FfH2 0.31 Bug Thread

Same thing happened in my current game, Elohim were in the lead then suddenly all cities went to 1 population and they pretty much stopped advancing. Could it be blight-related, where instead of the new event (death damage + population reduction to everything) it's triggering multiple times on one unlucky civ?
 
Patch "b" is linked in the first post. it won't break save games and fixes the following issues:

Patch "b":
1. Fixed a WoC caused by barbarian units betraying loop (thanks Sto!).
2. Fixed the Summon Djinn spell so it actually summons Djinn's.
3. Lucian isn't conscriptable anymore.
4. Fixed an error in the postCombatHeal50 function.
5. Fixed the Mask ability.
6. Removed Ranged Defense provided by Forts/Castles/Citadels (it was causing a lot of CtD's, I'm tryign to fix it but for now its disabled so people can play while I work on it).

@Pyromancer: its probably the pestilence event. Im goign to switch it to applying negative temporary health instead of wacking population in the next patch.
 
Same thing happened in my current game, Elohim were in the lead then suddenly all cities went to 1 population and they pretty much stopped advancing. Could it be blight-related, where instead of the new event (death damage + population reduction to everything) it's triggering multiple times on one unlucky civ?

Yeah, after looking at Mitchifer's saved game it looked like the blight event is triggering on only one civ multiple times causing huge city health problems and stacking death damage on that civ's units.

Note to Kael: I also disabled (or move it to 70 ac) pestilence and it still didn't fix it. All of Mit's units were killed and only his cities had over -400 health. So there still seems to be something wrong with that blight event...

Edit: after updating to patch B, the Mitchifer's saved game crashes when the event triggers. =\

Edit2: Ok, after disabling pestilence with patch b the game doesn't crash, but you still lose your units and get -400 to -700 health in your cities...
 
In my current game the Clan built a cottage over top of the fire shrine, which destroyed it but did not release any fire elementals. It did leave behind a fire mana node.
 
Bandit Nietz gets created but does NOT have the hero promotion. He's just a plain horseman.

Quick type-o fix for patch C:


Spoiler :
Code:
def doBanditNietz3(argsList):
	iEvent = argsList[0]
	kTriggeredData = argsList[1]
	pPlayer = gc.getPlayer(kTriggeredData.ePlayer)
	pCity = pPlayer.getCity(kTriggeredData.iCityId)
	newUnit = pPlayer.initUnit(gc.getInfoTypeForString('UNIT_HORSEMAN'), pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
	newUnit.setName("Nietz the Bandit Lord")
	[B]netUnit[/B].setHasPromotion(gc.getInfoTypeForString('PROMOTION_HERO'), True)
	[B]netUnit[/B].setHasPromotion(gc.getInfoTypeForString('PROMOTION_MOBILITY'), True)
The netUnit should be "newUnit".
 
I had random increases in the AC, usually about 7 at once. i went into Worldbuilder and found no wars nor razed cities that would account for this... and there'sno way that there were so many graveyards...

Also, is freeing a colony supposed to lower the AC?
 
Any changes to Govannon being able to turn Priests/High Priests/Druids/anything else with Channeling into mages as well? I was running around with 4 liches, 4 archmages, 4 high priests, 4 druids, and Chalid Astrakein all with Body, Death, Fire, Shadow, and Chaos III. 17 archmage equivalents is just a wee bit unbalanced, especially when I've got 5 death mana and summon wraiths. I haven't tried making any changes myself, but it seems like simply removing all level II spell spheres from the promotions available to Disciple units would fix this.

Also, all my summons are showing up with the Strong promotion (patch a still). Is this a side effect of Arcane? I'm playing as Amurites/Valledia.

@thomas.berubeg: There is that event with the ancient demonic tome, where choosing to read it gives +5 AC and a lot of beakers (+1600 or so for me on epic, very late game though since it was towards Omniscience) or burning it gives -5 AC. Did you check the event log?
 
@Pyr0mancer:

Fixing that Govannon bug should be possible. The "reqTrain" and "spellTrain" functions in the CvSpellInterface.py script just needs to check if the units are disciples. (it already checks for animals among other things)

Although having special units (some being disciples) with channelling 2 getting the bonus of multiple mage spells from Govannon is kind of neat, but I guess having priests/druids with a ton of lvl 3 mage spells would be kind of overpowering.

Also: I think the tower of elements (i think that's its name) gives the "strong" promotion to your elementals.
 
@PyroMancer. it was happening repeatedly long beofer any hell related activities were around. First time it happened ws near turn 30...
 
@Pyr0mancer:

If you have 17 archmage equivalents, or anything anywhere close to that, you've already won anyway, so I don't think it's a big deal.

Are adepts supposed to be casting level 2 spells? Newly made adepts casting fireball via 3 fire mana seems OP.

And lastly, how do I turn events back on? :P (assuming it's just changing a 0 to a 1 or whatever)
 
@Pyr0mancer:

If you have 17 archmage equivalents, or anything anywhere close to that, you've already won anyway, so I don't think it's a big deal.

Are adepts supposed to be casting level 2 spells? Newly made adepts casting fireball via 3 fire mana seems OP.

And lastly, how do I turn events back on? :P (assuming it's just changing a 0 to a 1 or whatever)

Patch "c" will be up tonight to fix the events issue. There is only 1 event in patch b so it isnt as easy as switching a 0 to a 1 unfortunatly.
 
One minor cosmetic bug, two questions.

Bug: When playing the Luchuirp, if you have the tech for iron golems, and have iron, but no forge, the mouseover for the Iron golem says "Needs Mithril" rather than "Needs forge".

Question: Do giant spiders still have a chance of spawning baby spiders when they eat a living unit? I've had my spiders win about 50 combats in the last 2 games and nada.

Question: Did 0.31a change blight from 0.31? When my AC hit 40 in the last game, I got a very different text than the old blight text, much shorter. And while all units took death damage, there was no unhealthiness anywhere (so much for all those smokehouses I prepared with!)

Edit: Ok, ignore question 2. Apparently the earlier discussions about one civ being hit with repeated blight effects might explain it. Yay for not hitting me, I guess!
 
A friend still playing with 0.30 get a WoC . This should still happen with 0.31

With the function unit.setXY(iX, iY, bGroup, bUpdate, bShow) . bGroup means that you should move all the group to the plot when you call it (So there is no need to ungroup) . My friend get the amurite trial event , so an adept comes to the amurite capital without ungroup . 4 turns later , the group try to load a ship while splitting , this result a WoC since the adept can't split the group anymore (in the splitGroup loop ,the adept can't join any group -> WoC ) . The problem resulting is that a lots of update can failed and make bugs because of that ( try to move a group where units aren't at the same plot !? )
. So you should put false to bGroup for the function setXY in :

CvRandomInterface.applyAmuriteTrial1
CvRandomInterface.applyMalakimPilgrimage1
CvEventManager.onUnitMove :
_ for the treant spawn chance (findClearPlot is random)
_ for the maelstrom part (the implementation would be a little hard to do in order to have all the ship group happen the same thing )

CvSpellInterface.spellKidnap
CvSpellInterface.spellTeleport

Tcho !
 
Patch "c" is linked in the first post. It won't break save games.

Patch "c":
1. Fixed an error with the Bandit Nietz event (so he correctly gets his promotions, thanks JJR!).
2. Pestilence event gives temporary unhealthiness to cites instead of killing population.
3. Events are back in and working (I had them disabled for testing with b and forgot to turn them back on, oops).
4. Fixed Blight so it wont trigger multiple times on one civ.
5. Ranged Defense is back in and working correctly.
 
Here I am with three law mana (for the upkeep reduction), and I build an adept. Who gets the law II promotion free, as per the rules for when you have three mana nodes of the same type.

Ah, but there is no channeling, sorcery, or summoning anymore. So right out of the box he can cast both loyalty (law I spell) and valor (the law II spell).

I have to ask, is that WAD ?
 
Got a bug with the malakim pilgrimage . A svartalfar HN priest were triggered ... my capital is conquered and my units in lost :lol: .

adding a test in CvRandomInterface.applyAmuriteTrial1 and CvRandomInterface.applyMalakimPilgrimage1 to check if the unit isHiddenNationality would be great .

Tcho !
 
So far, in the games I've played as the Amurites & the Belseraphs, both have started with the Mining tech, but not Crafting. Is Mining as an immediate tech a bug, or WAD?
 
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