spreads more and more into Jonas' lands but never into Capria's, though she is evil, has AV as state religion, and the counter rises well above 40.
About the OOC problem, it's still there. It seems connected with Acheron's fix in patch C. Picture of hell not spreading:
 

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