FfH2 0.31 Bug Thread

Im playing as Bannor in a big team game, 6 vs 7, and a flat world. Every few turns my game crashes to desktop and the only way to prevent it from crashing again is to go into world builder and delete some random units that are owned by barbarians.
 
Yeah... seems the game runs into problems when there are too many units in the world. Too much to keep track of, maybe?

I imagine there's no way to fix this, either.
 
Here's a typo:
Code:
//FfH: Added by Kael 11/14/2007
		FAssertMsg(m_pabGam[B]lb[/B]ingRing == NULL, "about to leak memory, CvGame::m_paiForceCivicCount");
		m_pabGamblingRing = new bool[GC.getNumVoteSourceInfos()];
		for (iI = 0; iI < GC.getNumVoteSourceInfos(); iI++)
 
Suedenim came across a possible issue with the Vassalizing logic, here, specifically that most leaders have the Attitude Threshold set to NONE. This means that they'd offer to become a vassal much more often than they otherwise might (which does tend to happen - there's a sudden rush of Vassals whenever someone hits Feudalism in most games).

If I recall correctly, the threshold is used as a "0" value. Any attitude above the threshold provides a positive bonus to the chance of the deal being made. If the threshold is "NONE", then pretty much any attitude is being treated as a positive bonus, becoming significantly positive by the time it hits "PLEASED".
 
Suedenim came across a possible issue with the Vassalizing logic, here, specifically that most leaders have the Attitude Threshold set to NONE.

This is chatter, but I'm VERY curious to know whether that's as-intended or an oversight.
 
I got the smugglers port event. I selected "let them be" and it said I should get a smugglers port in the city. Sadly, no port appeared...
 
Here's a minor event problem. I got "A riot has broken out between Order and Veil worshipers in (city)", and the city had Order, Emperyon, and Fellowship of Leaves religions, but not Ashen Veil. I noticed an AI had the same event with only the Emperyon and AV religions in his city.
 
Very minor random event bug here.

The citizens of Nubia are complaining that disease has killed too many and the bodies are piling up event, the city name is not correctly substituted into the 3rd option.

- Build a pyre in the city square:
+1 unhealthy in [][]
Receive 1 Moroi
Reqs Sheaim

(Note: I was Alexis for the Calabim if this matters, and using 0.31)
 
The Pool of Tears doesn't have a message for when it cures Withered, it just says TXT_KEY_MESSAGE_POOL_OF_TEARS_WITHERED, instead of a written text
 
Playing as Infernals with patch e.

Infernals are at peace with barbarians when they start, but the bears will still attack you when you walk by. If you attack a bear, you get the "Declare war with barbarians?" prompt. If you hit no, it will kill the bear anyway.

Whenever I take control of the infernals, the game goes into an automated type mode where the turn will end as soon as the green dot turns red (ie; there are no more units to move). Saving and reloading solves the problem, but it's still annoying.

Got an event to send Hyborium (sp?) on a quest. The two of the three text options have a %something variable instead of the hero name. I don't remember the exact variable it was expecting.

Also, and this may not really be a bug, I keep getting war declared on me from the guy to the north, but he never moves units in to attack me. Nor is he piling up units to defend himself. I can load and find the civ name if you need it.

Do all Infernal cities ignore food? I've taken over one civ's cities and they are all starving but the population doesn't go down. That would make sense for demons maybe, but not the others. I also don't gain population for having surplus food. It may be by design to force Infernals to gain population only through Manes, but in that case the conquered cities should gain the demonic population "building".
 
Infernals are at peace with barbarians when they start, but the bears will still attack you when you walk by. If you attack a bear, you get the "Declare war with barbarians?" prompt. If you hit no, it will kill the bear anyway.
That's normal behaviour for all barbarian leaders as animals are treated seprately. They will allways attack you and you can allways attack them without the need to declare war on the barbs.

Whenever I take control of the infernals, the game goes into an automated type mode where the turn will end as soon as the green dot turns red (ie; there are no more units to move). Saving and reloading solves the problem, but it's still annoying.
That's a known issue. The options are not transfered properly. The saving/loading is a workaround.

Do all Infernal cities ignore food? I've taken over one civ's cities and they are all starving but the population doesn't go down. That would make sense for demons maybe, but not the others. I also don't gain population for having surplus food. It may be by design to force Infernals to gain population only through Manes, but in that case the conquered cities should gain the demonic population "building".

AFAIK this works as intended as well.
 
Razing a metamagic node (with Dispel Magic) destroys the node (and the counter in the upper left shows no metamagic nodes, correctly), but the spell ability is still retained by those mages who have it -- the spell(s) should be grayed out.

Playing as Sheiam, with Octopus Overlords, I had two of my first three longbowmen created with the "Crazed" promotion. I did have an Asylum in the city, but this isn't supposed to happen. Subsequent units, of any type, did not have the Crazed promotion.

AI player cast Sanctuary, and two of my units (a cultist and a Blooded Werewolf) remained inside the borders. They were unable to move.

Mutation spell is probably overpowered. Especially when you just reload unfavorable results (though I suppose this form of cheating applies to a lot of situations). At the least, it should probably be moved to a level 3 spell.

Arquebus is an archery unit, and therefore gets the Flaming Arrows promotion from mages. Intended?

Late-game slowdowns, especially when I'm at war with an AI civ, are becoming atrocious. I didn't have this problem on previous FFH2 versions. This is on a standard or large map (not huge), with seven AI. Game pretty much freezes up for five minutes or so between turns. My computer is a Core 2 Duo, so that's not the issue.

All for now!

Foul
 
Im still getting random CTD during barbarian turns for some reason. there are not that many units in the world so i dont think its the core CIV4 game so it must be something with the mod. i have played other mods with much larger maps and up to 20 ai players and havnt had any problems.
 
Razing a metamagic node (with Dispel Magic) destroys the node (and the counter in the upper left shows no metamagic nodes, correctly), but the spell ability is still retained by those mages who have it -- the spell(s) should be grayed out.

Playing as Sheiam, with Octopus Overlords, I had two of my first three longbowmen created with the "Crazed" promotion. I did have an Asylum in the city, but this isn't supposed to happen. Subsequent units, of any type, did not have the Crazed promotion.

AI player cast Sanctuary, and two of my units (a cultist and a Blooded Werewolf) remained inside the borders. They were unable to move.

Mutation spell is probably overpowered. Especially when you just reload unfavorable results (though I suppose this form of cheating applies to a lot of situations). At the least, it should probably be moved to a level 3 spell.

Arquebus is an archery unit, and therefore gets the Flaming Arrows promotion from mages. Intended?

Late-game slowdowns, especially when I'm at war with an AI civ, are becoming atrocious. I didn't have this problem on previous FFH2 versions. This is on a standard or large map (not huge), with seven AI. Game pretty much freezes up for five minutes or so between turns. My computer is a Core 2 Duo, so that's not the issue.

All for now!

Foul

1st thing is intended. If you whould grey them out it whould seriously improve micromanagement without yielding big impedements by necessity (it means at max one node of difference and lots of dispelling and rebuilding.). Having the promotions is enough. This is exactely the advantage of Metamagic. Nodes are much more valuable now that you can switch. And quite good that way imo.

Second thing is also intended and working as designed only not so well documented. The Asylum gives each Unit built in the city a chance (15% or 25%. I dont exactely remember) to start with enraged. (Lunatics always start with it). Chaos Mana also has a chance to grant mutation (3% per Node) which can grant crazed as well.

Arquebus is also intended i think.
 
I recieved a mobius witch that started at level 4 but without any promotions from the experience. I was wondering if this is supposed to happen.
 
Feudalism is WAYYYYYYYYYY crazy i complete the Eyes and Ears Network and then 6 people no less ask to be my vassal... of course i couldn't say no
out of 15 living rivals 10 are vassals :lol: :lol:
 
Another random event bug:

The religions, Order and Octopus Overlords, are in a city only (no Veil).

A random event about a riot breaking out between Order and the Veil worshipers was shown. Possibly this event is meant to be for Order and (Veil or Overlords), but doesn't handle Overlords?
 
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