FfH2 0.25 Bug Thread

5. IS there some way to keep automated workers from building over mana nodes?

My guess is that this behaviour is due to the fact that the AI doesn´t assign any trade value to mana. If they have more than one of a kind they will always give it to you for free. So the worker AI probably decides that the mana improvement is worthless(since it has no trade value and doesn´t provide any food/hammer/commerce bonus) and replace it.
So I guess you could fix that behavior by raising the iAITradeModifier. Another fix would be to let improved mana nodes be clearly superior to other improvements by making them give a 2f/2h/2c bonus.
 
Checking the python requirement for feast it is pretty easy to see why it never works:

def reqFeast(caster):
pPlot = caster.plot()
pCity = pPlot.getPlotCity()
if pCity.getPopulation() < 3:
return False

it is set to return false if the city is too small, but it is never set to return true! A simple "return true" on the line after it says return False should fix it.
 
I have been getting a lot of Crash to Desk lately with Quickload in .25j, but that is only annoying because I quick load a LOT since I don't quite know what I am doing as Balseraph yet.


Attached is a savegame in which I am somehow getting NEGATIVE science (if you adjust slider to 10%). Don't know if it is intentional, but it seems to me it sure shouldn't be.
 
1)Using patch h:
My cities get huge percentage boni (~400%) to research for no apparent reason. Screenshot is attached. A suspect could be the Nexus wonder, since the boni appeared after I had built it. I didn´t notice them immediately however, because I was running 0% science for quite a while.

2) The bonus from earth mana for discovering metals is far too high. In that game I have 3 earth mana, it is turn 364 and almost every mine has found a resource. I have 100 metal resources combined on a standard map with low sealevels.

3) One of my units is stuck at level 13 and can´t gain any more. Is that a hard level cap for units? I know heroes can gain 14+.

4) There is a lack of reagents on the map in that game. Not a single source can be found anywhere. Since reagents are such an important resource, can the mapscript make sure that there are at least 1+ sources to be found, no matter which mapsize.
 

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Is that a hard level cap for units?
When there are no more promotions to pick on lvl up.
 
hi, i have two issues with my ffh2 game.
i experienced them on patch h, but they're not listed on subsequent fixes or new features, so i'm firing away.

1. spreading order religion does not erase veil
in ffh2 for vanilla civ, i was able to 'remove' the veil religion from a city by building an order temple with a confessor or by conquering with sphener. this is not happening in bts.

2. hell terrain does not revert automatically to normal terrain
in vanilla, a good civ's hell territory would automatically revert to normal terrain. in bts, i have to cleanse the area with a spell.

i'd like to know if these permanent changes or simply not yet implemented. thanks.

Allowing the Order and the Veil to coexist in the same city is intentional - I asked the same question recently.

Don't know if #2 is intentional, you'll have to ask the design team.
 
When there are no more promotions to pick on lvl up.

Hmm that isn´t the case though. The unit started as a horse archer and never got the cover promotion, even though it is available on all units on the upgrade line(horseman/horse archer/knight)
 
Don't know if this has been reported already, but Cult of the Dragon doesn't seem to be working quite right. I'm playing a game with patch g (didn't want to break a save), but didn't see this addressed in the description of subsequent patches.

Cult of the Dragon doesn't appear in the horizontal list at the top of the Religion Advisor screen at all. I was playing as the Kuriotates, founded CoD, and built Wyrmhold, but it doesn't seem to spread anywhere, not even in my own territory. After I founded CoD, the icon appears next to the name of the holy city in the Religion Advisor screen, but still not with the other religions at the top of the screen.
 
Stepped on Ancient Tower with dwarven scout and didn't get sentry II.
 
Bah didn't work =/. Thanks though bud.


Ok so feast doesn't work and I also notice that the button to feed on a friendly unit is missing too. View attachment 162371

I hope this helps. Thanks for the awsome game:goodjob:

I just got time to test my suggested feast fix myself, and it works fine. Perhaps I forgot to mention that you must un-indent once after the "return false statement (indentions didn't copy right when I pasted the code). Otherwise, "return true" would be in the same if statement as return false. It would only return it under the same conditions; actually not at all, since it stops reading the function after it reaches the first return statement.


The xml File now says that feed will only work when there is a bloodpet in the same tile. It used to be that that you could feed on any living, non-animal unit but only bloodpets offered extra movement, but I guess only bloodpets can be devoured now (probably nerfed to avoid the selection screen and let the AI know how to use it)

Edit: when I just tested with a bloodpet on the tile, it still didn't work. So I checked the python here too. The vamp must be injured in order to feed. I guess this makes sense, since it only effect now seems to be healing. It selects the lowest level bloodpet in the stack and kills it, and heals the caster by 20 (I think that would make it much weaker in modmods that change the number of hit points to something greater than 100). A quick in-game test also showed that it only works if the vamp was injured at the beginning of the turn. This is probably the intentional, but I still miss the pre-BtS version of the spell (especially with the slavery civic)
 
Playing version i. Didn't see anything that may address this. Good civ. trying to get the AC down and nothing is working!!
 
So, how will miscast spells work? Could we see, say, a spring spell accidentally turning a land tile into water? Or is it just things like units accidentally harming friendly troops? Will there be ways to modify the chances of miscasting, like it being less likely for units with the arcane promotions and more likely for civs with more chaos mana?
 
Using patch J, and none of the weapon promotions are working. I have all the resources needed, and no unit is gaining the promotions. Bronze, Iron, Mithril. None of em.
 
Using patch J, and none of the weapon promotions are working. I have all the resources needed, and no unit is gaining the promotions. Bronze, Iron, Mithril. None of em.

Confirming that weapons are now broken with patch J. Also, with patch J... if Loki is sentried in a foreign city, and you have open borders treaty, if that city builds a naval unit, Loki gets the boot, and you can't make him re-enter the city.
 
Nikis, have Barb cities that are there own without that option enabled.

Bug, I think, that I can not load any of my units on a Privateer that I made unless I declare nationality. Using patch J
 
So, how will miscast spells work? Could we see, say, a spring spell accidentally turning a land tile into water? Or is it just things like units accidentally harming friendly troops? Will there be ways to modify the chances of miscasting, like it being less likely for units with the arcane promotions and more likely for civs with more chaos mana?

Make it work kinda like wild mages do in DnD... in fact, I think belsaraphs should get wild adepts/mages/archmages instead of the normal variety... kinda fits thier "insane" personality... Basicly, if you get a chaos effect, you cast a random spell from ALL spells in the game, whether you have access to the right mana or not. Of course, you can't cast higher then your level... Also, it has a random chance to work on your target, or work on you or a nearby friendly unit...
 
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