FfH2 0.30 Bug Thread

Oops, I hadn't. But its in now!

Any chance of reconsidering the spread factor? Empyrean/Runes are at 100% and order is at 175% while OO is at 75% and Esus is at 100% and AV is at 150% definately lends itself to spreading the good religions more easily and giving the opportunity for more Angels than Manes.
 
Sorry about the lack of details... but I'm pretty sure there's a CtD bug that occasionally pops up for some reason with the Spider Mine event or possibly spiders in general. I'm having troubles reproducing it, but it seems to be the common thread with my occasional CtDs. I'm inclined to say that it occurs when a non-HN unit that can't see the spider is on the tile with a hidden spider, then a scout (or other unit that can see the spider) walks by and spots the spider. I'm by no means certain of the exact situation I crash, but I've definitely seen the crash occur a couple times after getting the Spider Mine event, allowing the spider to spawn (though not being able to see it), then moving a scout close enough to spot it.

[edit] Doviello just got the Spider Mine event last turn (it's shown in the in-game logs). Repeatable crash (at least for me) after hitting end turn... Hippus galley moves, Sidar catapult attacks my spider (and withdraws), then crash to desktop.
1) I tried removing the spider on the doviello mine, but I still get the crash, so I guess it's not that after all - at least not in this case... ;)
2) I added Mobility to my spider being attacked by the Sidar catapult and moved him one space to the west. No CtD. Don't know what the actual cause is there though.
 
I wouldnt advise anyone to ever download from a torrent. It would be so easy for someone to download FfH, insert a function to install a virus, install a bot, or just wipe your hard drive and then place it up for distribution from a torrent.

Which is why we're asking you do provide the torrent. We're already trusting you not to contaminate the main download.
 
Yes, I think most of us who download torrents are smart enough to use software that ensures you don't get the nasties you mentioned. I can tell you that here overseas I download plenty of torrents and with a bit of prudence and caution have no problems.

I brought that up because there were more than a few (me included) that had problems using the 'approved' downloading site last time.

My recommendation would be to just give the individual a choice.

Thanks, again.
 
I never had any problems with the way FFH was provided to us, but a torrent might be not such a bad idea after all.

There shouldn't be any problems if everybody takes care to get the torrent from this site only or another well trusted source. It's probably not more dangerous than downloading FFH by other means than torrents. To check freshly downloaded files for viruses before executing should be obligatory for everybody, but there will always be people stupid enough not to do it.
 
A torrent would be pretty nice if it was safe. How many times I cursed my wireless disconnecting for 2 seconds right before I finished downloading FFH I do not know.
 
Another CtD seemingly caused by a spider. If I just hit enter to end turn, it crashes to desktop. If I go into the worldbuilder and delete the spider on the mine near Vallus (NW part of map), no crash.
 
Found what I believe to be a bug (or a major balance ?) in the event where your priests find a child destined to save the world etc...

In option B, you elect to look after all the children, getting +1 happy,+1 health and -10 Armageddon counter. However it also provides gold. I would think this should cost money (ya know, paying for those deadbeat orphans!)
 
Playing a Lanun game now and noticed two things.

1. When attacking (and defeating) an enemy ship with Guybrush from land, Guybrysh moves onto the coastal water square while the ship ends up in the land square he attacked from. I can move the ship to a coastal square again that same turn (dunno if it would have caused problems if I left it there) and I also had enough moves to move Guybrush back every time I did this. But if he only had the one movement point, wouldn't he drown or something the next turn if he stayed out there (without water walking)?

2. I was transporting Saverous and the Baron in the Black Wind to take (what I thought was) the last Balseraph city and created a ravenous werewolf when taking it. I then moved everyone back to the Black Wind but realized it only had room for two. Having already moved the ravenous werewolf and Saverous over I disbanded the werewolf while on the ship, thinking this would free a space for the Baron. The werewolf went away (not even a barb version on the nearest land as I guess I'd have expected) but the Black Wind was still full. Removing Saverous just gave 1/2 cargo spaces in use. So now it seems the Black Wind has permanently lost a cargo space, or rather that one is permanently occupied. By nothing.
 
Been busy converting the BUG for FfH. I'm almost ready to release an alpha, however, there's a slightly bothersome error.

One of the BUG components is an autologger. One of the things it can log is tech choices, where it then also logs the estimated time until the research is done. For this, it uses the following code (snipped most of it but this should be obvious enough):

Code:
researchRate = gc.getPlayer(iPlayer).calculateResearchRate(-1)
zTurns = (researchCost - researchProgress - overflowResearch) / researchRate + 1

Now, when your civ is in anarchy, FfH returns 0 for researchRate, leading to a 'divide by 0' error in the next line (doesn't crash the game but nothing gets written to the log). Normal BtS seems capable of giving a correct research rate even in anarchy, so I figure it's worth being labeled a 'bug' in FfH.
 
The "destroy enemy improvement" event's last option requires espionage points in order to execute it.
 
Hate to double post, but the event that is supposed to give a smuggler's port does not give said port.
 
Well, I spent abotu 14 hours on this WoC and it may have beaten me. I know a number of SDK changes that keep it from happening but I dont know why any of them do it.

From the SDK it can be avoided by stopping unit movement, skipping the player closeness calc, the city threat calc, or by skipping the AI_moveToStagingCity() function.

All of those functions are used when an AI player considers building up units for an attack. They also consider the attributes of other players cities.

The truely sad part is that I have 2 WoC saves and I even if I do block these functions to keep it from occuring in one save it still happens in the others. So Im not making good progress on it. If you guys get more WoC issues keep posting them, Im especially interested in small ones (they load much faster for me and I have to reload constantly to see how code changes effect the issue).

About this WoC , i've tried to made some test to find out the bug . After many tests with DoMapTurn , hidden nationality etc ...

I've just find that :

In the city of Thariss , if you kill the ranger (ID : 5333035 the one with combat1 and combat2) or if you kill the queen of the line , there is no more WoC .

Hope this can help you to track the bug .

Tcho !
 
About this WoC , i've tried to made some test to find out the bug . After many tests with DoMapTurn , hidden nationality etc ...

I've just find that :

In the city of Thariss , if you kill the ranger (ID : 5333035 the one with combat1 and combat2) or if you kill the queen of the line , there is no more WoC .

Hope this can help you to track the bug .

Tcho !

thats great info. If I change that ranger from UNITAI_COUNTER to UNITAI_ATTACK we dont have the WoC either. Hmm...
 
thats great info. If I change that ranger from UNITAI_COUNTER to UNITAI_ATTACK we dont have the WoC either. Hmm...

I've found another thing , if you add the promo (cargo+1) to the queen of line , no more WoC also !? Don't know how works the units that would be loaded , perhaps a track too .

Tcho !
 
Yeah, and if I take the following out of CvUnit.cpp::AI_counter move the WoC doesn't happen.

Code:
	if (plot()->getOwnerINLINE() == getOwnerINLINE())
	{
		if (AI_load(UNITAI_ASSAULT_SEA, MISSIONAI_LOAD_ASSAULT, UNITAI_ATTACK_CITY, -1, -1, -1, -1, MOVE_SAFE_TERRITORY, 4))
		{
			return;
		}

		if (AI_load(UNITAI_ASSAULT_SEA, MISSIONAI_LOAD_ASSAULT, UNITAI_ATTACK, -1, -1, -1, -1, MOVE_SAFE_TERRITORY, 4))
		{
			return;
		}
	}
 
Great news , and a little step for a man but a great step for humanity ^^ ...
 
I can't believe this is intentional; converting the inn in one city adds health to all of them? Though it is a touch unbalanced otherwise, since inns are so expensive; how about: +2 health (permanent) +1 happy (temporary), remove inn, all only in one city.

inn.JPG
 
Yeah, and if I take the following out of CvUnit.cpp::AI_counter move the WoC doesn't happen.

Code:
	if (plot()->getOwnerINLINE() == getOwnerINLINE())
	{
		if (AI_load(UNITAI_ASSAULT_SEA, MISSIONAI_LOAD_ASSAULT, UNITAI_ATTACK_CITY, -1, -1, -1, -1, MOVE_SAFE_TERRITORY, 4))
		{
			return;
		}

		if (AI_load(UNITAI_ASSAULT_SEA, MISSIONAI_LOAD_ASSAULT, UNITAI_ATTACK, -1, -1, -1, -1, MOVE_SAFE_TERRITORY, 4))
		{
			return;
		}
	}

Would that also prevent the AI from ever loading units into ships for an attack?
 
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