FfH2 0.31 Bug Thread

They spawned on top of a copper resource for me. When I tried to build a mine on top, it said the penguins would disappear. Later in the same game, I got another penguin event on a certain tile, but the resource didn't appear.
 
Not sure whether this is a bug or WAD, but when you gift an animal to another player, the animal either regains Hidden Nationality, or it is able to attack you. I gifted a tiger to Alexis, and it attacked me the next turn, saying 'My scout has been destroyed by Alexis' tiger'...
 
so is it a feature that you dont need to be a mage to cast tier 2 spells? as if you have 3 of one type of mana you get the level 2 spell on your adepts, and can cast it.

because if it is the amurites may as well just go home, because now everyone can do fireball mages of death just by getting 3 fire mana and having fireball out of the box on adepts
 
In the "You're great, come lead us" event, "pathetic" is spelled wrong on the second choice.
 
Any chance that you could reinstate Espionage missions for Shadows? I liked getting them into my opponents cities and seeing what he was making, even if I didn't then try to sabotage it. Even if you could just allow that passive viewing ability, without allowing Sabotage, that would be swell. It was a good way to beat my competitors to wonders/Heros, so long as my production was higher.

Thanks!
 
To get the ability to see Rival Cities back, set <bInvestigate>1</bInvestigate> in the UnitInfos.xml

Also som ebig typos on the Mystic Tree event, but was going to wait for a cosmetic issues thread on that one :)


For the Adepts gaining access to T2 spells immediately, can we have the Gifting of free spell spheres be handled through Python whenever an Arcane unit is in a City tile (instead of when built)? It'll check for their Channeling Level (1 or 2), then for Channeling 1 it'll look for any paired mana, and only for channeling 2 will it check for a tripple?

Not only does this block Adepts from getting second level spells out of the box, it also allows you to get the free spellspheres on units which were obtained by means other than building them (Like Gaelan, or Grigori Adventurers).


Another option, to avoid having Python perform yet another "OnMove" check, you could make it be performed via spell, available only to Arcane Units, called "Learning" or somesuch, which they can cast in a city to perform a check for multiple mana nodes and free promotions which may thus be available.
 
But then all you have to do is get a few Mana Nodes, and then use Metamagic level 2 Dispel on them, and you have instant lv1/2 in every sphere for free.

Also just noticed this, Arcane Lore costs less than Sorcery, even though Sorcery is a lower tier tech.
 
ok, now, i've never had the blight hit me since I started playing ffh2 but is it normal for a city to get +17 unhealthiness? Also, I can't figure out why the armageddon counter has gone up so quickly, I've razed at most four cities but it's already up to 40. I destroyed the balsraphs which lowered the AC and none of the evil religions have been founded yet. What's up? This is the same game I was having trouble with before.
 

Attachments

ok, now, i've never had the blight hit me since I started playing ffh2 but is it normal for a city to get +17 unhealthiness? Also, I can't figure out why the armageddon counter has gone up so quickly, I've razed at most four cities but it's already up to 40. I destroyed the balsraphs which lowered the AC and none of the evil religions have been founded yet. What's up? This is the same game I was having trouble with before.

+17 is normal. It will go down 1 per turn but its definitly a nasty hit up front.
 
Destroying erebus with sheaim with patch A

- figured out that when hell terrain spread to my territory, none of the flood plains got converted into obsidian planes. So i decided to enter worldbuilder and insert them to the places where they were supposed to be. A few turns later i discover that the game deleted them again.

- tried sacrificing converted units, and most of the orcish lines were not available for sacrifice. Even a goblin. These units were previously barbarian if it does any help
 
I had a freeze with a guild of nine event : I was proposed refugees from the elven wars, I accepted, then had a freeze which forced me to restart my computer
 
But then all you have to do is get a few Mana Nodes, and then use Metamagic level 2 Dispel on them, and you have instant lv1/2 in every sphere for free.

Also just noticed this, Arcane Lore costs less than Sorcery, even though Sorcery is a lower tier tech.

Maybe set the "Learning spell" to single use only, casted when first entered the city
 
Edit: Ah. I thought I was playing Patch C, but I apparently either forgot to install it or put it in the wrong directory. My mistake.
 
Playing Patch C, when selecting shadows I get an error message stating that, assuming I am reading it correctly, that the unit does not have hidden nationality. The exact error message is below. This occurs both when I upgrade a unit to a Shadow and also when I construct them myself. I noticed that the Mask spell used to make them HN is also greyed out.

Traceback (most recent call last):
File "CvSpellInterface", line 21, in canCast
File "string", line 0, in ?
File "CvSpellInterface", line 1097, in reqMask
AttributeError: 'CyUnit' object has no attribute 'isHiddenNationality'

That shouldn't happen if you have patch "c" on. I just checked and verified that its working.
 
Small bug.

I got the penguin event and they spawned on top of a mountain peak.

Quick fix for that penguin event in CvRandomEventInterface:

Spoiler :
Code:
def canTriggerPenguins(argsList):
	kTriggeredData = argsList[0]
	pPlot = gc.getMap().plot(kTriggeredData.iPlotX, kTriggeredData.iPlotY)
	if (pPlot.isAdjacentToWater() == False [B]or pPlot.isPeak() == True[/B]):
		return False
	return True
 
Angel of Death did not lose the ability to conduct Spy Missions when all the other Shadows lost the ability.

Also, currently only Loki and the Angel of Death can view Rival City Details. That particular ability does NOT risk death, and probably ought to be given back to the Shadows in general (<bInvestigate>)
 
Patch "d": (unreleased)
<..>
5. Increased the duration of Entangle from 1 round to 2 rounds.

Hope you are not using <iImmobileTurns> for this spell effect? An AI stack having only one unit immobilised with not move at all (no split done). It means that the bigger the stack, the more chance you have one unit fail the test, and thus fix it entirely. I can tell you, it wrecks completely the AI from my experience.
 
Animal controled by the players still suffer from the AI Animal bonus when attacked. -40% is pretty nasty!
 
Hope you are not using <iImmobileTurns> for this spell effect? An AI stack having only one unit immobilised with not move at all (no split done). It means that the bigger the stack, the more chance you have one unit fail the test, and thus fix it entirely. I can tell you, it wrecks completely the AI from my experience.

Pretty sure he is using it. (That was the way it was before, but with a value of 1 it wore of before the rival could move anyway.)

Frankly I think you should take a closer look at Entangle and at Blinding light, and change at least one of them (the two spells are now identical in their effects)
 
Back
Top Bottom