FfH2 0.25 OOS errors

combat still causing OOS, with battles yielding different results as far as who wins and how much health is left.

Ahh.. I bet its coming from differing attack/defense strengths. To do that I had to tag the attacker and defender in combat and adjust combat odds and strength calculation. I bet that is what is being confused based on what perspective the game is looking at it from.

I've already updated the DLL to remove the FfH specific attack/defence code (and its hooks into combat odds and strength calc) when ffh combat is disabled. But I cant upload it right now because the ftp site seems to be having problems. But it will be up tomorrow for validation.

Thanks, I really appreciate you testing and retesting this so we can try to get it right.
 
Hello !
Maybe this OOS is something more that error in ffh ?
I was playing in "Final frontrier" mod (oryginal version from BTS) and had same OOS errors like in ffh. (ofcouse i have no errors in clear BTS)

btw i LOVE this mod
Thanks Keal and team!
 
We have had plenty of OOS before turn 140. The best game yet was about 60 turns without one. We are playing with extra wildlife, raging barbs and starting with barb cities though.
 
I have discovered a little thing..I play with another human player and with many AI players.
When I have an OOS error, one of us exits from the game and re-enter in it.
The OOS error, obviosly disappears and we can play for another random number of turns without any problem. (now at 200° turn)
Our armageddon counter is on zero and OOS comes always when there are near my borders some barbarian units!
Kael, if you have some Dll or something to change and to test, I would help you and the team continuing this game or doing a new one!
 
Okay, here is a new version of the DLL that will disable the attack/defense aspects of FfH when FfH Combat is disabled. Let me know if it helps with the OOS's.

Test CvGameCoreDLL.dll
 
I will try this dll.
However yesterday I had many OOS errors caused by too many events between two turns.
Last OOS happened when the couter reached 40 and all tha plains and the factory has been changed.
It's possible that mod or Bts is a little too heavy with huge map in MP?
 
Here is an updated versions which removes a few more functions when FfH Combat is disabled (double fortification and combat percent in borders) and adds 2 new debug switches. Disable Masking removes the code that allows promotions to effect the unit models and Disable Barbarian Allies disables the function that allows the AI to ally with the barbs (and the core code required to make that system work).

Note that this version contains the dll and a new CIV4GameOptionInfos.xml file that both need to be in place to make this work.

Test CvGameCoreDLL.zip
 
Hi

Played several games with two players. Advanced start. No AI. No Barbarians or lairs. No AI Spells. No FFH Combat. No Damage Types. Using the basic DLL.

First couple we tried, the game went OOS as soon as we fought any combat.
Tried this with hidden nationality units (Mercenary vs. warrior). Then re-started and fought warrior vs. warrior and it went out of sync immediately.

Then we used the new DLL.

Same scenario. Everything off, including hidden nationality.

Fought about 40 combats between a variety of units with no OOSs. No OOSs so far.

Going to try it with more options turned on now.
 
Hi

Played several games with two players. Advanced start. No AI. No Barbarians or lairs. No AI Spells. No FFH Combat. No Damage Types. Using the basic DLL.

First couple we tried, the game went OOS as soon as we fought any combat.
Tried this with hidden nationality units (Mercenary vs. warrior). Then re-started and fought warrior vs. warrior and it went out of sync immediately.

Then we used the new DLL.

Same scenario. Everything off, including hidden nationality.

Fought about 40 combats between a variety of units with no OOSs. No OOSs so far.

Going to try it with more options turned on now.

That is amazingly great news. Please keep us informed, Id also be interested in getting some results from others (especially Sureshot because she probably has the most experience with what does and doesnt OOS).
 
could be connected to the fact that melee units get up to 50% fortification bonus without the defensive promotion ? I reported this in the bug thread.
 
There were some defects in the Double Fortify code. Here is a new version that fixes them:

Debug CvGameCoreDLL.zip with Double Fortify fixes

That still has all the prior debug functions so if you get OOS's running it normally you should be able disable FfHCombat and such to isolate.

Here is the earlier version of the debug dll (in case you aren't able to cause OOS's with the current one and want to prove that the double fortify fix really did fix it).

Debug CvGameCoreDLL.zip
 
Glad to hear the tests may have helped.

We downloaded the fixed DLL and played a couple more games. I'm happy to say we had no OOS errors so far.

Game 1:- 2 Human players, 1 AI. No Events, AI Spells, Hidden Nationanlity, Damage Types or FFH Combat. Fought a lot of combats.

Game 2:- 3 human players and 1 AI. No Events, AI Spells or Hidden Nationality, but DID have combat damage types and FFH2 options left on. Fair amount of combat with a variety of units again.

Hope that is of use.
 
At the beginning of every turn (in game with old DLL) if before I can do other things the diplomacy screen appears or if many events happen (random events, birth of great personages, etc), the probabilities of having a OOS are much high.
 
I wish I had read this sooner, I've never done MP before and I finally got two friends to download the FfH mod and play with me today and we had a bajillion OOS errors. So it stands the mod is currently unplayable in MP, thats a terrible shame ;-;
 
the most recent DLL removes the OOS, so its currently playable in mp

Thats awesome, I'll remove the debug code and put out a real patch tomorrow that includes this fix. Thanks so much to everyone for helping to get this tracked down.
 
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