FfH2 0.31 Bug Thread

I believe you could set animals to <bAlwaysHostile>1</bAlwaysHostile> without giving them HN status. That should allow you to always attack and be attacked by the units, but you would still know who owns them and the tag would not carry over when the unit is upgraded to something with <bAlwaysHostile>0</bAlwaysHostile>

Yeap, and it would also keep you from being able to remove their AlwaysHostile-ness by declaring nationality.
 
Code:
	def getBuildingCostMod(self, argsList):
		iPlayer, iCityID, iBuilding = argsList
		pPlayer = gc.getPlayer(iPlayer)
		pCity = pPlayer.getCity(iCityID)

		if iBuilding == gc.getInfoTypeForString('BUILDING_GAMBLING_HOUSE'):
			if pPlayer.isGamblingRing():
				iCostMod = gc.getBuildingInfo(iBuilding).getCost() / 4

		iCostMod = -1 # Any value > 0 will be used
		
		return iCostMod

iCostMod is calculated for Gambling Rings, but then always overwritten with -1


EDIT: Though on second thoughts, I'm not sure it's being used anyway...

Code:
	<Define>
		<DefineName>USE_GET_BUILDING_COST_MOD_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
 
Code:
	def getBuildingCostMod(self, argsList):
		iPlayer, iCityID, iBuilding = argsList
		pPlayer = gc.getPlayer(iPlayer)
		pCity = pPlayer.getCity(iCityID)

		if iBuilding == gc.getInfoTypeForString('BUILDING_GAMBLING_HOUSE'):
			if pPlayer.isGamblingRing():
				iCostMod = gc.getBuildingInfo(iBuilding).getCost() / 4

		iCostMod = -1 # Any value > 0 will be used
		
		return iCostMod

iCostMod is calculated for Gambling Rings, but then always overwritten with -1


EDIT: Though on second thoughts, I'm not sure it's being used anyway...

Code:
	<Define>
		<DefineName>USE_GET_BUILDING_COST_MOD_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>

Both fixed, thanks Vehem.
 
Yeap, and it would also keep you from being able to remove their AlwaysHostile-ness by declaring nationality.

could the declare nationality spell not replace the unit with a duplicate one which has bAlwaysHostile 0? I guess you'd need to transfer the promotions via Python then though.
 
Patch e. Windows XP.

Turn 240 or so I started having occasional CTDs. Decided to play a few more turns out with saves if I could. Got up to 247 and have reached a point where it CTDs every time the computer players are taking their turns.

Large Map, 11 civs, Normal speed. Attaching save game.

View attachment Tiberion AD-0247.CivBeyondSwordSave

edit: i glanced thru worldbuilder for a few minutes to see if I could figure anything wrong, and the only thing that struck my eyes was that Perpentach was about to attack Acheron's city with a stack of units including the Trojan Horse.
 
I'm not sure if this is exactly a bug, but I've noticed the Barbarians building cities directly on top of the Pyre of Seraphic (sp?). Is this supposed to happen?
 
Not a bug, but I'd like to offer my sincere thanks to whoever fixed the problem where when first selected Adepts, Bloodpets and a number of other units would take 10-20 seconds to appear. That's a real, measurable benefit. :)
 
Ok the patch did NOT fix my game, but I did figure out what was causing it, not how it was causing it though. It may be related to the hell terrain bug. (this is the same game I put up on page 18 of this thread). A few turns earlier a fire node near my city Saero Vakas(sp?) erupted and caused a fires around the city. I had forgotten about it and let them burn out on their own. But I had just noticed today that the city itself was aflame so at a whim I got a mage and put the fire out thus ending the CtD =). Beyond the *normal* rare crashes I was able to finish this game...
 
Not sure if this is a bug or feature, but the earthquake spell blows up Palaces without triggering replacement(well, if they still do in ffh). Found this out the hard way when a misclick from a druid upgraded from a stonewarder did the deed on my capital. Didn't notice until after I upgraded one of my arcane casters to archmage and couldn't select palace mana options as the sidar.

patch e.
 
With e. The event with craftsmen improving balance of axes yields swordsmen getting Shock I.
 
With e. The event with craftsmen improving balance of axes yields swordsmen getting Shock I.

If I understood you properly, woodelf, you refer to the improved shields event? The one from Vanilla BtS?

If so, the promotion goes to all melee units. :)
 
I think he's talking about the improved axes event. The improved shields event gives Cover I to all melee I think. The issue is just that swordsmen are some civs' replacement for the axeman. It's purely cosmetic, but the event text specifically refers to axes.
 
IMO that event's overpowered for FfH anyway, what with the +40% bonus against melee, which is pretty much the main unit everyone uses. Don't remember if that's actually a carryover from BtS or not, but I think it is.
 
Malakim Champions have a pink sheath.

you are talking about the malakim champion i suppose ;)
and that it is pink is due to my fault of deleting a necessary texture file i didnt know what for it was :rolleyes:
like i stated, i just did some recolouring/attaching for those malakims, not much work or passion involved.

Up to 10 chars
 
up to 10 chars, what are you talking about Fenboy?

@ tiberion: I'm also getting a crash with that save, but I have no idea where to begin in looking for the cause as that is a huge map (I'm not sure if the setting is huge, but it is pretty damn big).
 
I think the problem where an entire stack retreats when an immortal or bone golem is defeated still exists. Attached is a little test I set up in world builder to try and isolate the problem. It doesn't seem to happen all the time either. Is it possible that it has something to do with the immortal being wounded before entering the battle? Anyway, I've attached before & after saves. For some reason the AI attacked with two cannons, waited a turn, then attacked with the rest of the stack (probably irrelevant). Using version 0.31 d.
 

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