FfH2 0.31 Bug Thread

yea I got a crash a few turns later with your save while I was waiting for the other civs. There is some lag due to the size of the map, so maybe there's something going on there?

edit: ok, here is my verdict on the wierd CTD issue I'm having, I disabled the hell terrain and went from turn 12 to 44 and no crash, so my hunch must be right, it's something going on with the hell terrain. In other games, I didn't even last more than maybe 20 turns without a crash with the infernals.

Anyways, I'm going to try a few things to maybe narrow down the problem with the hell terrain. I always figured it was something with the hell terrain because it was right after or maybe soon after it spread somewhere. So it's causing some kind of fatal error (leading to the CTD) when it interacts with something.

The strange thing is, why aren't more people encountering this??

edit: ok, I got a crash DURING my turn, I used blue marble terrain and it crashed right when I clicked on my imp. Something must be wrong with the coding and all the crashes seem independent of whatever other civs are around or what civ I played as before I switched. I don't think I saved this one and then reloaded the game though, so I'll recheck, however I think the wait at end of turn was working fine.

edit: hmm, I reloaded the autosave and I didn't crash with the imp, however, I think my crash was on the same turn as the autosave was and I remember seeing in an older bug thread about crashes that could be related to the autosave.

Kael is going to have to really figure this out because the randomness is confusing. I wish I had some tool which told me why it is crashing or at least what is going on with the code.
 
I think the AI does well (mostly) other than a few small issues. I agree with JJR that AI fort behavior is kind of weak; and may add that AI is really weak when it plays Khazad; as it tries to save money, and it spends all the money it has by nature. Other than these it works as good as an AI should in any game; after all it's AI. Illians and some other balance issues (Luchuirp, Calabim World Spells etc.) have a higher tweaking priority than the AI imo.

(out since some months I think - so we wait what? one year, two years, three years, while 90% of the players are only playing against the AI which make no usage of the most powerful component of this mod, magic? striking paradox...).

One word of advice for you if you find the AI is no match for you. If you raise the difficulty level (hopefully you're not owning it up on Deity) you'll find the AI is much more aggressive and smarter; and screws up less. And, also in this case, you'll find that the strongest element is the game is not magic but axemen :) . Since you can't do much difference with level 1 spells, you'll have to wait up 'til Sorcery/Priesthood 'til you can make a difference with Magic, which is even doubtful - level 2 spells aren't too powerful; you'll prolly need to get Theology/Strength of Will before you can make a real difference with spells. Anyway, I believe raising the difficulty level 'til the team comes up with better AI is a lame, yet effective solution :).

On a side note, as I'm taking a slot on the bug thread, I'd like to remind an old bug I reported: If you start the game as Lanun and switch to Hyborem you can still see pearls, I believe this happens because Hyborem acquires all the technologies already researched by the player who summons him.
 
not to mention sometimes wasting time building improvements outside of cities, although if the cities are completely improved that's different. I'm not sure if the AI is smart enough to make use of the spread of irrigation when that becomes available.

Anyways, I think I'll do a normal game, I kind of want to see the new leaderhead animations anyway.
 
One word of advice for you if you find the AI is no match for you. If you raise the difficulty level (hopefully you're not owning it up on Deity) you'll find the AI is much more aggressive and smarter; and screws up less. And, also in this case, you'll find that the strongest element is the game is not magic but axemen :) . Since you can't do much difference with level 1 spells, you'll have to wait up 'til Sorcery/Priesthood 'til you can make a difference with Magic, which is even doubtful - level 2 spells aren't too powerful; you'll prolly need to get Theology/Strength of Will before you can make a real difference with spells. Anyway, I believe raising the difficulty level 'til the team comes up with better AI is a lame, yet effective solution :).

I've found that whether or not the AI is a challenge also depends a lot on its starting location and civilization. The all-forest starts that hurt a human player absolutely cripple most AIs, and some civs seem to always do fairly well (for me, Illians, Clan, Malakim). Also, some level 1 and 2 spells are extraordinarily powerful. At level 1, Charm. Charm tends to screw AIs hard because of the way they use stacks. At level 2, Maelstrom and Summon Specter come to mind, with Maelstrom being hands down the best damage spell, and Specters' fear works well for chasing stacks away.

As for building improvements outside of cities, I think they only build farms, and that's probably just to spread irrigation. They seem to spread irrigation only through building farms outside of city radius, never intentionally. The spamming of forts is stupid though. In my current game there's a city with 3 citadels in its fat cross, NONE of which are on any of the 4 desert tiles in the radius.

Anyways, I've been bouncing back and forth between Noble and Prince, depending on how badly I beat (Noble) or get beaten by (Prince) the AI.
 
in a story on civforum.de he changed traits at least 2 times :crazyeye:


I think perpentach isn't working right more now for sure. A whole game without a trait change, and every game I play with him, (As an AI opponent) he's always Charismatic Arcane.

Which is weird, because it makes him the best magic user in the game by a good long ways, since charismatic and Arcane mean you get spell caster upgrades really quick. Quick enough and early enough to even offset the cavern of ancestors for the most part. (Shrug) ah well, I hope this one isn't lost in the din.

It may not be happening to everyone but I think there is some rand value set too high or something.
 
this may or may not be a bug, but...
With Alazkan the Assassin, I create a mirror the mirror stays around to defend when it is the opponents turn, I have slavery as a civic. The mirror was attacked and a slave created, but the slave disappeared at the start of the next turn.
I also tested this when attacking, the slave is created and can be moved but when i end turn it disappears.

If the mirror is not allowed to keep slaves then it should not create them.

Anyway I'll leave it for you guys to decide.

Thanks
 
I think perpentach isn't working right more now for sure. A whole game without a trait change, and every game I play with him, (As an AI opponent) he's always Charismatic Arcane.

Which is weird, because it makes him the best magic user in the game by a good long ways, since charismatic and Arcane mean you get spell caster upgrades really quick. Quick enough and early enough to even offset the cavern of ancestors for the most part. (Shrug) ah well, I hope this one isn't lost in the din.

It may not be happening to everyone but I think there is some rand value set too high or something.

in 0.31a it works, I can assure you!
 
I just saw something very odd. In my game Orthius died in Malakim Territory so when Varn attacked and I countered and began conquering them with rosier I assumed I'd encounter a unit using the Axe at some point. But as I kept ploughing on the axe was nowhere in sight and Varns soldiers of kilmorph were no match for my Rosier/elephant/adept force. When I approached one of his last cities I saw the axe sitting on a hill outside a lightly defended city and rosier went up and grabbed it. The hill guarded a peninsula where a worker was building a plantation so maybe varn thought it was protecting it? Either way it makes no sense. Granted I'm pretty sure the Orthius died in a different square nearby so I think the axe has moved at one point.
 
I just saw something very odd. In my game Orthius died in Malakim Territory so when Varn attacked and I countered and began conquering them with rosier I assumed I'd encounter a unit using the Axe at some point. But as I kept ploughing on the axe was nowhere in sight and Varns soldiers of kilmorph were no match for my Rosier/elephant/adept force. When I approached one of his last cities I saw the axe sitting on a hill outside a lightly defended city and rosier went up and grabbed it. The hill guarded a peninsula where a worker was building a plantation so maybe varn thought it was protecting it? Either way it makes no sense. Granted I'm pretty sure the Orthius died in a different square nearby so I think the axe has moved at one point.
 
I just saw something very odd. In my game Orthius died in Malakim Territory so when Varn attacked and I countered and began conquering them with rosier I assumed I'd encounter a unit using the Axe at some point. But as I kept ploughing on the axe was nowhere in sight and Varns soldiers of kilmorph were no match for my Rosier/elephant/adept force. When I approached one of his last cities I saw the axe sitting on a hill outside a lightly defended city and rosier went up and grabbed it. The hill guarded a peninsula where a worker was building a plantation so maybe varn thought it was protecting it? Either way it makes no sense. Granted I'm pretty sure the Orthius died in a different square nearby so I think the axe has moved at one point.

The AI only casts the spell to pick up equipment (or any other spell) if there's already a unit on top of the equipment, it doesn't actively go to seek out the equipment to pick it up. Most likely what happened is that Varn Gosam picked up the axe when he killed Orthus, but then the unit with the axe died and no other unit ever moved over the tile. Since as you said it was on a hill leading to a peninsula, that means the AI never had a reason to move a unit over that spot.
 
For everyone running Vista...

I remember seeing a thread where Vista users were having CTDs with FfH. Someone figured out that if you disabled the "network administrator controls", everything works fine. I hope this makes sense. I run XP and I am therefore Vista-challenged. If not, PM woodelf. He knows about it.

Good luck!
 
hmm, I'll take a look at that, although I really don't get how that would cause CTDs with FfH.
 
just a minor thing, but shouldnt a priest in town give great prophet points...? As far as i can tell, They either give great sage points, or just up the great person counter (when i select a priest, it still says i have 100% chance of getting a great sage when the bar fills). Awsome Game! It's practically taken over my life!
 
Looks like disabling the user account control fixed the crashes, I'll have to try a full normal game to be sure about this though rather than a cheated custom game.

As far as the great prophet points go, they will allocate, but if you have had alot of the sages for a while or didn't have any of the priests for a while, or maybe you have buildings that contribute to it. Then you will have a high chance of it. If you add priests, the affect to the percentage won't show up until a turn or a few turns later. It really depends on alot of factors, but when it fills up, it will reset. The percentage will reset I mean, not the priests or other specialists.
 
some bugs and complaints, hopefully not all repeats, though some are. 31d

Acheron isn't spreading the flaming death. i assume cause meteor swarm is gone, or the change in sorcery. not that i miss the raging forest fires engulfing half the continent for the better part of a century while struggling to get adepts, but he just seems so undragon like now, what with letting my guys saunter over to him whille he casted defensive spells of somekind.

somehow i got a peace treaty for 10 turns with the amurites, despite never being at war with them. i am assuming its the overcouncil/undercouncil civics still being enforced on individuals who are not members, either that or treaties with members of these councils affecting everyone in that council.( i was in the over, he might have been in the under, but definetly not the over.

spreading religion in late game is really, really slow for me. so is razing cities. for the cities, i am talking minutes, longer than several turns. while it may just be the cool features that ffh2 sports, it seems really excessive.

hidden nationality units still can't use neutral roads without the commando trait.
 
some bugs and complaints, hopefully not all repeats, though some are. 31d

Acheron isn't spreading the flaming death. i assume cause meteor swarm is gone, or the change in sorcery. not that i miss the raging forest fires engulfing half the continent for the better part of a century while struggling to get adepts, but he just seems so undragon like now, what with letting my guys saunter over to him whille he casted defensive spells of somekind.

Acheron never used Meteor Swarm. Dragons summons a meteor with a different spell, Breath Fire, which was not changed when meteor swarm was remoed. I have seen him use this .31d, and he still spreads fire.
somehow i got a peace treaty for 10 turns with the amurites, despite never being at war with them. i am assuming its the overcouncil/undercouncil civics still being enforced on individuals who are not members, either that or treaties with members of these councils affecting everyone in that council.( i was in the over, he might have been in the under, but definetly not the over.

This is a BtS thing. It gives a peace treaty whenever one party accepts the demands or requests of another.
hidden nationality units still can't use neutral roads without the commando trait.

Are they supposed to?
 
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