FfH2 0.31 Bug Thread

Ah, forgot about its auto-pillage feature. Could be that it changed in the BtS port, but I don't think I've ever built it so I'm not sure.
 
I'm playing the new version with the new patch and I just got a bugged event, "The guild of nine offers to sell you the services of veterans from the elven wars, tired of fighting their own kin: a warrior, a ranger, and an assassin." (text from memory so it probably isnt exact)

I accepted yes, paid the 290, and got the elven mercenary but not the assassin or the ranger. I was surprised cause I've accepted the orcish version of this event and gotten all three orcish units which include like an ogre and a warrior and something else.
 
I don't know whether it counts as a cosmetic bug or a 'functional' bug. The adaptive trait change box doesn't have the info for each of the trait types (in this case, Carditha Lorda). While I can just look at xienwolf's manual, others might want the info to look at.

Honestly though, some people might not find this a bug or limitation, but it's something that could be checked out.

I was hovering the mouse over philosophical, if you can't tell from the color change.

BTW, for those wondering which one I picked I chose creative. I wanted to give my borders a little more of a culture boost.
 

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Been running some static analyze tools against the source and came across this one that may be worth looking at by some of the veterans here.

Current line is:
def("getTargetCity", &CyArea::getTargetCity, python::return_value_policy<python::reference_existing_object>(), "CyCity*(int (PlayerTypes) eIndex) - Returns ?");

However, I'm thinking it should actually be:
def("getTargetCity", &CyArea::getTargetCity, python::return_value_policy<python::manage_new_object>(), "CyCity* (int (PlayerTypes) eIndex) - Returns ?");


This is based from the following where getTargetCity returns a pointer to a dynamically allocated object, that needs to get deleted later.

CyCity* CyArea::getTargetCity(int /*PlayerTypes*/ eIndex)
{
return m_pArea ? new CyCity(m_pArea->getTargetCity((PlayerTypes) eIndex)) : NULL;
}
 
Scrubs on a desert hill do not require bronze working to be mined. Also, the scrubs are not removed by the mine. (This may or may not be intentional). Also, scrubs spawn on deserts next to rivers on many an occasion, preventing that desert from being a flood plain.
 
(Hello! It's my first post :) )

Known Issues:
[...]
7. Racial models (orcs, elves, etc) aren't displayed in the bottom left unit window. Unfortunatly that is coming from the graphics engine and we don't have the ability to intercept and fix it.

Trying to change the vanilla recon models for svartalfar, I downloaded Svartalfar Unit set 1.1J: for a simple test, I installed the models only (just the Art directory), and started Civ.

With my great surprise, now the racial model for the assassin appears in the bottom left unit window.

This is the path of the model:
...\Beyond the Sword\Mods\Fall from Heaven 2 031\Assets\Art\Units\Civs\svartalfar\assassin

I did NOT modify XMLs.

(ffh2 0.31e)
 

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A lightning elemental spawned by an illusory air elemental are of the elemental race, rather than the illusion race - they should match their "parent", in this case.
 
Not a bug, but I agree with BCalchet, and would like to add that I really think that the Lightning elementals should also start with the some empower and mobility promotions ad the air elemental.
 
I remember a couple weeks ago there were several posts in a short span about CtD that happen on specific turns -- ie, load an earlier game, play back to that turn, whenever you get there it always CtDs when you hit end turn.

Was this ever understood/explained?

I have one save like this from a game started before getting latest patch. Since patched, still bugged. Just before coming on my current game CtD, haven't reloaded it to check if similar problem, hoping it was just random.
 
I remember a couple weeks ago there were several posts in a short span about CtD that happen on specific turns -- ie, load an earlier game, play back to that turn, whenever you get there it always CtDs when you hit end turn.

Was this ever understood/explained?

I have one save like this from a game started before getting latest patch. Since patched, still bugged. Just before coming on my current game CtD, haven't reloaded it to check if similar problem, hoping it was just random.

it depends on which posts you are talking about. While there were those CTDs that seemed to be related to Hyborem, this was later found out to be something with the burning sands and the blaze. This was fixed in patch e.

There were some other scattered posts about CTDs on specific turns, not sure if those got resolved or not. Make sure you have the latest patch with FfH though.
 
Well I've got the latest patch (unless one came out in the last week or two and I didn't notice)... the burning sands is possible for the one that I know for sure always quits on the same turn, as Hyborem showed up fairly recently. Current game, no Infernals yet. Probably just a fluke CtD anyway, no reason yet to suspect it's the same problem.
 
Ok, not sure if this is a bug. The next turn in this save I finish the Mercurian Gate in a city of mine but if I choose to take control of Basium I don't get the city. I get Basium, 3 angels and a settler in the city and a few more angels outside. But the Elohim keep the city.

It worked fine the other day in another game (apart from those two games I don't think I've eh summoned Basium since 0.20 or something), I chose to become Basium and got the city.

Can't think of much difference this time, apart from me being Elohim, in a culture conflict with the Sheaim in that city/area and the city being the Order holy city.

I haven't checked if I lose the city or not if I stay as the Elohim..


Edit: If I remain Elohim I keep the city.


Edit: Ah, thanks, xienwolf. Hm, can't remember doing that last time but I must have. :)
 

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The promotion that gives bonus based on AC isn't working (it is listed, but the bonus isn't there when you mouse over)

Something is not being included in the displayed combat percentages for waiths. I have 5 death nodes, so very powerful wraiths. I am winning about 1/3 combats that are listed as less than 1% win percentage.
 
This might be an AI thing that has to wait for Ice stage, but Hyborem still has issues with not building his city when he is in an area where the borders are close together.

I just thought I would mention this even though it's more of an AI thing and partially dependent on map size.
 
The promotion that gives bonus based on AC isn't working (it is listed, but the bonus isn't there when you mouse over)

Something is not being included in the displayed combat percentages for waiths. I have 5 death nodes, so very powerful wraiths. I am winning about 1/3 combats that are listed as less than 1% win percentage.

have the damage immunitities been fixed? i don't recall reading that they were. before they were not working but were being correctly calculated in the combat odds. so it'd say some patheticly small chance odd wise, but then when combat occured would apply the full strength including damage the defender was immune to. so are these combats occuring with units with death immunity perchance?

you never know how many things have death immunity till you rely on an army of wraiths and spectres.
 
This might be an AI thing that has to wait for Ice stage, but Hyborem still has issues with not building his city when he is in an area where the borders are close together.

I just thought I would mention this even though it's more of an AI thing and partially dependent on map size.


Just wanted to add a bit here, it's possible for him to spawn on a patch of desert, if he does he just sits there for the rest of the game. It might be a good idea to force change a bit of terrain around the square he spawns on to fields of perdition or something of that nature.
 
Not sure if this is a bug or intended, but it looks like a Bug to me.

You can't build cities on Raw Mana Nodes, but you can on other Mana Types.

for example: after Barbatos is defeated, it's possible to build a city on the tile with the Death Mana
 
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