FfH2 0.30 Bug Thread

@JJR:

Save worked, I was able to continue. Erased the Hippus from Erebus, and now the Doviello are sharing the same fate :devil: :D . Thanks for your help !
 
I get a crash to desktop after this turn ends. Playing as Khazad, patch k.

I cant laod that save. Its either not a "k" save or you have the mod installed to a different location than I do.
 
Strange, I have it patched up to k (according to the patchlog). I have a slight XML modular mod but it just affects where improvements can be built (maybe that is the problem?).

Edit: It's also saved to the D: drive.
 
Strange, I have it patched up to k (according to the patchlog). I have a slight XML modular mod but it just affects where improvements can be built (maybe that is the problem?).

Edit: It's also saved to the D: drive.

Whats the full path of your FfH directory?
 
D:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2 030
 
Ok Imhotep:

I fixed your "Waiting for other Civs" bug save...or at least I was able to play a few rounds into it. (might reoccur)

The problem was with one of the Infernals' cities...either some event was trying to trigger off it or there's a bug with them building courthouses. (see pic below). Anyhow, I had to use the world builder to delete the city after I tried adding/removing everything to/from it with still no luck)

Fixed saved game from that round: View attachment 171159 Give it a try and see if it works for you.


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).
 
playing tonight and got an event with 2 choices, the first was to have a smuggler's port built in your town. i choose that option and nothing happened, no port, nothing.
 
I was just wondering about tailors and other buildings that give the 5% bonus to food or money, depeding on which resources you have. Can those building only be built by certain races or civilizations or does it require a certain leader trait? Because I have noticed with some teams I can build those building but others I cannot. I was just wondering if any one knew.
 
Tailors, Jewlers, etc are Kuriotates UBs that don't replace any normal building. The Khazad also get resource boni (production) from their forge UB, the Dwaren Smithy, although unless it has at least 2 of the resources it is actually worse than the normal building.
 
Excuse me for being persistent, but I still have the same problem... while I have the latest patch for CIV IV BtS3.13 ( I re downloaded it) and the patch k for FfH2, the game crashes as soon as I try to launch the game. I get to load the mod but not to play it. Is there any advice on what to do?
 
Excuse me for being persistent, but I still have the same problem... while I have the latest patch for CIV IV BtS3.13 ( I re downloaded it) and the patch k for FfH2, the game crashes as soon as I try to launch the game. I get to load the mod but not to play it. Is there any advice on what to do?

You dont have BtS patch 3.13 installed. To check it out load the mod then go into Advanced -> About this Build and see what the Civ version is.
 
You dont have BtS patch 3.13 installed. To check it out load the mod then go into Advanced -> About this Build and see what the Civ version is.

Thank you... that was it indeed :S although I had downloaded the patch it seems that it went and installed it in the C: directory while I keep civ in the G: dirrectory :S
 
Ah thanks Magister, I feel kinda dumb now lol:hammer2:. Ah well I am knew to this mod and its awesome btw Kael, keep it up!:goodjob:
 
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).

I've read in other forums of something similar happening in normal BtS games, so this might be a problem that was introduced in one of the later patches.

From a programming point of view, blocking functions is one of the initial steps to finding the root cause, but you would likely have to compare them closely for common tasks/calculations that could cause endless loops/errors. Again this comes down to the "process of elimination" which you know by now is very time consuming and never seems to end. (well...it is for me in most cases) =\

Anyhow, if this is solely an issue involving the native code, then it may be better to wait for Firaxis to release a bug patch...since I'm sure you would prefer to work on your mod related stuff/problems. =)
 
42. Cultural defense reduced from 0/20/40/60/80/100 to 0/5/10/15/20/25.
43. Cultural defense is now cumulative with building defense (instead of using the higher of the two).
44. Bear Totem doesnt offer buildling defense anymore.
45. Chancel of Guardians defense lowered from +25% to +20% defence.
45. Wall of Stone and Walls defense lowered from +25% to +20%.
46. Wall of Stone and Walls given +25% bombard defense.
47. Archery Range (and the Ljosalfar version) increased from +5% defense to +10% defense.
48. Bowyers now grants +10% defense.
Ok, now I'm hungry for patch N.
 
You should probably address the exploit that xienwolf pointed out in the balance thread.

version 1: give any piece of equipment to a weak unit and attack an enemy within the radius of a city witt the Brotherhood of Wardens. Let the enemy get the equipment, kill the enemy, but do not reclaim the equipment. Since this means you have a permanent anemy in the city radius, you will keep getting free units.

version 2: (much bigger exploit) Do the same thing in a city with Halls of Mirrors. That way, you will get a free piece of equipment every turn. It may only be an illusion, but it can still be added to a unit, city, or made into a specialist just as easily, and when it is later picked up it will not be an illusion anymore.


You should probably set it so that both of these functions don't work on 0 str units, or on units that do not have <EquipmentPromotion>NONE</EquipmentPromotion>
 
Kael said:
42. Cultural defense reduced from 0/20/40/60/80/100 to 0/5/10/15/20/25.
43. Cultural defense is now cumulative with building defense (instead of using the higher of the two).
44. Bear Totem doesnt offer buildling defense anymore.
45. Chancel of Guardians defense lowered from +25% to +20% defence.
45. Wall of Stone and Walls defense lowered from +25% to +20%.
46. Wall of Stone and Walls given +25% bombard defense.
47. Archery Range (and the Ljosalfar version) increased from +5% defense to +10% defense.
48. Bowyers now grants +10% defense.

Excellent :) These look spot on - looking forward to it :D
 
... Can't wait to see the penguins ^^

A minor bug i've got the leviathan spawn on ice . fixed in CvRandomEventInterface.doGreatBeastLeviathan with :

Code:
			if pPlot.isWater():
				if pPlot.getNumUnits() == 0:
                                        [COLOR="Red"]if not pPlot.isImpassable() :[/COLOR]

Tcho !
 
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