FfH2 0.32 Bug Thread

I'm getting this as well.

Kael, we need an emergency hotfix!

You got it. Patch "c" is linked in the first post. It fixes the random leader issue.
 
@ Kael: The speed at which you patch is insane... You can't get a game finished with the first few patches of each version everytime, but that last hotfix is just insanely timely. Hats off...
 
yea, just spotted it when I looked on the first page.

Gonna go play the Svartalfar :)

@blackmantle: Most of the time it doesn't break saves, so interrupting a game in progress is not always an issue, but this hotfix was definetly fast :)
 
a minor bug:
after the Sheaim cast their worldspell. forests are set on fire accompanied by the sound of a nice comfy burning whatever. Thats sound stayed on after I extinguished all fires in my border AND (amazingly) even after I quit the game to the mainmenu!
 
yeah, really, I just picked up this mod 4 days ago, and I got to say you're one of the most dedicated moders I've ever seen. Big thanks for getting to this so quickly.
 
I don't know what is the quick fix in a term of coding. But if you don't disable the random civ or choose leader for the regular "random leader" , the leader random evil etc may be chosen by the game. There is also an issue with the unrestricted leader option. You should take a look at the last post of the mini mod thread (if you don't have read it). Also about the value assignment (-250 for same civ toward 1000 for random) ,i've just generated a map with just 6 random good leader and got 2 leader of the same civ ( about 1/3 chance to happen) , but there are 6 different civ that can be good. You don't have disable the random leaders for the random personality option.(done in the mini mod , CvPlayer.cpp just have to copy it)

Anyway , i've found another solution to disable the random civ during the game (for colonies , or any other impl with civ). I think the best is to define all the leader and civ according to all options chosen. I'm about to finsh the export of the function to python. That will be easier to manage the choice with python i think !

Tcho !
 
There is a bit of an odd bug here, as you can see in the selection, it says random evil leader, but look at the map, there are only 3 cities (this is a few turns in). I'm the Svart and the city is about in the middle of the continent. Oh yea, the @random alignment thing was not selected.

attachment.php
 

Attachments

  • Civ4ScreenShot0020.JPG
    Civ4ScreenShot0020.JPG
    170.6 KB · Views: 405
i'm still curious as to why you didn't just completely copy the options from Sto's mod, they worked really well (as far as i know) and there are still a few options in there i'd like to see included in the main mod (religion war for one).
 
Personally I'd like to see them added as second through fourth leaders of the Random option which is already listed. But I imagine that might be a touch more difficult to accomplish?

At the least, shorten the name of the Civ or Leaders, it messes with the text windows :( (Leader Names could drop the "Random" from the start of their names and just say the alignment. The Civ name already informs us it will be random)
 
i put 19 regular random civs in a game and got Random Neutral as a leader/civ, also he has built Loki and has the barbarian flag

edit added: im using patch C, also noticed 4 hyborems belonging to random neutral, he also had a worker, but no cities or settlers
 
yep, I'm getting a python error for the leader info in the pedia. I screened three different leaders in case the numbers were different for each.

edit: nm, the numbers on the python errors are the same for all.

I can do without the leader info in the pedia for now, but it's a strange thing to crop up.
 

Attachments

  • Civ4ScreenShot0022.JPG
    Civ4ScreenShot0022.JPG
    62.5 KB · Views: 99
I won't have time to play the latest version for a while, but when correcting someone about Arenas I recalled noticing that Arena Battles still heal units that are injured more than 25%. I found that forcing an almost dead unit with .1 strength left fight an arena battle is best way to heal it (the Heal spell would only heal it 20%, but fighting an arena battle can heal a unit 74%, plus give it the xp to purchase a promotion and get healed more in the process). This seems wrong.

You should probably use .doDamage instead of .setDamage

I also just noticed that the python part of heal checks to see if the caster is a Lifespark, and if so kills it. Since this unit doesn't exist anymore, I don't see the point.

Frankly I don't think that python is needed at all for the Heal spell. Couldn't you just make it remove poisoned in xml, make it only effect your teams units, and make it deal -20 damage? I guess it could cause problems if the unit casting Heal had Metamagic promotions (since these would add +5 to the -20 damage it deals, meaning a Metamagic 3 high priest would only heal 5), but that can't actually happen (except in worldbuilder or a modmod)
 
Playing .32, patch a:

the guardsman promotion is not working as advertised. My archmages that were in the same stack as phalanx units with the guardsman promotion were attacked and killed by svartalfar assassins and shadows, phalanx units were untouched.
That's the whole point of using assassins and shadows... they can do "precision strikes" and kill physically weak units first.

Taken from the pedia entry on the guardsman promotion: Guards against enemy marksman units. So, Janus Talaiini was in fact correct in reporting said bug.
 
Taken from the pedia entry on the guardsman promotion: Guards against enemy marksman units. So, Janus Talaiini was in fact correct in reporting said bug.

Yeah, well, the promotion doesn't actually make the unit always defend against marksmen, it just makes this much more likely. The fact that Phalanxes ' strength is so much higher than an Archmages, and the fact that Archmages have channeling 1-3 (all of which make them better targets for marksmen), make their failure to defend the archmage reasonable.


I don't think it is a bug, but it among the many things that could use better documentation
 
How dare you release this when I'm so far behind on my homework! :mad: Are you trying to make me fail my summer classes, or just taunt me? :cry: Couldn't you have at least waited until Tuesday? Well, I'll show you. I refuse to ever download this patch* :nono:



*unless I catch up on school work before another one is released :p

Well Magister you don't have to worry about downloading patch B you can download patch C now. :lol:
 
Version 0.32c- Basically what has happened is that barbarian fire elementals have overrun the continent I am on and destroyed 3 civilizations- all very early in the game (save attached).
 
Version 0.32c- Basically what has happened is that barbarian fire elementals have overrun the continent I am on and destroyed 3 civilizations- all very early in the game (save attached).

I'm guessing that someone found and razed the Pyre of the Seraphic very early. I don't think this is a bug, just a balance issue. That, and maybe a really dumb AI
 
I would say that it is both. The AI is pretty stupid in razing the pyre and bringing it's own destruction if it's too early.

If it's razed later (some civs seem more eager to raze it than others though, or it depends on how valuable the tile is), then there is a chance to survive.
 
Back
Top Bottom