FfH2 0.31 Bug Thread

Noted while playing the Lanun. Pirate Cove minimum distances don't seem to be enforced. I've been able to build them side by side and do defacto terraforming.
 
As I've been saying for a long time, this is because def reqPirateCove(caster) doesn't check for pirate cove upgrades. Technically you can't build the coves too close together, but if you wait a while they will upgrade and you can easily build a cove near a harbor or port. This is very easy to fix. This:
Spoiler :
Code:
def reqPirateCove(caster):
	pPlot = caster.plot()
	if pPlot.isWater():
		return False
	if pPlot.area().getNumTiles() == 1:
		return False
	if pPlot.getNumUnits() > 1:
		return False
	if pPlot.isCity():
		return False
	if (pPlot.isOwned() and pPlot.getOwner() != caster.getOwner()):
		return False
	if pPlot.getImprovementType() != -1:
		return False
	iPirateCove = gc.getInfoTypeForString('IMPROVEMENT_PIRATE_COVE')
	iX = caster.getX()
	iY = caster.getY()
	for iiX in range(iX-2, iX+3, 1):
		for iiY in range(iY-2, iY+3, 1):
			pPlot = CyMap().plot(iiX,iiY)
			if pPlot.getImprovementType() == iPirateCove:
				return False
	return True
should be changed to this:
Spoiler :
Code:
def reqPirateCove(caster):
	pPlot = caster.plot()
	if pPlot.isWater():
		return False
	if pPlot.area().getNumTiles() == 1:
		return False
	if pPlot.getNumUnits() > 1:
		return False
	if pPlot.isCity():
		return False
	if (pPlot.isOwned() and pPlot.getOwner() != caster.getOwner()):
		return False
	if pPlot.getImprovementType() != -1:
		return False
	iPirateCove = gc.getInfoTypeForString('IMPROVEMENT_PIRATE_COVE')
	iPirateHarbor = gc.getInfoTypeForString('IMPROVEMENT_PIRATE_HARBOR')
	iPiratePort = gc.getInfoTypeForString('IMPROVEMENT_PIRATE_PORT')
	iX = caster.getX()
	iY = caster.getY()
	for iiX in range(iX-2, iX+3, 1):
		for iiY in range(iY-2, iY+3, 1):
			pPlot = CyMap().plot(iiX,iiY)
			if pPlot.getImprovementType() == iPirateCove or pPlot.getImprovementType() == iPirateHarbor or pPlot.getImprovementType() == iPiratePort:
				return False
	return True
 
This might have been brought up before in other versions, but based on my current game I thought I would mention it again.

I think there is a problem with the placement of the Infernals when they are summoned.

In my game, Flauros brought them in. I am playing on a huge map that is only about 2/3 full. To the east of Flauros, I would say open territory amounts to about 1/4 of the map. Plenty of room for Hyborem to get going.

Well, instead of placing him there, he goes into a six-tile space between my civ and Varn Gosem. How can he do anything there? As luck would have it, I (Grigori) was planning on declaring war on the Malakhim and had moved a stack of units near this open space. Of course, when Hyborem showed up there, I changed my priorities and dispatched him in 3 turns.

However, my point is why wouldn't the Infernals be placed east of Flauros instead of into that small space not near the Calabim? I can understand the squeeze if there is no open space on the map, but this clearly was not the case. It wasn't the first time I have seen this.

Maybe it would be better if the Infernals were able to take over a city like Basium does rather than plopping them into a horrible starting position.
 
At war with the Malakhim, I killed their Bandit Nietz unit with....my Bandit Nietz unit.

So, how many bandit Nietzes are their in that family? ;)

Would it be possible to make sure there can be only one Bandit Nietz?
 
Would it be possible to make sure there can be only one Bandit Nietz?

Of course: Just kill all the others via decapitation and loudly proclaim your victory to the heavens.

...Or you could make it a special non-repeatable event (I believe the Circle of Gaelen works like that, as does the "Champion" event that turns your unit into a Hero). If you wanted to be boring, anyway...
 
- haven't seen any marble on my last maps. was it deleted?

- have the feeling that the barbarian beasts disappear after some time. i get the msg that a beast appears at the edge of civilisation but i never run into one of them. checked with editor - no beast to find. i got no msg that they have been killed and i do not think that the ai was strong enough to do so...
 
I really advise to not allow slaves to buy slaves. This is simply the open door to mass buying.

In case you haven't checked the "Buy Slave" spell is not a once per turn spell; you can cast it as many times as you want with a single unit, which means buying slaves with slaves isn't really broken, when you can buy hundreds with a single warrior anyway. But that lowers hurrying prices a lot, that could be broken. (I mean buying slaves and sacrificing them to hurry stuff.)
 
Hello Kael,

Actually, I discover honour first.
So I'm the Empyrean Creator

I build the Deis Dei but no election !!
and i'm part of the Upper council

Is it normal ?

:eek:
 
- haven't seen any marble on my last maps. was it deleted?

I had a marble quarry in my last game.

Speaking of that last game, patch d, it locked up on turn 352 when I hit the enter button. See attachment below. It happened during an autosave as you can see. Keelyn AND Alexis were ardent followers of the Order. Maybe the AI couldn't handle it. :)
 

Attachments

I was playing as Sidar on big map with epic speed, found and followed Esus, build Nox, joined undercouncil and for next 200 turns didn`t see any votes (Viconia and Hanna were in undercouncil too). I lost my night watch and can`t spreed Esus in all my cities. So I`ve started new game as Sidar, did the same things with Esus, and still haven`t had any votes for next 300 turns. Last time in 0.30 I played as Amurities and everything was ok. Also someone build Gate and created Basium, but nobody found Ashen Veil nor Infernals come. Is it bug or the rule was change?
Ah, one more thing, Order has been found by orcs (Jonas), and Keelyn followed it. I don`t play with random personalities, they both start as evil.
 
I think it said somewhere that you need 4 members total?

edit: how do you do the strkethrough thing on here? Anyways, I checked and it is supposed to be 3 members total, so I'm not sure what's going on there.
 
Also someone build Gate and created Basium, but nobody found Ashen Veil nor Infernals.
It was changed so that players who wanted to get the Mercurians in to switch to or for roleplaying didn't have to wait for the AI to summon Hybo. Basium frequently shows up first now, in fact, since anyone non-evil can build the Gate but only an AV follower will summon the red dude.
 
I've got a python exception in CvSpellInterface.postCombatConsumePaladin :

pCaster.setDamage(0) should be pCaster.setDamage(0, -1(?)) . the second argument is used to design the player that makes the damages in python (i've seen you use True and False in the other calls of this function, like in the SDK for bAnnonce ). There is perhaps some checks to do when you call setDamage with python .

Tcho !
 
- haven't seen any marble on my last maps. was it deleted?

- have the feeling that the barbarian beasts disappear after some time. i get the msg that a beast appears at the edge of civilisation but i never run into one of them. checked with editor - no beast to find. i got no msg that they have been killed and i do not think that the ai was strong enough to do so...

I've seen the beast before. It's a giant orangutan.
 
Got the smuggler event today and elected to have the smuggler's port built in my city. looked in my city after choosing that option and no smuggler's port.
 
Is there still a problem with Blood of The Phoenix? I had about 5 units in a city, the first one died and ported to my capital, the others were moved about one square away from city. I don't remember if I had the units grouped or not.
 
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