FfH2 0.32 Bug Thread

Nothing important, but the frostling event is one of all those events that only triggers once. The second and subsequent times the red ring shows nothing (and no, there was no fog of war).

Strange game btw. I played the clan and I somehow ended up with the order (I got messages a bunch of times that alot of "good" civs was oblitorated, so I thought why not) but that is not perhaps the strangest thing. The other "barbarian" civ, Daviello (or something) have the area to win by domination (by the turn 300 or so), he has not yet the population, but when I saw that I had to go into the WB and have a look, and, huh, no one will be able to stop him, he lives on another continent (from me) and I have no iron (on my continent, as usual, this has become a theme for me, during the last couple of games, iron has become more rare than a giving dwarf of Khazad).

I have noticed the last couple of games that alot of civs are taken out very early, usually Lanun, Ljosalfar, Elohim, and Amuritians (names?). Am I the only one that has noticed this? (not just my list of civs, but in general). Was this the plan by you who makes this mod that half of all civs are taken out before the "real" game begin. It has happen alot lately. I usually play on large map and by the time your borders are "set" only 3-5 civs have survived in my last couple of games.

And yes, my little story about the domination winning Daviello, I should mention that I am not one of all those "brag-wannabies" that alot of you guys are, I usually play (and so did this time) on Noble.;)
 
A minor bug playing with patch "i," but I didn't see anything in the patch "j" release to suggest that it was corrected:

I built the Tower of Eyes and got a free Dungeon in every city. Later, I got the event with Order and Veil fanatics fighting each other. The option to throw everyone in the Dungeon was greyed out, although the city screen showed a Dungeon and its effects in the city. In connection with this event, at least, it seems the computer didn't understand that there was a Dungeon in the city.
 
This may be more of a flavor issue, but I consider this a bug.

Shouldn't the 'you treat your people poorly' modifier be a positive number rather than negative? considering it IS the Calabim and the other two leaders do it this way.

I know Decius isn't actually a vampire, but shouldn't he stick with the Calabim's theme regarding diplomacy?
 

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I don't have raging barbs (no options at all actually) and all AI civs are taken out by the more offensive civs not by the barbarians. That was the point with my list of civs that usually die. Thre reason I know this is that the last couple of games (the last four) I have always checked out what happened when a civ is taken out and it is usually civs like Svartalfar, Daviello, that sort of civs and the loosing civs are usually Elohim (have been taken out very early the last three games, although one time the survived a little bit longer and spawned minister K, but they died themselves and minister K by Daviello), Lanun (survived one time, because they was alone on their small continent), Amuritians, Ljosalfar (survived once due to strategic position, other than that very easy for an AI civ to take out, last two times, Daviello attacks, eventually triggers the march, then ljosaftar strikes back, but no, the trees only lasts for five turns (and the AI usually don't attack them), but they triggered the wolves, and they last and are useful early on, especially since Daviello usually have alot of units to spawn wolves from). Other civs that have been taken out have only appeared in one game each so I can't say much about them.

The barbs you say, on Noble the barbs are not a problem for anyone (AI or player), some of the animals can be a problem during the expansion phase but thats about it. The barbs are pathetic, just something easy to take cities from (if you have barbarian world that is, otherwise, they usually only have ice and/or island cities).

One game I played the other day (when I was angry to let some AI dominate the world) I played Sheaim and I then switched to the Inferno. I noticed that two of the four "horsemen" (only two spawned before I won) had a nice stroll on the ice in the north, they did nothing and when I saw that I remembered that I have not seen the horsemen in action for a very long time (and I know how the AC works, so no comments on when the spawn, I know that). Is this behaviour because they can't find an enemy to attack (to far away or what?) The reason I saw it this time is that I was inferno, and was at peace with the barbs.
 
Doviello are an aggressive, rush-attack civ. That probably explains why you saw all those messages indicating that "good" civs were dying, and then later discovered the Doviello on their own continent; they had likely wiped out all the competition early on.

From the looks of things, the game is too easy for you on Noble. I've found that Monarch feels more like normal civ's Noble, so you might want to try that.

As far as rush-type civs wiping out builders... not sure what the answer is. Does rushing need a nerf? Do builder civs need a bit of a boost? Or is this just an AI issue that will eventually be resolved once the dev team manages to make the computer smarter?
 
[...]
5. Removed the Acrobat unit (it was exactly like a hunter).
6. Removed the Sect of Flies unit (to simliar to the base champion).
[...]
can this be done with the Bloodpet (Worrior) as well?
 
Patch "j" is linked in the first post. It fixes the following issues and will break save games. It is the final patch for 0.32 unless a major issue comes out.

[...]
5. Removed the Acrobat unit (it was exactly like a hunter).
[...]

possible event bug with this:

There was an event which gave you an Acrobat unit:
Spoiler :
Code:
    <TEXT>
        <Tag>TXT_KEY_EVENT_GUILD_OF_THE_NINE_MERC_6</Tag>
        <English>The Guild of the Nine offers to sell you the services of a Balseraph troupe looking for fun.  A mercenary, taskmaster and an [B][COLOR="Red"]acrobat[/COLOR][/B].</English>

I don't know how I can force that event to happen (so I can test it myself) but I think it will not work with patch j because there is no UNIT_ACROBAT anymore: (see event code in patch j)

Spoiler :
Code:
def doGuildOfTheNineMerc61(argsList):
	iEvent = argsList[0]
	kTriggeredData = argsList[1]
	pPlayer = gc.getPlayer(kTriggeredData.ePlayer)
	pCity = pPlayer.getCity(kTriggeredData.iCityId)
	newUnit = pPlayer.initUnit(gc.getInfoTypeForString('UNIT_MERCENARY'), pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
	newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_MUTATED'), True)
	newUnit2 = pPlayer.initUnit(gc.getInfoTypeForString('UNIT_TASKMASTER'), pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
	newUnit3 = pPlayer.initUnit(gc.getInfoTypeForString[B][COLOR="Red"]('UNIT_ACROBAT')[/COLOR][/B], pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
 
A minor bug playing with patch "i," but I didn't see anything in the patch "j" release to suggest that it was corrected:

I built the Tower of Eyes and got a free Dungeon in every city. Later, I got the event with Order and Veil fanatics fighting each other. The option to throw everyone in the Dungeon was greyed out, although the city screen showed a Dungeon and its effects in the city. In connection with this event, at least, it seems the computer didn't understand that there was a Dungeon in the city.
This seems to be the same problem as with e.g. the Mage Guild and Gaelan's Event - perhaps all such instances should be changed so that they check whether said building is there, real (i.e. built) or not instead of just real?
 
can this be done with the Bloodpet (Worrior) as well?
Well, the Bloodpet is actully part of the Calabim stratigy, Since when a Vampire eats a bloodpet, it gets 1:move:. It could be difficult to implement foe a warrior. And they provide a good bit of Vampire Hierarcy-Flavor.
(Note: The poster of this reply favours the Calabim over most other Civs.)
 
This seems to be the same problem as with e.g. the Mage Guild and Gaelan's Event - perhaps all such instances should be changed so that they check whether said building is there, real (i.e. built) or not instead of just real?

I second this.
If u hoover ur mouse over a citybar to show its details, the buildings given to you by the wonders dont show up aswell. Maybe that helps!
 
I acquired an elven Longbow from a guild of Nine event. When I acquired iron working he got the iron weapon promotion!!
 
That's normal, longbowmen get the weapon promos, unless Mercs aren't supposed to get those weapon promotions.
 
hmm - i thought I guess i thought it self evident that someone using a bow (longbowes are wood) shouldn't get the weapon promotions - not to mention that it seems way to powerful. - and the civ says they can use it.. but i looked for and didn't see it .. so my bad
 
It seems that in this advanced start/barbarian world game a barbarian city was placed on top of the Broken Sepulcher before the game started. That seems wrong.
 
hmm - i thought I guess i thought it self evident that someone using a bow (longbowes are wood) shouldn't get the weapon promotions - not to mention that it seems way to powerful. - and the civ says they can use it.. but i looked for and didn't see it .. so my bad

I've always thought it was fairly obvious that it is the arrowheads that are iron.
 
For the Horde worldspell includes a check intended to make the AI wait until there are units to claim. However it doesn't work out that way for me. At least not on the Creation mapscript with Wildlands turned on. This game it got triggered turn 10.
 
Since patch J the game has been crashing on my at random times with an error message "civ IV has encountered a problem and will be shutdown." I click ok and the whole game crashes to the desk top. If I reload, I can play a few turns and the same things happens again.
 

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Magister? i had that issue too it sucks, he is almost unkillable that way, And if u take the city, the mana resets so that makes it a BAD deal so u would have to raze it
 
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