FfH2 0.25 Bug Thread

CWO Valis: The good news is, now you have a quick and easy way to capture rival cities!

The Chainging Barbarian in a city has been noted, but not really fixed, but nobody mentioned/noticed that the CM always spawns in the same relative tile, even if that is an occupied tile. So good catch, might still be an issue in Shadow even.
 
[NWO]_Valis;6204214 said:
0.25k but nothing mrntioned about it in 'l' log

When summoning chaos maruder there is a chance that he starts as barbarian cause of hte enraged promotion. If your caster is outside of the city [I have observed it when he was one square to the right and up] then your units from that city are moved out of it and the city is captured by that chaos maruder SO almost all your buildings are razed, etc.
This happened to me but not with a city. It occurred along a northern coast with an advancing army of mine. I used the Marauder as a scout for an advancing army of mine. Upon summoning he turned Barbarian and my entire stack moved south and west one tile. He couldn't spawn either up or right as my stack was traveling south east along a northern coast.
 
I was mistaken about it not having had happened with a city. I was looking back through some old screenshots and found this one which shows the position of the caster, the city and where the units were displaced to. In this case the units were displaced two tiles to the west and one south due to a southern coastline. And the caster was two tiles to the north and one west of the city.
 

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Thats been fixed in "Shadow". I updated the first post to include all the known issues that are fixed in "Shadow".
 
The <iImmobileTurns>0</iImmobileTurns> tag in CIV4SpellINfos.xml doesn't make the spell immobilize anything; a non-0 value causes the spell to always miscast. This is why Entangle never works.

Allowing promotions to directly make a unit unable to move would be good too. I tried to make a certain very powerful new promotion have the side effect of making a unit immobile, and resorted to making it give -20 movement. I had forgotten hoe much the game hates having units with negative movement. (it works fine until you select them and try to see how far they could move. The courser changes to the normal moving unit one, but you cant select anything or get it to go back to normal. Everything freezes except for the moving mouse, and not even ctrl-alt-delete has anny effect. I had to restart the computer)

(I was trying to start implementing my unique forts idea. I couldn't get it to do exactly what I wanted, e.g., instead of making the each civ able to build diferent forts I could only replace the fort improvement one it was built in their territory (so their forts outside of their borders would be normal, and rival forts built inside would be their special version.)) The only way I knew to implement some of the special abilities (like Amurite forts increasing spell range/effectiveness and arcane unit xp gain, or sheaim forts making summons faster and causing twincasting) was through promotions. I could et the fort to grant he promotions to the appropriate units inside, but couldn't get them to go away once they left the fort. I tried to compromise by making a spell to give the promotion instead, but causing this spell to give the unit the promotion, which would also make the unit immobile. It would also allow another spell that would remove the promotion, which would be needed in order for the unit to leave the fort. This doesn't work well either.)
 
Magi, can you modify the terrain in which the unit is allowed to move through the fort's spell? I remember in AoI there were specific "Cannot enter X Terrain" attributes on each unit except Kylorin. If you could tag everyone as "Cannot Enter: Plains, Grassland, Desert, Tundra, Coast." that might work to effectively remove the ability to move.
 
you could make the promotion only last one turn, so it renews every turn while the unit is in the fort? or copy the original sentry tower pre 0.25(giving sentry 2 promotion to every unit on the tile, while removing it the moment the unit moves away). The latter would be better i suppose, since with the first one you could move the unit out of the fort closer to the enemy, use the boosted ability, and then move back in.
 
The <iImmobileTurns>0</iImmobileTurns> tag in CIV4SpellINfos.xml doesn't make the spell immobilize anything; a non-0 value causes the spell to always miscast. This is why Entangle never works.

Allowing promotions to directly make a unit unable to move would be good too. I tried to make a certain very powerful new promotion have the side effect of making a unit immobile, and resorted to making it give -20 movement. I had forgotten hoe much the game hates having units with negative movement. (it works fine until you select them and try to see how far they could move. The courser changes to the normal moving unit one, but you cant select anything or get it to go back to normal. Everything freezes except for the moving mouse, and not even ctrl-alt-delete has anny effect. I had to restart the computer)

(I was trying to start implementing my unique forts idea. I couldn't get it to do exactly what I wanted, e.g., instead of making the each civ able to build diferent forts I could only replace the fort improvement one it was built in their territory (so their forts outside of their borders would be normal, and rival forts built inside would be their special version.)) The only way I knew to implement some of the special abilities (like Amurite forts increasing spell range/effectiveness and arcane unit xp gain, or sheaim forts making summons faster and causing twincasting) was through promotions. I could et the fort to grant he promotions to the appropriate units inside, but couldn't get them to go away once they left the fort. I tried to compromise by making a spell to give the promotion instead, but causing this spell to give the unit the promotion, which would also make the unit immobile. It would also allow another spell that would remove the promotion, which would be needed in order for the unit to leave the fort. This doesn't work well either.)

The immobile problem is fixed in "Shadow" (specifically the miscast setting was overwriting the immobile setting instead of its own number). I'll get it added to the list.

In "Shadow" there is a PyPerTurn attribute which is blank by default. If you put a python function name in there that function is run every turn for units with that promotion. You could use that to tick immobile counters on units, to make immobility last until a certain point, or just about anything you want.
 
I don't think that promotions have the ability to make certain types of terrain impassible. I don't know how to change the terrain/feature impassible info for a unit apart from just replacing the unit (I could convert the unit to a new unit tpe, but that would cause problems with knowing just what type of arcane unit it was and with turning it back later on. Also, you could use it to get the Shrine of the Champion if you had your hero use it and could use it to avoid losing Hemah if you switched religions.


I guess I could make it expire every turn and be reapplied, but that seems like an unnecessary drain on the system's resources. I was originally trying to copy the old sentry code, but couldn't find it in my copy of .22; I think that it may have relied on C++ code so it would work faster, and I have no idea of how to change that. I originally tried doing it in "onUnitMove" in CvModEvents.py, but it didn't seem to work. Maybe I'll try it there again; I guess I could have just coded it wrong.

Edit: Or maybe I'll just wait for shadow. ;)
 
Is that an attribute only of promotions, or of specific units too? I imagine it would work very well as a way to implement certain Heroes abilities (like Barnaxus teaching other golems, or the proposed affective dreams of Hemah). It would also probably make a few of my old ideas about how to change some of these abilities easier to implement.

Is that the only new place you can put a python function in a promotion's/unit's xml file? I imagine a few more such functions would be quite useful too (like for when the units dies, is created, gain the promotion, loses the promotion, takes a city, etc). I'm guessing a few of these may have already been implemented too. ;)
 
I'm not sure how to make it save the number of player, number of continents, etc, but if you want to always use certain game options (like no tech brokering, compact enforced, etc) you could edit the CIV4GameOptions.xml file in the C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2 025 normal\Assets\XML\Gameinfo folder, so that the options you want are on by default.


I don't know why it isn't remembering settings now, but I don't think anyone has found a way to fix this. Many have complained about it.
 
oh and another thing, all this talk about light shadow fire etc
are they out already? can you post a link?
 
oh and another thing, all this talk about light shadow fire etc
are they out already? can you post a link?

When we wrote the high level design for FfH2 we broke it into 4 phases for implmentation. "Light" and "Fire" are already complete, you are playing them now. The first version of "Shadow" (phase 3) will be released on December 16th.
 
@ ash874: You should use the "edit" button on your posts instead of adding a new post.

@ Kael: Thank you, that's good news... I know which PC game I would be playing this X'mas. ;)
 
A couple of bugs encountered in the past (patch k) which do not seem either in the done or to do list for shadow:
- moving non-HN ships loaded with HN units inside neutral coastal city (with open borders) will displace city garrison outside city
- HN units seem immune to collateral dammage from siege units
 
When you start a game in an advanced era (I've noticed this on medieval and renaissance ), sometimes you start out with two of the Baron world unit. :D
 
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