FfH2 0.32 Bug Thread

Kinda an oddity, had the mushroom event spawn on a city tile. No bonus yields like it gives on normal tiles though.
 
Using patch "a", in the Civilopedia, from the Leaders link, The leader Decius is not clickable to find out his info. He is clickable from Civilizations, then Calabim for example.
 
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

Given that, the next turn, my Chalid hero was attacked by ten assassins in the same stack with the guardsman-phalanxes and defended each and every time, I would question how often "much more likely" is. As I've observed it, it's having absolutely no effect whatsoever.
 
i had the mushroom even 3 times in my last game (which was great). the first time worked fine, great ,+2 food for my capital, WOOT!. second time, also happend in my capital, but this time no mushrooms appeared:confused: oh well. 3rd time it happened on a peak tile, and the mushrooms DID appear, so my peak now gives 2 food, bonus!
 
Choosing alignment leader is really nice. I like that.

But i think there is still an issue.

Or is it intended that there are 2 Hyborems and 1 Loki running around on my map, belonging to a Leader called "Random Neutral Leader"?



edit: nvm, was already mentioned.
added settler to this leader, was just curious what will happen... the hyborem and loki crew founded stoville :D
 
i had the mushroom even 3 times in my last game (which was great). the first time worked fine, great ,+2 food for my capital, WOOT!. second time, also happend in my capital, but this time no mushrooms appeared:confused: oh well. 3rd time it happened on a peak tile, and the mushrooms DID appear, so my peak now gives 2 food, bonus!

My last game (patch a) I got this event in my capital, and upon mouseover, there were mushrooms there, just not displayed, and the tile under the capital did have the extra 2 food.
 
I got the mushrooms event, and they correctly appeared.

But then, i got another mushroom event, one south of the existing mushrooms, and not in my caps workable radius.
However, the mushrooms didnt show on the map and there was no bonus.

Another thing... can't really call that a bug, but i got the -1 food event on my capitals plot. Thats a bit frustrating, especially if it happens very early in game.
 
.32 patch C:

A hidden nationality privateer was able to enter the ocean tile my frigate was guarding and pillage the fishing boat improvement without initiating combat with the frigate.
 
Given that, the next turn, my Chalid hero was attacked by ten assassins in the same stack with the guardsman-phalanxes and defended each and every time, I would question how often "much more likely" is. As I've observed it, it's having absolutely no effect whatsoever.

Hearing this, it sounds quite likely that your Archmages and Chalid have the Guarsdman promotion, too. In that case, it wouldn't help at all, or, at the very least, not much.
The idea of the Guardsman promotion is to have units with Guardsman in a stack with other weak units who don't have it, therefore increasing their chance to defend in relation to those units without the Guardsman promotion.

It might also have become buggy somehow, though.

The Guardsman promotion isn't supposed to be random as far as I know. But it's possible that it wouldn't be able to counter Channeling I, II and III. In that case, you'd still have to put Hawks, Workers, Scouts etc. into your stacks.
 
Hearing this, it sounds quite likely that your Archmages and Chalid have the Guarsdman promotion, too. In that case, it wouldn't help at all, or, at the very least, not much.
The idea of the Guardsman promotion is to have units with Guardsman in a stack with other weak units who don't have it, therefore increasing their chance to defend in relation to those units without the Guardsman promotion.

That was one of the first things I checked, actually. The archmages and Chalid did not have the guardsman promotion.
 
The problem is in how the defender is selected. If the attacker has the Marksman Promotion, then it uses this pass to get the defender:

Code:
                                    if (pBestUnit == NULL || (pBestUnit->isBetterDefenderThan(pLoopUnit, pAttacker) && !pBestUnit->isTargetWeakestUnitCounter()))
                                    {
                                        pBestUnit = pLoopUnit;
                                    }

That IF statement says that if there is nothing targetted yet, to target whatever unit is being tested. But if there already is a potential Victim, then it checks to see if the new checked unit is weaker. If the new unit is weaker, it becomes the best target Unless the old target was set to block the Marksman Promotion.



Now, this works perfectly well in the cases where the attacker attempts to target the Guardsman Unit first. But if it attempts to target some other unit instead, then the Guardsman Unit will never be weaker than that unit, so will never be selected (notice that there wasn't a statement in the IF line to check if the new unit we are looking at was set to Guardsman).

Example: Assassin Attacks, first unit checked is an Archmage, barring a Hawk, Worker or Corlindale in the stack, nothing will ever be a worse defender option, so the target will never change. If instead the first unit checked was the Warrior with Guardsman, then since he has Guardsman, the target would never change (not even if the Mithril Golem himself was on the tile and happened to have Guardsman somehow)

What should work in place of this would be:

Code:
                                    if (pBestUnit == NULL || (pBestUnit->isBetterDefenderThan(pLoopUnit, pAttacker) && !pBestUnit->isTargetWeakestUnitCounter()) [COLOR="Red"]|| (pLoopUnit->isTargetWeakestUnitCounter() && (pLoopUnit->isBetterDefenderThan(pBestUnit, pAttacker) || !pBestUnit->isTargetWeakestUnitCounter()))[/COLOR])
                                    {
                                        pBestUnit = pLoopUnit;
                                    }

This way if the attacker has the Marksman Promotion and any defender in the stack has Guardsman, it will select the strongest of the Guardsman units to defend, but no matter what it WILL select a unit with Guardsman every time.
 
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.



The "burn down the pyre quest" is now also given to evil leaders again though (had it as Feryl) and that is a bug.
(hasn't this been fixed once before?)
Also makes that happening much more likely... since much more civs can get the Quest then.
 
This way if the attacker has the Marksman Promotion and any defender in the stack has Guardsman, it will select the strongest of the Guardsman units to defend, but no matter what it WILL select a unit with Guardsman every time.

I don't think that makes much sense. The more raw strength a unit has, the more it will have to focus on the frontlines - it certainly won't be able to keep assassins at bay. The Guardsman promotion shouldn't make 100% of Assassins, etc. useless, I think.

Totally reworking the Guardsman promotion (random suggestion: change it into a spell that applies a promotion that decreases strength but further increases chance to defend against assassins, wears off after one turn/wears off when deactived, but I don't like that one, either) might work better, but I don't see the point of having one Guardsman Paladin in the stack obsoleting 10 Assassins (which cannot even use Bronze/Iron/Mithril weapons exactly because they aren't supposed to attack T4 units with high strength values)). If that was the case, I think the promotion would become too strong or at the very least make another game mechanic useless. (Which is the definition of a balancing problem.)

Yes, it needs to be changed, but certainly not in a way that makes Guardsman useful and another mechanic useless. (Besides, it's supposed to make defending more likely in every case, whereas Channeling is supposed to make defending less likely. I don't see why Guardsman should be able to counter Channeling I, II and III on a unit and then still select a 10+ strength unit against the Marksman promotion which is supposed to target the weakest unit in the stack.)
If it was changed like that, one would probably have to change the Marksman promotion so that choosing one's targets becomes possible (if the opponent has Guardsman you can only select units with Guardsman), but that would probably be a micromanagement hassle.
 
Should it be possible for the pillageable unique improvements to be destroyed by spells (Tsunami/Raging Seas)? Raging Seas took out the Pyre in one of my latest games.
 
Patch "d" is linked in the first post. It wont break saves (unless oyu are coming from base 0.32 or patch "a"), and it fixes the following issues:

1. Fixed an error viewing leaders in the pedia.
2. Fix so that the shim random good/neutral/evil leader doesnt showup in the game (fixed by Sto!).
3. Damage icons will now show the correct damage type (instead of fire all the time).
4. Reduced the effect of pestilence a bit (from 0-5 + pop/2 unhealth to 0-5 + pop/4 unhealth).
5. Armageddon Count requirements will now be displayed in the pedia correctly.
 
Relatively minor, just forgot to mention it before. Dominated arcane units get the free promotions as if they were new. Not sure if Command does the same thing.
 
Kinda an oddity, had the mushroom event spawn on a city tile. No bonus yields like it gives on normal tiles though.

I just got the mushroom event right on the city tile (turn 7, so obviously, my capital). I also went back to an autosave a few turns back to check the yield and the +2 bonus food is there.

I'm not sure whether it's supposed to spawn on city tiles or not, but even if it is supposed to, it's easy to give a reason. Such as finding some caves under the city or perhaps an entrepreneur became successful at growing alot of edible mushrooms.

edit: this is with patch 'd'
 
As mentioned elsewhere, units probably should not get a default race when they are captured or acquired through Recruit Mercenary or Buy Slave.
 
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