FfH2 0.32 Bug Thread

Thanks, smjjames, think that's solved it (was in the CIV4ArtDefines_Unit XML file in the Assets / XML / Art folder, by the way)

Ta for the welcome too; you're a mightily helpful and speedy bunch!
 
It seems like Hyborem's death now costs all his traits, including Fallow. It used to be that Fallow was never removed. In my current game, my Infernals are starving.
 
Just played a game as Hyperborem and found an annoying bug or poorly designed feature; when I take a vassal, that immediately breaks peace with barbarians, since the vassal is at war with barbs and I inherit any of their wars when accepting their vassalhood. Is that really intended?
 
Version 0.32 patch H

1) Played 2 games up to turn 250, no Ratcachers guild was ever founded, or at least no "far away land founding" event message was show.

2) Penguins in civilopedia show`s up in purple color lacking texture

3) Mushrooms appeared on peak
 
Shh! Don't tell him about the mushrooms on peaks part! 2-food peak tiles are awesome. :)
 
Just played a game as Hyperborem and found an annoying bug or poorly designed feature; when I take a vassal, that immediately breaks peace with barbarians, since the vassal is at war with barbs and I inherit any of their wars when accepting their vassalhood. Is that really intended?

Vassalage works exactly the same way in FFH as ist does in BtS, so I guess it's intendet.
When you accept a civ you are not at war with as vassal you automatically delcare war on everyone currently at war with them.
If you get a vassal via capitulation every civ that is at war with them and not at war with you immediately delcares peace.
Don't know if this works with the barbarians though.
 
I have a consistent crash to desktop with 'h'. I've attached a save file -- simply press enter to end the turn, and it always crashes in CvCoreGameDLL.dll.

View attachment 181128

I'd try to debug it a bit myself, but I don't have VC++ 2005 installed, and building with VC++ 2008 didn't really work, but I might have been missing something.

Interestingly, if I go into the world editor and delete Acheron, I can continue the game. I wonder if that is directly related or not.
 
0.32h :

Like reported in SDK thread , there is a bug to pick units with events. I've tested the bug putting iWieght =- 1 for the EVENTTRIGGER_FRIENDLY_LOCALS. No unit where picked, and as soon as i've fix the bug , the event triggered each turn a unit were damaged as desired .

in CvPlayer:: pickTriggerUnit :

Spoiler :
Code:
		if (iValue >= iBestValue && iValue != MIN_INT)
		{
			if (iValue > iBestValue)
			{
				apUnits.clear();
				iBestValue = iValue;
			}

			apUnits.push_back([COLOR="Red"]pLoopUnit[/COLOR]);
		}

pLoopUnit should replace pUnit.

Tcho !
 
"We're not dead yet!"
"You're not fooling anyone."

I razed the last Luchuirp city and got the message they were destroyed. I then picked up the pieces of Barnaxus and noticed the Luchuirp had 300ish points and were still at war with me. I sued for peace and got 2 techs from them. I went into world builder and didn't see any of their cities. I deleted the pieces of Barnaxus from my unit, and a few turns later I again got the message they were destroyed. I wasn't playing with the "requires complete kills" option.
 
I have a consistent crash to desktop with 'h'. I've attached a save file -- simply press enter to end the turn, and it always crashes in CvCoreGameDLL.dll.

View attachment 181128

I'd try to debug it a bit myself, but I don't have VC++ 2005 installed, and building with VC++ 2008 didn't really work, but I might have been missing something.

Interestingly, if I go into the world editor and delete Acheron, I can continue the game. I wonder if that is directly related or not.

No crash for me.
 
"We're not dead yet!"
"You're not fooling anyone."

I razed the last Luchuirp city and got the message they were destroyed. I then picked up the pieces of Barnaxus and noticed the Luchuirp had 300ish points and were still at war with me. I sued for peace and got 2 techs from them. I went into world builder and didn't see any of their cities. I deleted the pieces of Barnaxus from my unit, and a few turns later I again got the message they were destroyed. I wasn't playing with the "requires complete kills" option.
I've had this happen, too, except the surviving civ was Balseraphs. Razed their last city, got message saying destroyed, couple turns later they were still on the scoreboard, couple turns after that they died a second time, permanently. I think I was running the E patch at the time.
 
"We're not dead yet!"
"You're not fooling anyone."

I razed the last Luchuirp city and got the message they were destroyed. I then picked up the pieces of Barnaxus and noticed the Luchuirp had 300ish points and were still at war with me. I sued for peace and got 2 techs from them. I went into world builder and didn't see any of their cities. I deleted the pieces of Barnaxus from my unit, and a few turns later I again got the message they were destroyed. I wasn't playing with the "requires complete kills" option.

This is a tough one. I have two options when you kill a civ that leaves equipment behind. I either dont clean up the equipment (which causes the wonkiness you noticed, player "kinda" exists) or I clean up the equipment and you dont get it.

Unfortunatly at the section of cose it happening in I dont know who killed the player, so I cant turn the equipment over to the attackign player. I also cant convert the equipment to the barb player because that will cause crashes (because at the moment of the conversion the soon to be dead player may have other units in the stack).

I dont have a good answer at the moment and may have to leave it like it is (ie: the equipment remains and the player gets cleaned up in a few turns) until I figure out a better way.
 
Doesn't explain the Balseraphs though (WCH mentioned that), unless they had Orthus's Axe or some other equipment.
 
Hmmm...I guess you could create a new dummy civ to be present in all the games, like the barbarians but with permanent peace and open borders with everyone, and make the equipment belong to this civ. It probably is too much trouble for what i is worth though.



Any word on the ETA of patch i? I'd like to know when I can get started on modmoding (although serious work on my modmod can't really happen until xienwolf's xml modcomp and/or Fall Further are updated anyway)
 
So, yeah, my game jus CTDed. Here's the save.
 
Actually, here's the save.

This is not a Fall from Heaven save file, I suspect its from Fall Further. Please review the 5 requirements to reporting issues in the first post in this thread.
 
FfH 0.32 patch H + modules: altered gamespeed, MIMM1.9, elohim with salsa, salt golem, Xtra

CTD

This is not a Fall from Heaven save file. I love that people mod FfH, but I cannot support issues that arise on anything but unmodded FfH. Please review the 5 requirements to reporting issues in the first post in this thread.

Its not that Im trying to be difficult. To even load this save I would need to duplicate your exact configuration, and if I commited to doing that I would be in support hell tracking extraneous stuff down. Sorry.
 
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