FfH2 0.25 Bug Thread

Playing Patch L - Luchuirp, few things I have noticed:

- The mud golems (str 0 / 2) do not defend themselves when attacked by barbarians, they just hands up and destroyed by a goblin, and then later by a warrior, no damage done.
- I attacked the city with the Dragons Hoard and razed it but no hoard unit appeared! I re-loaded and kept the city, and the hoard is mine.
- Had 2 x giant spiders, both got up to combat V, movement +1, Guerilla, Woodsman, yet neither have produced a single baby spider! (cant tell if this is a bug where not happening or just due to very low instance of spawning - intentional?).
- None of the events affecting relations with other factions have any effects.

Great work with the patching Kael, seriously looking forward to 0.30 ! :)
 
I had some questions regarding the shadow release since .25 isn't going to get any more patches.

Basically my first taste of FFH was with the BTS AoI pack. From there I moved to ver .25 and played around with it a bit. I know it is pretty much just a Beta port to get the mod working with BTS and mostly for testing purposes. So after reading various posts I went and tried out ver .23 since people said it was a bit more polished and refined.

I'm not sure if this is really the right thread for this but I thought this might be a good place to ask.

I noticed various differenced between .23 and .25. Some issues are cosmetic, like the AC being a nice slick looking counter built into the GUI of .23 and then just some ugly red text in .25. Also the AC popup prophecy text had some good pics on the popup window headers. Some icons are different and just don't fit, like the airplane for hawks to rebase. Were in the old version is was a neat little guy with a hawk landing on his arm.

Also the leader profiles in the civ selection screen are much more detailed listing stuff like starting mana and alignment. The loading window in .23 had some cool random pics along with the tips displayed.

Some other issues were various units got wiped out of the .25 release. Ravens and parrots gave some specific civs more depth (I know there were no different than the hawk but it really fleshed out and fit some civs better) are now gone. Dragon's hoard does't spawn if you raze a city as noted in the previous post. Wild animals seemed more abundant in .23 and there are lairs popping up all over the place on large/huge maps, in .25 animal spawns and lairs seem to be near broken. Stuff like the Clans's shamans and witch doctors are totally gone thus removing the ability for them to build barrows is another I can think of off the top of my head.

Various wonders had their :gp: , :culture: , and :science: bonuses totally removed from the cities that built them in the new release. The Catacomb Libralus is another example. In .25 it only gives a mage guild in every city and no extra bonus.

The .25 release did add a bit of new units, graphics, spells and features. Although it seemed to break a lot of other little things that were nice to have in the old .23 release.

So my question is will any of this stuff be addressed in the new Shadow release?
 
I have some... "bugs" (Edit: All under 0.25, Patch "l")

Let's see. First off, a ruins don't go away when your cultural zone expands over it, and it still produces monsters (this could be as intended).

I've seen lairs produce lizardmen on turn 1.

If a special site, like, for instance, the Tomb of Secullus is on jungle, and you clear the jungle, the tomb goes away (but the life node stays).

With the "new" LOS rules for terrain and forests, ancient towers don't really see very far. This also goes for the sight range of your starting settler.

Elephants can't attack.

Kuriotates' extra wide city usage area appears not to be working (or it's changed from last I looked at them, I don't know how to activate it, or when it gets enabled 8).

Do spiders not baby spider anymore? Or am I just unlucky? 8)

There are some random events that pop up which offer you (or cost) espionage points.

If you play with the option of barbarian cities being on the map, and a computer player is placed near that city, the computer player will never build his capital. (Or, put another way, barbarian cities get placed too early and too close to existing civilizations and starting areas).

Labruscum also appears to place too many barbarian cities on huge maps with lots of open space. Perhaps some scaling based on number of players and amount of empty land would be appropriate? Also, Labruscum may interfer with animal production.

And, although I know "we've" had this conversation before, I maintain that spring not working on desert/flood plain tiles is counter intuitive 8).


And in the not a bug, but still category... It's nice that he's sitting on a death node, but I feel the unit who kills the lich of infinite horrible earth elementals and wraith doomdom aught to get some sort of reward 8). Or its owning faction should get a reward. Scrolls of knowledge... A cool magic item. Free undead slayer promotion (separate from the existing one, perhaps 20%). Bonus relations with all other civilizations on the continent, etc.
 
Version: 0.25 on BTS .13, patch L
Regular map, Monarch

Problem: Guybrush wins privateer and friendly city all together!!!
My hero Guybrush attacks a privateer. This privateer is outside of a city (Garduck), and this city belongs to Auric Ulvin. He has open border with me and we are at peace.
FFH-Guybrush_attacks_Privateer-1.JPG


I win the attack, the privateer ... and I also win the city !!! Christmas!!!
FFH-Guybrush_attacks_Privateer-2.JPG



Reproduce the bug: just select Guybrush and attack the privateer.


File: http://forums.civfanatics.com/uploads/100907/LILI_AD-0379-Guybrush_attacks_privateer_and_win_city.CivBeyondSwordSave
 
Patch L, Governor's Manor is still not providing hammers correctly.

I dunno exactly what the issue is, early in the game it seemed to be working correctly (even showing the exact number of hammers it was providing in the breakdown you get when hovering over hammers). But, later in the game when I got Sacrifice the Weak and started growing much larger unhappy populations, all of a sudden I was getting no bonus hammers at all.
 
Interesting... I noticed that land units moving onto water tiles (without transports) get pushed back to land now. I'm guessing this is somehow related.
 
No, I am pretty sure that this is from capturing when you attack moving the captured unit onto the tile you came from. Combined with the HN/Barb units displacing people out of cities which has been a horrible bug so far.

Of course, the real fun is that now Guybrush is standing on the water without any boat under him. Haven't played with him before, but it seems this will ALWAYS happen unless you are attacking a full stack of ships so he returns to his original tile post-attack.


Honestly, I would like to see units that are captured moved to the same tile as the unit who did the capturing. So if in a stack, goes where he came from, if alone, stays where it was captured. I have often lost new lions/bears because of a warrior attacking them immediately after I captured.
 
0.25l again.

Playing Gregori, when I noticed that the AC was up to 34, I rushed and launched an attach against the AV city. When I razed it, instead of going down... it went up to 42, thus provoking exactly what I wanted to avoid.

But, at last, inquisitors (luonnatar in this case), where lowering the AC when removing the Ashen Veil from my cities.

Guess it's time to use that Hallowed Ground option for a while...
 
I had some questions regarding the shadow release since .25 isn't going to get any more patches.

Basically my first taste of FFH was with the BTS AoI pack. From there I moved to ver .25 and played around with it a bit. I know it is pretty much just a Beta port to get the mod working with BTS and mostly for testing purposes. So after reading various posts I went and tried out ver .23 since people said it was a bit more polished and refined.

I'm not sure if this is really the right thread for this but I thought this might be a good place to ask.

I noticed various differenced between .23 and .25. Some issues are cosmetic, like the AC being a nice slick looking counter built into the GUI of .23 and then just some ugly red text in .25. Also the AC popup prophecy text had some good pics on the popup window headers. Some icons are different and just don't fit, like the airplane for hawks to rebase. Were in the old version is was a neat little guy with a hawk landing on his arm.

Also the leader profiles in the civ selection screen are much more detailed listing stuff like starting mana and alignment. The loading window in .23 had some cool random pics along with the tips displayed.

Some other issues were various units got wiped out of the .25 release. Ravens and parrots gave some specific civs more depth (I know there were no different than the hawk but it really fleshed out and fit some civs better) are now gone. Dragon's hoard does't spawn if you raze a city as noted in the previous post. Wild animals seemed more abundant in .23 and there are lairs popping up all over the place on large/huge maps, in .25 animal spawns and lairs seem to be near broken. Stuff like the Clans's shamans and witch doctors are totally gone thus removing the ability for them to build barrows is another I can think of off the top of my head.

Various wonders had their :gp: , :culture: , and :science: bonuses totally removed from the cities that built them in the new release. The Catacomb Libralus is another example. In .25 it only gives a mage guild in every city and no extra bonus.

The .25 release did add a bit of new units, graphics, spells and features. Although it seemed to break a lot of other little things that were nice to have in the old .23 release.

So my question is will any of this stuff be addressed in the new Shadow release?

Yeah, its important to note that 0.25 is not an upgrade of 0.23. It is an entirely new mod from the ground up. We tried to make it look like 0.23, but there are obviously going to be a ton of differences. The inclination is to wonder why some things changed, the fact is that its often amazing the versions are as close as they are considering that underneath they are completly different.

Thats not to say that if something was done better in 0.23 that we shouldn't make and effort to make it work like that in 0.25.

Specifically:

1. I changed the AC counter because the old method left way to many people asking what it was. The new way is less confusing (though as you say, less stylish).

2. The hawk function do need new icons, this still needs to be done.

3. The leader section needs redone as well, we have some new stuff scoming in shadow that will need to go in there so I haven't edited it yet, we will get it in 0.30.

4. Ravens and Parrots (and about 200 other art style units) are still in as unit art changes. BtS gave us the ability to have differing art for different units without having to add a unit for it. This not only improved performance (unit queries have less to go through), management (a lot less for me to track) but it also made the game a lot easier for new players to learn (since they dont have to struggle through 500 units 200 of which are exactly like something else).

5. The Dragons Horde now spawning is a bug, I'll fix it in 0.30.

6. The culture, research and such removed from buildings didn't really happen. It just isnt displayed with version before patch "j". If you have patch "j" or later you should see those bonuses.
 
0.25l again.

Playing Gregori, when I noticed that the AC was up to 34, I rushed and launched an attach against the AV city. When I razed it, instead of going down... it went up to 42, thus provoking exactly what I wanted to avoid.

But, at last, inquisitors (luonnatar in this case), where lowering the AC when removing the Ashen Veil from my cities.

Guess it's time to use that Hallowed Ground option for a while...

You are actually getting an AC reduction from removing the AV from that city, but you also still get the AC penalty for killing all those people. I'll change it so that razing a city with a AC spreading religion doesn't cause population AC.
 
You are actually getting an AC reduction from removing the AV from that city, but you also still get the AC penalty for killing all those people. I'll change it so that razing a city with a AC spreading religion doesn't cause population AC.

Mmm... that's quite right. It was a big city. I would commend you in that change, when destroying the Veil cities, or else there is no actual way of effectively lowering the AC unless you would be the Elohim.
 
Thanks for the reply Kael :) You guys are doing an excellent job on this btw. FFH is pretty much so addicting I don't even bother with the regular versions of Civ4. Can't wait to see what is in store for us with Shadow.

1. I changed the AC counter because the old method left way to many people asking what it was. The new way is less confusing (though as you say, less stylish).

I'd leave it like the old version if possible. I was wondering too what it was at first but when it when from zero to one, a popup window appeared and gave me a breif on what the counter was for. I thought it was pretty slick.

4. Ravens and Parrots (and about 200 other art style units) are still in as unit art changes. BtS gave us the ability to have differing art for different units without having to add a unit for it. This not only improved performance (unit queries have less to go through), management (a lot less for me to track) but it also made the game a lot easier for new players to learn (since they dont have to struggle through 500 units 200 of which are exactly like something else)

Dunno about the clan shaman issue, I'm not familiar enough with civ4 mods to know if you can just add a build function to a certain race without adding a whole new unit. Good to hear though that we are going to see yet more new unit graphics in the next release.


6. The culture, research and such removed from buildings didn't really happen. It just isnt displayed with version before patch "j". If you have patch "j" or later you should see those bonuses.

I'm actually running .25L but the bonuses still don't seem to show on various wonders.
 
Playing Patch L - Luchuirp, few things I have noticed:

- The mud golems (str 0 / 2) do not defend themselves when attacked by barbarians, they just hands up and destroyed by a goblin, and then later by a warrior, no damage done.
- I attacked the city with the Dragons Hoard and razed it but no hoard unit appeared! I re-loaded and kept the city, and the hoard is mine.
- Had 2 x giant spiders, both got up to combat V, movement +1, Guerilla, Woodsman, yet neither have produced a single baby spider! (cant tell if this is a bug where not happening or just due to very low instance of spawning - intentional?).
- None of the events affecting relations with other factions have any effects.

Great work with the patching Kael, seriously looking forward to 0.30 ! :)

The Mud Golem and Dragons Horde problems will be fixed in 0.30.
 
No, I am pretty sure that this is from capturing when you attack moving the captured unit onto the tile you came from. Combined with the HN/Barb units displacing people out of cities which has been a horrible bug so far.

Of course, the real fun is that now Guybrush is standing on the water without any boat under him. Haven't played with him before, but it seems this will ALWAYS happen unless you are attacking a full stack of ships so he returns to his original tile post-attack.

Honestly, I would like to see units that are captured moved to the same tile as the unit who did the capturing. So if in a stack, goes where he came from, if alone, stays where it was captured. I have often lost new lions/bears because of a warrior attacking them immediately after I captured.

That is how I would like it to work as well. Unfortunatly at the point I intercept the function the old unit (the uncaptured unit) is still in the plot. If I was to drop a converted version of the unit in the same plot it would cause a crash (two enemy units in the same tile is a BadThing). So since I assume the plot the attacking unit came from is good I drop the converted unit there.

Course in your example the plot the unit came from may not be as safe as I assumed, Im going to have to think about it.
 
I'm actually running .25L but the bonuses still don't seem to show on various wonders.

Weird, the catacomb Libralus is showing fine in my copy. Link up a screenshot and I'll take a look.
 
Its interesting how the capture works... I was attacking from the sea with an Inquisitor. He converted a Chariot which then boarded a full Queen of the Line. Later in the turn I captured the city and the Chariot was dumped on land. While in the ship it had its movements left. But it used them up getting back onto land.


Kael did you see my post about Orthus Axe being able to be used multiple times within the same turn? I worry this might carry over to Shadow with the implementation of items and such. I assume its because we can now cast and combat on the same turn? I like that feature but I for one could do without it if thats the only way to prevent equipment sharing.
 
Its interesting how the capture works... I was attacking from the sea with an Inquisitor. He converted a Chariot which then boarded a full Queen of the Line. Later in the turn I captured the city and the Chariot was dumped on land. While in the ship it had its movements left. But it used them up getting back onto land.


Kael did you see my post about Orthus Axe being able to be used multiple times within the same turn? I worry this might carry over to Shadow with the implementation of items and such. I assume its because we can now cast and combat on the same turn? I like that feature but I for one could do without it if thats the only way to prevent equipment sharing.

The reason we can cast and combat in the same turn is actually for the AI. Getting it to decide what spell is best is challenge enough. Trying to get it to decide if it should cast or attack is to big a nut to crack.

But to answer your question, yeah its fixed in 0.30 so you can only trade the Axe once per turn.
 
Cool, its been hard not to exploit that one lol.

Thanks for all your hard work on the AI. I don't imagine its been easy. In .25 I was once on the receiving end of Ring of Fire; and at the start of many turns I hear the casting of spells. I haven't figured out yet what they are casting. It might just be enchantments as I see them alot. Keep up the great work!
 
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