FfH2 0.25 Bug Thread

Here's another WFOC save but the problem involves a HN unit not a spellcaster. A square near Hyol has a sign marking the problematic mercenary. I am at peace with Bannor who own the merc so I wasn't paying attention and let Sabathiel run his units through my territory.

After hitting return, there will be a WFOC hang. If the merc and axe are erased, the crash does not occur. If the worker west of them is erased, the crash does not occur. The axe will move onto the worker followed by the merc (starting the WFOC hang) if nothing is changed. The axe and merc will still move onto the square and hang the game if a melee unit is moved from Hyol to protect the worker.

Hopefully this can help chase down some of the WFOC problems.
 

Attachments

Sounds to me like this one is possibly a case of self-aggression. If his Axeman traveling with the Merc moves onto the square with the worker, then when the HN unit moves onto the square it would attempt to capture the worker (since HN can be aggressive) and since the worker is defenseless, the Axeman would be selected as defender. But you cannot attack yourself...

So I guess, try deleting just his Axeman and see if it still happens. If not, then that is probably the case (same thing when you move a defender on, if his Axeman is the higher strength to defend, possibly even just having him there at the same time his own unit attacks the tile).



Possible fixes, depending on how easy they are, might be to make HN units always move first on AI/Automation, or put a check in the aggression to verify none of your own units are on the tile before they decide to attack.
 
Ugh. Second game in a row that i got the 'Waiting for other civs' hang. The worst thing it has come about halfway into each game so a lot of time is lost.

I was playing as the Calabim both games and one game Hyborem didn't come yet (he was very late) and the other he had already come so i don't think it was him. My speed was Epic and i played on Huge maps with 21+ civs both games. I tried to delete some things in the World editor to isolate the bug but the game crashed on me upon exiting World editor if i edited too much so i gave up.

Has anyone had any luck isolating this hang/bug?! Frustrating experience. I may go back to .23 as well until Shadow is out for a week or two. Ahhh, who am i kidding.. I need to play the latest version!

I had the same thing and was playing Calabim too.
It happened just on the turn I had won, and thought it was something about victory condition, but maybe not.
 
Could those having WoC spinlock issues try out this DLL with their save game. It fixes the issue in Backov's save. I also tested it with Robert the Bruce's save and it fixed it as well.

Test CvGameCoreDLL
 
I noted this in the Barbatos thread yesterday. Its probably not a bug, just something not implemented yet, but I thought I mention that the death of Basium or Hyborem has no effect of their civs' traits.

Like a said in that thread, I would love it if instead of hard coding the trait loss you made it so that the death (better yet, also the building/spawning) of a specific unit can trigger an event, and if an event can remove specific traits. I know that events can already remove all the traits and/or add 1 specific trait, but I would rather have more control of what is being added or removed. I would love it if you could make an event set a variable number of traits to true or false directly, without the need of python.

Specifically why I ask is that I want to add events that make the appearance of Barbatmos give the barbs the Arcane/Summoner traits and the appearance of Orthus give them Aggressive/Charismatic/Raiders, plus events that make their deaths remove said traits (but leave the others). I wouldn't mind just giving the barbs all the traits at the start if I have to, but I really want these heroes' deaths to cost the Barbs these specific traits. When I tried copying the way Basium/Hyborem cost their traits (and the way I had modded in making the death of Orthus cost the barbs several traits I had given them) from .22, it had no effect (other than some python error messages if debug was on). Costing only specific traits when specific units die is more complicated, and it would be really nice if it could be made to require only xml.
 
The SDK trait addition/removal by events will be removed (its not even used in 0.25). Python will be used for it instead. It was one of the things that was causing OOS's (because the players trait change wasn't being submitted through the message layer as we can do with a python call).

So the short is to do this you are going to have to use python, but there are plenty of exampel of how to do it in the event file since all the trait switches are there now.

And you are right the trait loss at the death of hyborem/basium has yet to be added.
 
Unzip it and place it in the "./Fall from Heaven 2 025/Assets/" directory.
 
Hey Kael, i checked all the patching, both Vanilla and BTS are patched to 1.7*cough* and 3.13. Before i installed the fall from heaven mod i could run the wonder movies in BTS but now with the patch installed can't run movies either in FFH2 or in BTS standard. Any thoughts?

The only thing i can think of worth mentioning is that the laptop that i'm trying to play on used to be a vista machine that i reformated into XP pro (Vista=icky) but i can't imagine any reason why that would affect anything.

**Edit**
Just tested one last thing i disabled movies in the options menu and that bypasses even the opening movie so it is playable but movies would be nice.
 
Hey Kael, i checked all the patching, both Vanilla and BTS are patched to 1.7*cough* and 3.13. Before i installed the fall from heaven mod i could run the wonder movies in BTS but now with the patch installed can't run movies either in FFH2 or in BTS standard. Any thoughts?

The only thing i can think of worth mentioning is that the laptop that i'm trying to play on used to be a vista machine that i reformated into XP pro (Vista=icky) but i can't imagine any reason why that would affect anything.

**Edit**
Just tested one last thing i disabled movies in the options menu and that bypasses even the opening movie so it is playable but movies would be nice.

What patch are you talking about here? FfH doesn't effect BtS standard in any way.
 
Could those having WoC spinlock issues try out this DLL with their save game. It fixes the issue in Backov's save. I also tested it with Robert the Bruce's save and it fixed it as well.

Test CvGameCoreDLL

I tried it and it doesn't fix my spinlock aka wfoc hang. Installed it where you said, FfH .25 Assets folder. It copied over the existing file but i still get the hang. I'd attach my game save but it is a Huge map and i don't think it will fit.

- feydras
 
3.13 Civ4, FfH .25 patch i
Playing as the Lanun, I ordered several pirates to "Reveal Nationality" upon construction to serve as an escort to my galleons. Despite the fact that they are officially flying Lanun colors, and haven't attacked a single non-hostile ship in their existence, the Amurites, who I am at peace with, can and do attack my escort pirates.
Not the fleet they're escorting, however. Even when my Arcane Barges would be the better defenders, it's always the pirates versus the Amurite ships.
 
3.13 Civ4, FfH .25 patch i
Playing as the Lanun, I ordered several pirates to "Reveal Nationality" upon construction to serve as an escort to my galleons. Despite the fact that they are officially flying Lanun colors, and haven't attacked a single non-hostile ship in their existence, the Amurites, who I am at peace with, can and do attack my escort pirates.
Not the fleet they're escorting, however. Even when my Arcane Barges would be the better defenders, it's always the pirates versus the Amurite ships.

I'll fix that in 0.30, thanks.
 
Sorry Kael I was unclear. The video issue began once i Installed the FFH2 base/media/patch L into the computer. I didn't (but should have and may go back and try) try to run the videos after each step of the install to see what caused the corruption.
 
His point is though that each of those files should have only changed things in the mod folder. And if you run Vanilla BtS, it should ignore EVERYTHING in the mod folders. Hence no patch/game/pack should have affected your BtS experience
 
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