FfH2 0.31 Bug Thread

I've been pretty busy since 0.31 came out, so only got round to my first game recently. I got the event giving me the Bandit Nietz, and when I tried to upgrade him, the game crashed. I don't know if you aren't meant to be able to upgrade him, but the option shouldn't be there if you can't. I've included a save for what it's worth.

And I know this is a balance issue, but with the dedicate obelisk event; why would I take the +1:health: instead of the +1:food:. Maybe I misunderstand the game mechanics, but the health seems like a lesser choice.

EDIT: I decided to stop this game, as it kept crashing. There was no obvious pattern to it, just every four or five turns it crashed. Reloaded and played through, and then it would crash again.
 

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I've been pretty busy since 0.31 came out, so only got round to my first game recently. I got the event giving me the Bandit Nietz, and when I tried to upgrade him, the game crashed. I don't know if you aren't meant to be able to upgrade him, but the option shouldn't be there if you can't. I've included a save for what it's worth.

And I know this is a balance issue, but with the dedicate obelisk event; why would I take the +1:health: instead of the +1:food:. Maybe I misunderstand the game mechanics, but the health seems like a lesser choice.

That option used to be +3 food :) . I believe the health option needs to be raised to 2 to be balanced. You are right by the way, 1 health is equal to 1 food at best, that is if your city is at negative health. One more thing (off-topic): Your sig should read "There are two kinds...". Nice quote; that's from The Good, Bad and Ugly right? :D
 
That option used to be +3 food :) . I believe the health option needs to be raised to 2 to be balanced. You are right by the way, 1 health is equal to 1 food at best, that is if your city is at negative health. One more thing (off-topic): Your sig should read "There are two kinds...". Nice quote; that's from The Good, Bad and Ugly right? :D

Yeah you're right, great movie BTW. And I'll have to change that spelling error too!
 
Played 3 games since patch c and had to stop playing since the game just kept crashing.

Latest save (attached): the game seems to crash every time the next turn.
 

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Neither KnightBoat or Gray-z's save games crashed for me.
 
Erm, exactly how much damage should Blight cause?
Because it just killed every single unit I had... Including a level 10 Bambur...
 
Tried it couple more times. There is an ominous sound of increasing AC but after that it always crashed. I tried putting on the python pop-up thingie but it doesnt show anything. Just a crash to windows.

I just recently got my computer back from the shop so I'm pretty much freshly installed everything. Using Windows Vista though so that could mix things up.
 
Erm, exactly how much damage should Blight cause?
Because it just killed every single unit I had... Including a level 10 Bambur...

The resist is the units death resist + (units level * 2) + (units strength * 2).

So assuming Bamur has 7 strength and is 10th level and doesnt have any special death resist his resitance would be 34%.

Blight does an average of about 25% death damage (0-48% to each unit favoring the middle). the actual formula for finding damage is:

[tab]iDmg * (100 - iResist) / 100

So assuming Bambur gets the worst possible role (48%) he would end up with 48 * (100 - 34) / 100 or 31% damage. His average damage is about 25 * (100 - 34) / 100 or about 16% damage. Of coruse down to a minimum of 0 damage.

So blight could kill Bambur if he was already almost dead. But shouldnt be able to kill him if he is over abotu a third of his life.
 
I think something went wrong then... My log seemed to indicate Bambur got hit by damage a number of times. Odd, I'm sure I'm running 31c...
 
I think Falc is right though.... I mentioned earlier that blight kills EVERTHING irregardless of level or current strength etc...
 
I think something went wrong then... My log seemed to indicate Bambur got hit by damage a number of times. Odd, I'm sure I'm running 31c...

Codewise it all looks correct. My playtest is working correctly. do you have a save?
 
FWIW, it triggered once in a sensible way in my current (really interesting) game.
The new faster-moving AC (blight triggered without anyone adopting the AV, which used to be pretty much unheard-of) really shakes things up.
 
I have some comments but I don't know if they are bugs necessarily.

In my current game I have been hit by blight several times. The first time it happened I thought it was just the Sheim(?) worldspell, but it happened at least twice again later when I noticed the unhealthiness. The AC had been rising significantly all throughout the game, so I don't think it's the case of the AC going below 40 and rising again, causing the Blight to trigger again (which should not happen anyway, no?), but I am not certain anyway. I did try some testing on my own to lower the AC below 40, then raze a city raise it above 40, without it triggering the blight, but I did not test extensively.

I had the Pyre destroy itself when flames spread to the forest under the Pyre. Would it be possible to prevent forest from appearing on the same tile as the Pyre?

Do gypsy wagons (and Loki) still provide gold to your empire? I have not yet checked conclusively, but early in my game I had to run at 0% science, and my income did not seem to change at all when I stuck Loki in an enemy city. This is hardly rigorous testing, but I'd just thought I'd mention it for clarification.

I noticed that the resolutions page in the Victory 'advisor' is no longer available. Are the councils just temporarily disabled or will the list of resolutions that have passed be available somewhere else?
 
As far as i've seen, the CoE council has completely been disbanded. I founded the council, building the Nox Noctis and switching to the undercouncil civic, yet 100 turns later there still hasn't been an election (there were 3 other civs running CoE as their religion). The Dies Die does still work though
 
As far as i've seen, the CoE council has completely been disbanded. I founded the council, building the Nox Noctis and switching to the undercouncil civic, yet 100 turns later there still hasn't been an election (there were 3 other civs running CoE as their religion). The Dies Die does still work though

It requires 2 or more people to belong to the council now, were the other CoE people on the council? (if not, should probably make CoE civs always adopt it, I see no reason to not)
 
The new Undercouncil requires 3 other civs using the Undercouncil civic, not the CoE religion, are you sure that they have the civic and not just the religion?
Edit:Aw, you beat me to it
 
I think Falc is right though.... I mentioned earlier that blight kills EVERTHING irregardless of level or current strength etc...

Irregardless isn't considered a real word, partially because it is a double negative within itself. I had a teacher in high school abhorred its usage, and would fail an otherwise perfect essay for a single appearance of this non-word.



I think you are just really unlucky. I haven't had it kill a single unit when it hits. Of course, in most of those game I had very few units at the time the AC reached 40, and more than half were workers who got injured slightly (not that it matters)
 
Likewise on the stacking weapons promos, with regard to Flesh Golems. I managed to make one with all 3 weapons promotions by pillaging my iron mines and grafting a warrior onto it :D Granted, with Flesh Golems it might actually be realistic for it to be wielding 3 or more different weapons, since it IS made from multiple bodies.

Blight worked normally for me, killed only one unit (a badly hurt warrior), and stuck (I think) ~20-30:yuck: in all my cities. Since I was Grigori and had all my cities fat crosses adjusted to just enough food production for full work but no specialists, it took forever to regrow my population, but oh well.

A fairly major AI issue seems to be its fixation on trying to kill Acheron by sending an uber-stack, but then just parking outside the city while being whittled down by meteors. I'm guessing the stack is trying to heal the collateral damage, but it really cripples the AI's military. Between Acheron and Barbatos I was cut off from the entire rest of the continent, and got insanely far ahead tech-wise because I didn't have to build much of a real military beyond garrison troops. Even after I finally got a few mages with Destroy Undead and killed Barbatos, then went on a conquering spree, there were STILL AI stacks of 5-10 units ignoring my invading army and going after Acheron instead.
 
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