FfH2 0.32 Bug Thread

How do I turn off adventure mode? I just recently patched and now everything is big and annoying, I have read through here and seen that a couple others have had this problem, but I missed the solution. I don't have any other mods and have done nothing myself, trust me, me attempting to mod anything is just silly in concept. I can barely turn this computer on. So I hope the solution is simple....

Ha, I was writing this as the above post was made, sorry.
 
In my first patch i game (Faeryl of the Svartalfar) I decided to liberate a couple cities as a colony. And so, they passed to Random Neutral Leader

Edit: I just noticed that I had unrestricted leaders on. It seems that this function only allows you to select leaders with non standard civs at the start of the game instead of actually having any weird random mixed (I much prefer it this way) but that colonies truly are random.

I've added this to the mini-mod to prevent this kind of things (not released for the moment, but tested) , in CvInfos.cpp :

Spoiler :
Code:
bool CvCivilizationInfo::isAIPlayable() const
{
//AO Mini MOD : Added by Sto 06/24/2008
	if (CvPlayerAI::areStaticsInitialized())
	{
		if (GC.getGameINLINE().isFinalInitialized())
		{
			int iRG = GC.getInfoTypeForString("LEADER_RANDOM_GOOD");
			if (iRG != -1)
			{
				if (isLeaders(iRG))
				{
					return false;
				}
			}
		}
	}
//AO Mini MOD : End add
	return m_bAIPlayable;
}

bool CvCivilizationInfo::isPlayable() const
{
//AO Mini MOD : Added by Sto 06/24/2008
	if (CvPlayerAI::areStaticsInitialized())
	{
		if (GC.getGameINLINE().isFinalInitialized())
		{
			int iRG = GC.getInfoTypeForString("LEADER_RANDOM_GOOD");
			if (iRG != -1)
			{
				if (isLeaders(iRG))
				{
					return false;
				}
			}
		}
	}
//AO Mini MOD : End add
	return m_bPlayable;
}

Tcho !
 
Nope, I've never downloaded a beta patch for Civ 4 (unless the autopatcher did it, which i would assume not). So that makes me sort of puzzled why it worked when it shouldn't have, and now doesn't work when it should.

If you used the ingame patcher try downloading the patch and installing it that way. I've heard of people having problems with previous patches where the game would claim it was installed when in fact it was not.
 
Another bug
Sheaim Profanes can't use Hellfire, even though the only requirement is having the ashen veil religion, which means they need the religious promotion, which they never get.
 
BtS 3.17, patch i, Vista

I have had a problem with game speed since e path (so before 3.17). The game is extremaly slow and graphics aren`t fluently. I change all graphic options to low level, but it change nothing. Normal BTS is working fluently even with high level graphics. I reinstalled Civ4, check the game without 3.17 and with patch d and it worked normal, I installed patch e and game slowed down. After 3.17 and patch i FFH is still slow, but normal BTS is working good.
 
Another bug
Sheaim Profanes can't use Hellfire, even though the only requirement is having the ashen veil religion, which means they need the religious promotion, which they never get.

Religion is no longer determined by promotions. It is an inherit property of the unit. They can't get the promotion because it doesn't exist, but they do not need it.

There are 4 requirements for Hellfire: AV religion, Divine, channeling3, and this python call:
Code:
def reqHellfire(caster):
	pPlayer = gc.getPlayer(caster.getOwner())
	if pPlayer.getCivilizationType() != gc.getInfoTypeForString('CIVILIZATION_INFERNAL'):
		return False
	pPlot = caster.plot()
	if pPlot.isCity():
		return False
	if pPlot.isWater():
		return False
	iHellFire = gc.getInfoTypeForString('IMPROVEMENT_HELLFIRE')
	iX = pPlot.getX()
	iY = pPlot.getY()
	for iiX in range(iX-2, iX+3, 1):
		for iiY in range(iY-2, iY+3, 1):
			pPlot2 = CyMap().plot(iiX,iiY)
			if pPlot2.getImprovementType() == iHellFire:
				return False
	if pPlayer.isHuman() == False:
		if pPlot.isOwned():
			if pPlot.getOwner() == caster.getOwner():
				return False
	return True

As you can see, the fist part of the python call means that this spell is only availible to the Infernals.

I'd recomend that Kael change that part of the prereq to be xml only (<CivilizationPrereq>CIVILIZATION_INFERNAL</CivilizationPrereq>) so that it is automatically documented.


You (and Kael) should also note that the hellfire improvement does not have any valid terrains, so even when you can cast the spell it doesn't do anything. This is easily fixed in the hellfire entry of CIV4ImprovementInfos.xml.
 
Um, are the Doviello suposed to start the game with Lucien?
 
Alright, I tried the unnoficial patch, and it's still a no go.

Oh, and I did download 3.17 externally because the autopatcher was taking too long for my tastes. I've tried to re-apply it and it tells me that 3.17 is already installed, all that fun stuff. The autopatcher wont patch either, because it says I have the latest version.
 
Alright, I tried the unnoficial patch, and it's still a no go.

Oh, and I did download 3.17 externally because the autopatcher was taking too long for my tastes. I've tried to re-apply it and it tells me that 3.17 is already installed, all that fun stuff. The autopatcher wont patch either, because it says I have the latest version.
Just tell it to install anyway; that's what I had to do. Works fine now.
 
Didn't know it was infernal only, I had a hunch.

Another bug, tar demons don't seem to split in two, I lost several attacking and defending and none of them split.
 
Nope, I've never downloaded a beta patch for Civ 4 (unless the autopatcher did it, which i would assume not). So that makes me sort of puzzled why it worked when it shouldn't have, and now doesn't work when it should.

And thanks for the welcome.

I briefly had this problem, but when manually downloaded and installed 3.17 (and didn't use the auto-updater), it went away.
 
yea, the autoupdater that the game has doesn't seem to work right, so I just manually download the update.
 
Another bug, tar demons don't seem to split in two, I lost several attacking and defending and none of them split.

Kael hasn't gotten around to adding that effect back after the conversion to BtS. He chose not to expose the code that did that to python in BtS because it could slow the game down too much. However, the <PythonPostCombatLost> tag/function would get around the problem and make it easy to add back.
 
OK, I am at war with those pesky elves when they unleash their WorldSpell and billions and billions of Treants appear in their territory and head for my border.

No problem, though, as I am playing as Sheaim/Tebryn Arbandi and I have a wonderful counteracting WorldSpell ready for 'em. So, I send them the fire damage expecting to see smoldering, damaging tree people everywhere.

But wait, not a single Treant is damaged. If any unit in the game would be susceptible to fire damage, you would guess it would be a blinking tree.:mad:

Most other units were damaged by my WorldSpell, but the trees kept coming unscathed. What's up?

Seems like a bug to me, or are fireproof treants produced by the elves' WorldSpell?
 
Well, worldbreak only damages units in cities, dosen't it? It just starts forest fires.
 
Back
Top Bottom