FfH2 0.30 Bug Thread

Patch "j" is linked in the first post. It shouldn't break version "i" save games and makes the following changes:

1. Fixed a CtD that can occur if barbarian cities spawn in the late game.
2. Fixed the Affluent Duke event.
3. Removed the obsolete techs from the Eyes and Ears Network code.
4. Fixed the Murdered Wife event.
5. Fixed a problem with the Smugglers event.
6. Fixed the Elder Conflict event (so it doesn't remove 1 population, man those elders really were mad).
7. Fixed the Dedicate Obelist event (so it doesn't remove 1 population).
8. Fixed the Exotic Mercenary's events (both the text tags and the spawning of the units).
9. Fixed the Paramander model art (was appearing as a red blob).
10. Added a german language update from Kontroller.
11. Fixed prereqleader events so they trigger off the primary player, not the secondary.
12. Fixed the prereqtrait events so they trigger off of the primary player, not the secondary.
13. Smugglers port is now buildable (with the esus resolution), its stats were adjusted to +25% gold, and +1 trade route just in its city.
14. Made the No Events game option visable (for OOS debugging).
15. Specialist Commerce is now recalced when it updates (may have caused some OOS problems).
16. Fixed a bug in the Champion event.
 
they're gonna starve to death anyway, won't a plague just help get the cities more productive?

Yeah, but it will also spread into cities and other civilizations that are not affected by the Blight (if there are any...never seen this Blight). It will also damage and eventually kill units.
 
well yes, it's a blight, not a SU 5-year plan ;)

This seems to be harsher than I thought it was supposed to be, unless it was changed. This is from Magister Cuultum's list of the effects of the AC counter:

'@ AC 40: Blight: Destroys all pastures, plantations, farms, camps, and winery improvements in the world; 25% chance to destroy each source of the wheat, corn, rice, deer, cow, pigs, sheep, sugar, and wine; 50% chance to remove each ice feature; 25% chance for each plains tile to turn to desert.'

Here is the link:

http://forums.civfanatics.com/showpost.php?p=6360301&postcount=11


So the health features are lost about 25%. You shouldn't be losing all of them. However, I seem to lose more than 25% also; of course, this may be selective memory!

Best wishes,

Breunor
 
played a game on J and had a ctd with malakim pilgrimage event, also when AC hit 40 all resources with improvements were destroyed not just 25%, but when I went back to a prior turn and sent units out to blow up all my improvements i saved every single resource from being destroyed by blight
 
So the health features are lost about 25%. You shouldn't be losing all of them. However, I seem to lose more than 25% also; of course, this may be selective memory!

Not sure mate. Or it was a streak of bad luck. Because I lost every single one too.
 
I just had what seemed to be a completely random CtD with patch j. Everything was going fine but it crashed when I clicked next turn (or was it when my next turn was about to begin a couple seconds latter?), around turn 60 I'd guess (I wasn't paying much attention to the turn number). The AC was still at 0, I hadn't meat any other civs yet, there were no barbs around except for a few bears and a giant spider near by border. I was playing as Einion Logos of the Elohim in an advanced start game. I had gotten about 4 events (first Circle of Gaelen Event(I chose to support the apprentice), free bard (forget the event, but I payed 125 gold for the bard), at least one I don't remember, and most recently an elder council event about a debate over practical or philosophical matters (I chose not to endorese either side)), but hadn't had one in about 5 turns.


(I had cheated in worldbuilder slightly about 10 turns earlier when some barbs near an unprotected city. I gave myself a druid, a settler, 4 monks, and 2 great prophets)

(This was actually a very early version of my modmod based on patch j. I had only made a few minor xml changes so far though, and don't think that is relevant. I had replaced the dll with the one vehem made for me, but I replaced that with the one from my backup of the unmodded FfH 2 .30j after reading that the latest patch contained changes.)
 
Playing patch J:

Python Errror attached
 

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Has anyone else noticed that Wood Golems suffer no penalty against Azer? I was playing a sheim game and needed an edge, so went for azer to counter Beeris Bawls's wood golems. They didn't get any bonus.
 
I just got a mercenary event where I hired 3 orks, an orge, a mercenary with the orkish promotion, and a lizardman. The lizardman did not have the Orkish promotion. I'm guessing the unit doesn't have the promotion because it is the default race for the civs that can build it, but it probably should now because of this event.

Edit: I just got a very similar event where I hired a Dwarven Mercenary, a Dwarven Champion, and a dwarven cannon. The Dwarven cannon did not have the Dwarven Promotion.

Edit2: I got a couple of adept granting events. The option I chose gave me an adept and gave the champion on the tile enchantment1. It seems like this should have given the promotion to the adept instead, but then again this was the dwarven champion granted by the last event so it did allow a spell. The adept, which was granted in the capitol instead of the city where the event happened, also had enchantment1. Next I got an adept from the guild, and it didn't have the water1 promotion it was supposed to. I know this has been reported before, but I thought that they should have been fixed in the last couple patches.
 
Downloaded patch J and played multiplayer for about 8 hours. It is about turn 400 and we have been at war with the highest score team since turn 50. We have also been at war off and on with every other civ on the map.

Here's the bug: neither of us has any war weariness. In past versions we would have several unhappy citizens from war weariness. I was even running pacificism for awhile which should increase war weariness, but there is none.
 
I think anyone that has experienced Blight would say things are tougher now. Food resources are destroyed and it appears now you have two micromanaging tasks to perform as the counter gets close to 40:

1. Build a lot of Workers
2. Destroy the improvements on your food resources.

Also, you need to get Water mana and an Adept with Spring as most of the plains tiles turn into desert.

However, I just had the counter hit 70 and was shocked by the results. Usually, in a civ my size (only 5 cities) I get 5-6 hell holes in my civ and near my border. This time I got nearly 30. Some popped up destroying Towns I had there - never had that happen before I think.

Having to deal with 30 barb Sects of Flies and then repair the damage from the hell holes will sure keep me busy.

It just seems to me that these two events have been ramped up a bit, and that is OK as you just need to develop new strategies. The AI, however, I feel will be thrown for a loop as usual. Some strategies, like those above, they will not get.

I was wondering if maybe the reason I got so many hell holes has anything to do with the shortage of barbs on the map. I know in the past I had a similar shortage, but never saw this many hell holes. I am only playing at Prince as it is my first time playing the Svartalfar.

I tried to attach the saved game file, but it is too big.

I'm sorry if these are not bug issues, but it seems to me something has happed to affect AC events and I didn't see anything in the changelog.
 
Patch h:
I got a python error saying something about 'wrong kind of player' or something the like. It was 5 AM and I forgot to make a screen shot. It was concerning the event were you got Veil and Order in one city and the evil ones want to destroy the Order temple. The event that the Order ppl want to destroy the Veil temple worked fine before.

A minor thing: You can add specialists [in my case artists] beyond population limit. They will not add any culture and gpp so it is like you add nothing but the popup says you got i.e. 130 artists working there. Playing Sindar with the civic that lets you employ as much bards as you want. [I think they mean it :D] Could be a potential source of problems.
 
I think anyone that has experienced Blight would say things are tougher now. Food resources are destroyed and it appears now you have two micromanaging tasks to perform as the counter gets close to 40:

1. Build a lot of Workers
2. Destroy the improvements on your food resources.

Also, you need to get Water mana and an Adept with Spring as most of the plains tiles turn into desert.

However, I just had the counter hit 70 and was shocked by the results. Usually, in a civ my size (only 5 cities) I get 5-6 hell holes in my civ and near my border. This time I got nearly 30. Some popped up destroying Towns I had there - never had that happen before I think.

Having to deal with 30 barb Sects of Flies and then repair the damage from the hell holes will sure keep me busy.

It just seems to me that these two events have been ramped up a bit, and that is OK as you just need to develop new strategies. The AI, however, I feel will be thrown for a loop as usual. Some strategies, like those above, they will not get.

I was wondering if maybe the reason I got so many hell holes has anything to do with the shortage of barbs on the map. I know in the past I had a similar shortage, but never saw this many hell holes. I am only playing at Prince as it is my first time playing the Svartalfar.

I tried to attach the saved game file, but it is too big.

I'm sorry if these are not bug issues, but it seems to me something has happed to affect AC events and I didn't see anything in the changelog.


Yes, I've played two games recently where the AC got to 40, and it is devastating, more so than is described in the thread by Magister.

I know two games aren't a great sample, but I am finding that the effects do seem strong. For instance, I had 13 resources that are in the 25% chance of being destroyed in my last game, and I lost 9. That should happen less than 1 in 200 times. (I hope I counted right).

Now, if it is really happening at a 50% pace, then this result is more likely.

Any chance someone can check this, or otherwise let us know if the percentages have changed, it would be a pretty significant change to the game?


Best wishes,

Breunor
 
I think some of the Armageddon Counter events have gone a bit whacky. ;)

The new, nasty Blight has been chronicled enough.

I mentioned in my last post the large number of hell holes that appeared on the map at AC 70. Additionally, those Sects of Flies stationed on the holes never moved a tile. They just stood there (fortifying only 5%) waiting to be picked off. It could have been real havoc if they decided to advance all at once, rather than just standing there.

Then, I just hit AC 90. The Avatar of Wrath did appear, but he is glued to one spot - did he lose his mobility? He occasionally will throw out a few fireballs or meteors, but he hasn't moved in 10 turns.

More incredibly, no units got the Enraged promotion. Here I was scurrying to get Law Mana and Loyalty and it looks like it is not needed.

So, AC 90 was pretty much a non-event.

I can't wait to see what happens when Armageddon hits at AC 100. :)

If these changes were written up somewhere, I apologize for missing them.
 
I've got some new info to share about blight. In a game I was playing AC got to 40 and blight got cast and it destroyed all non-improved (non-naval) food resources again. Then I managed to raze the AV holy city and the AC dropped. After that it got to 40 again and blight got re-cast. Is this supposed to happen? I mean lowering the AC and rising it again wasn't making the same armageddon event occur twice as far as I remember. Also the new blight spell is quite nasty; it kinda halved the pops of my cities even after I fixed the remaining resources. I believe that is quite harsh as 3 out of 4 games the blight happens before the game ends. Having to do some lame blight dodging via destroying my own improvements on my food resources one turn before blight is kinda weird.
 
I suspect that there is a memory leak or something in ffh. My late games always seem to slow down to the point they are almost unplayable, and i start getting numerous ctds. However on saturday I was playing and I had a ctd, tried reloading, and then seemed to get a combination of about 50 or so python and xml erros, now I can't get the game to run, and it only opens about half og the time. I'm pretty sure it said something about memory allocation.
 
Either the Elohim world spells doesn't work as it should or I don't understand how it works. It says the spell should remove all foreign units from Elohim lands and prevent them from entering during the next 30 turns. I used this spell when Calabim and Sidar attacked me at the same time. Both civs had a joint stack of units in the same tile in my territory. When I used the spell the Sidar units were removed but the Calabim stayed where they were. Afterwards, however, they left my territory and stayed on the border, as if unable to enter.

@korn469
There are a lot of memory leaks in Civ4, and I guess ffh makes them even worse. I often get Bad Mamory Allocation crashes when reloading large saves. Leaving the game inactive for a long time makes it extremely slow and unplayable when you return. In your case, I guess the data about your game got corrupted in the memory and the corrupted version got saved. The only way to continue would be to find an earlier save which is not corrupted.
 
I've got some new info to share about blight. In a game I was playing AC got to 40 and blight got cast and it destroyed all non-improved (non-naval) food resources again. Then I managed to raze the AV holy city and the AC dropped. After that it got to 40 again and blight got re-cast. Is this supposed to happen? I mean lowering the AC and rising it again wasn't making the same armageddon event occur twice as far as I remember. Also the new blight spell is quite nasty; it kinda halved the pops of my cities even after I fixed the remaining resources. I believe that is quite harsh as 3 out of 4 games the blight happens before the game ends. Having to do some lame blight dodging via destroying my own improvements on my food resources one turn before blight is kinda weird.

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
 
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