FfH2 0.30 Bug Thread

I'm playing another game at the moment; this time blight changed about % 50 - 60 of my lands to deserts; and destroyed all the health providing non-naval resources. the ones which provide happy faces seem unaffected. Hurts a lot since I was playing Calabim; my capital had enough food to hit 20; and after blight it stabilised at 12'ish. I believe this is rather imbalanced as it is; because it hurts some races much more than others, of course this goes if the change is intended; or is there even a change in blight? :confused: :sad:
 
After the murdered wife event I received the following python error:

File "CvRandomEventInterface", line 650, in doJudgementWrong
AttributeError: 'int' object has no attribute 'ePlayer'
 
I'm wondering if my last game hit with a 'double blight'. I didn't get a message for it, then I got hit hard, then I got a message the turn later. So is it possible that people are getting double hit? unfortunately, I didn't specifically stop to check right after the first turn.
Best wishes,
Breunor

I suspect this is what is happening somehow...

Last night I was playing, and when the AC hit the threshold, I noticed several of my plots turned desert (I know because I had already made water-adepts a priority and I had total "green" coverage")
However, no message, and not all farms were removed.
then NEXT turn I got hit *again*, this time with the message, and I lost ALL granary resources (but I kept cows and pigs) and had a TON of desert land ( I didn't do the math but I'd estimate 40-50%).

(I had the ashen veil holy city, but no hell-territory not sure that might matter)


Later, when it came time... I also thought that there were a lot of hell-holes and fly creepies around, but I rarely play veil {I like to be the good guys} so I
didn't have a good base of comparison for that.


Finally, when it hit AC 100 (one of the few games I've let it do that) the effects were devastating! I had 50% of the landmass, and I lost *EVERY SINGLE ONE* of my garrison troops in every city, and about half of my invading army, including 2/3 of my archmages/summoners, and including 2 of 3 heroes!! Illian was clearly not affected even close to the same amount, and was able to mount a massive counteroffensive and push me back almost off the continent before I recovered.
If I had not already consolidated my home continent I would have been out of the game in one stroke from the total loss of garrison troops.
 
Nightwatch units still (in patch j) cannot spread Council of Esus. That being the case, there is no way to spread it other than to wait for it to spread naturally.

Edit: Sorry, I should have read the description of Council of Esus more carefully. When you change to the Council of Esus RELIGION, then you can spread it via Nightwatch units. Threw me off since every other religion's acolytes can do their thing even without switching to their religions.
 
I wanna ask: In what language system, do the FfH team encoding CIVGameText_FFH2.xml, "ISO-8859-1" or anything else?

I am running FfH 2 on some Chinese OS, without proper modification, BTS will fail to load CIVGameText_FFH2.xml. It is just because the system encodes some French/German letters and nearby "<"(Ent lt) into weird Eastern Asian characters by mistake, thus breaks the structure of XML files. Even my XMLSpy cannot correctly encode CIVGameText_FFH2.xml. However, when I play the Warhammer Mod, some XML encoded in ISO-8859-1 can be correctly recognized in XMLSpy, so changing it into utf-8 will make it workable in BTS.

So I wonder if the FfH team can tell me in what language platform do they encode these XML files. So I can recode these XMLs into workable utf-8... Or maybe in later patches and distributes, the team can do me a favor by encoding XMLS in Unicode, i.e. utf-8 etc.? Or just release some version without French/German?
 
UTF-8 should really be a standard for all coding. It is very easy to convert to even in the middle of project and results in only a minor file size increase. I wonder if Civ4 fully supports utf-8 however?
 
I suspect this is what is happening somehow...

Last night I was playing, and when the AC hit the threshold, I noticed several of my plots turned desert (I know because I had already made water-adepts a priority and I had total "green" coverage")
However, no message, and not all farms were removed.
then NEXT turn I got hit *again*, this time with the message, and I lost ALL granary resources (but I kept cows and pigs) and had a TON of desert land ( I didn't do the math but I'd estimate 40-50%).

(I had the ashen veil holy city, but no hell-territory not sure that might matter)


Later, when it came time... I also thought that there were a lot of hell-holes and fly creepies around, but I rarely play veil {I like to be the good guys} so I
didn't have a good base of comparison for that.


Finally, when it hit AC 100 (one of the few games I've let it do that) the effects were devastating! I had 50% of the landmass, and I lost *EVERY SINGLE ONE* of my garrison troops in every city, and about half of my invading army, including 2/3 of my archmages/summoners, and including 2 of 3 heroes!! Illian was clearly not affected even close to the same amount, and was able to mount a massive counteroffensive and push me back almost off the continent before I recovered.
If I had not already consolidated my home continent I would have been out of the game in one stroke from the total loss of garrison troops.

What happened when the AC hit 90? Did you get the Avatar of Wrath fixed on one tile? Did any of the units on the map get the Enraged promotion.

Honestly, when Armageddon came at AC 100, I didn't notice anything different than in prior games with earlier patches or versions for that matter. Yes, I lost a bunch of units and I did have some cities left without defenders. I knew it was coming, though, and had units in the queue. One strange thing that never happened to me this time was that I somehow managed to keep my three hero units, the Baron, Akaza, and, my personal favorite, the Trojan Horsey. ;)

I did lose a lot of units with tons of experience, though, as I am playing a civ, Svartalfar, with the Raider trait.

Back to the two earlier AC events. I can say I did have almost all of my plains tiles change to desert. Traveling around the map, it happened to the other civs too. Also, there must be several hundred hell holes with a Sect of Flies glued to it on the Large map.

I wonder what's making all these bizarre changes.:confused:
 
I was playing a single player game, when i got the following event:

Spoiler :
Civ4ScreenShot0004.JPG


the python error alone:

Spoiler :
Civ4ScreenShot0005.JPG


nothing seems to have happened in the game and i could continue my turn as normal afterwards.

hope this helps make an already great mod even greater.
 
I'm getting following pythin exeption a lot with patch "j"
 

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I wanna ask: In what language system, do the FfH team encoding CIVGameText_FFH2.xml&#65292; "ISO-8859-1" or anything else?

I am running FfH 2 on some Chinese OS, without proper modification, BTS will fail to load CIVGameText_FFH2.xml. It is just because the system encodes some French/German letters and nearby "<"(Ent lt) into weird Eastern Asian characters by mistake, thus breaks the structure of XML files. Even my XMLSpy cannot correctly encode CIVGameText_FFH2.xml. However, when I play the Warhammer Mod, some XML encoded in ISO-8859-1 can be correctly recognized in XMLSpy, so changing it into utf-8 will make it workable in BTS.

So I wonder if the FfH team can tell me in what language platform do they encode these XML files. So I can recode these XMLs into workable utf-8... Or maybe in later patches and distributes, the team can do me a favor by encoding XMLS in Unicode, i.e. utf-8 etc.? Or just release some version without French/German?

The next patch will switch the encoding on the text files to ISO-8859-1.
 
the Calabim can have refuges from themselves enter thier city, seems kind of silly to me.
 
Patch i . I've not seen the bug in the corrected bug for j So ...
In CvRandomEventInterface.canApplyStrangeAdvisor3 'CIVILIZATION_BALSERAPH' should be 'CIVILIZATION_BALSERAPHS' , so gc.getInfoTypeForString return -1 and you don't have the choice even if you're Balseraph .

Tcho !
 
Patched to "j" today.

First game I played. Settings were Creation mapscript, Monarch, Raging barbs, aggresive AI, blue marble, random seed, no ai build requirements, more events.

Decided to start at the classical era to avoid going thru 2 hours of basic teching.


I'm over 100 turns into the game and I noticed that the AI seemed to be teching very slowly compared to me and their lands that I explored were very undevelopped. I opened up worldbuilder.

For some reason the following leaders do not have a single worker or worker built improvement between them:
Valedia the Even
Perpentach
Tasunke
Cassiel
Faeryl Viconia

The rest (Hanna, Osgabella, Jonas, Mahala, Sandalphon and Sabathiel all have workers/improvements as usual).


http://forums.civfanatics.com/uploads/134195/Tiberion_AD-0182_noworkers_.CivBeyondSwordSave
 
Nightwatch units still (in patch j) cannot spread Council of Esus. That being the case, there is no way to spread it other than to wait for it to spread naturally.

In my Game they can.

I've got a Python exception every few turns. I'm attaching a screenshot.
 

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patch E I think (not sure)

with Lanun cant produce boarding party, game is saying i need harbor but can t only produce Lanun harbor.
 
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