FfH2 0.32 Bug Thread

Definitely needs to be fixed for when Hellfire is working, but Hellfire is currently disabled (has no valid terrains), so it won't be an issue.

Hellfire is not disabled, when they are spawn, the function doesn't check if hellfire can be placed but place some with conditions. So the improvement is not "disabled". For the req of the spell hellfire also , the function doesn't check is the plot can have the improvement but just check some conditions.

Tcho !
 
Patch "l" is linked in the first post. Thanks for the heads up guys :)! It won't break save games and fixed the following issues:

1. Fixed a CtD caused by a bad artwork reference in the Gypsy Caravan.
2. Fixed a reference to the Sect of Flies unit in the Hellfire event.
 
Patch "l" is linked in the first post. Thanks for the heads up guys :)! It won't break save games and fixed the following issues:

1. Fixed a CtD caused by a bad artwork reference in the Gypsy Caravan.
2. Fixed a reference to the Sect of Flies unit in the Hellfire event.

Please, is there any other changes in the sdk ,python or xml except that compare to the k version?

Edit : don't mind that's easy to check
 
Please, is there any other changes in the sdk ,python or xml except that compare to the k version?

Edit : don't mind that's easy to check

Nope, its just those 2 references (i renamed the latest sdk from k to l but its the same file).
 
Nope, its just those 2 references (i renamed the latest sdk from k to l but its the same file).

Thank you . But I think patch m is near ;). you have forgotten to change the spawn unit in the hellfire improvement.

Tcho !
 
Could you go ahead and let the free buildings from wonders count for events in the next patch too? Xienwolf has already pointed out how easy it is to fix. I really don't like how the Catacomb Liberalus seems to prevent the Gaelen events, or how the Tower of Eyes doesn't let you take advantage of event options that require Dungeons.
 
Could you go ahead and let the free buildings from wonders count for events in the next patch too? Xienwolf has already pointed out how easy it is to fix. I really don't like how the Catacomb Liberalus seems to prevent the Gaelen events, or how the Tower of Eyes doesn't let you take advantage of event options that require Dungeons.

I 2nd this request.
 
There is another issue that seems odd it has never done some problems. That's even strange, I begin wondering if i'm not thinking wrong. Like units and selection group and at the opposite of the plot, city list ID != range(pPlayer.getNumCities()). the list of available units ID, selection group ID and cities ID for a player doesn't match necessary with [0,1,2,...], but can be [0,3,4,5,...].

Spoiler :
An example : in CvEventManager.onCorporationFounded :

Code:
		player = PyPlayer(iFounder)
		pPlayer = gc.getPlayer(iFounder)

		iCircle = gc.getInfoTypeForString('CORPORATION_CIRCLE_OF_GAELAN')
		iMageGuild = gc.getInfoTypeForString('BUILDING_MAGE_GUILD')
		if iCorporation == iCircle:
[COLOR="Red"]			for i in range(pPlayer.getNumCities()):
				pCity = pPlayer.getCity(i)
[/COLOR]				if pCity.getNumRealBuilding(iMageGuild) > 0:
					pCity.setHasCorporation(iCircle, True, True, True)

should be :

Code:
		player = PyPlayer(iFounder)
		pPlayer = gc.getPlayer(iFounder)

		iCircle = gc.getInfoTypeForString('CORPORATION_CIRCLE_OF_GAELAN')
		iMageGuild = gc.getInfoTypeForString('BUILDING_MAGE_GUILD')
		if iCorporation == iCircle:
[COLOR="Red"]			for pyCity in player.getCityList():
				pCity = pyCity.GetCy()
[/COLOR]				if pCity.getNumBuilding(iMageGuild) > 0:
					pCity.setHasCorporation(iCircle, True, True, True)

Tcho !

Edit : I was wrong getCity(iIndex) and not getCity(cityID)
Re - Edit : In fact , the loops should be changed ^^.
 
Could you go ahead and let the free buildings from wonders count for events in the next patch too? Xienwolf has already pointed out how easy it is to fix. I really don't like how the Catacomb Liberalus seems to prevent the Gaelen events, or how the Tower of Eyes doesn't let you take advantage of event options that require Dungeons.

On that note, what about e.g. the Sheaim Planar Gates? Carnivals, Mage Guilds and Weaponsmiths are required for their respective spawns. This is hard for me to check ingame, but I assume the same problem might arise there.
 
On that note, what about e.g. the Sheaim Planar Gates? Carnivals, Mage Guilds and Weaponsmiths are required for their respective spawns. This is hard for me to check ingame, but I assume the same problem might arise there.

Those all use getNumBuilding instead of getNumRealBuilding, so I think that the free buildings from wonders already work just fine. I know I've gotten plenty of Mobius Witches after building the Catacomb Liberalus before.
 
HOW DO I TURN OFF WHATEVER MOVIE IS CRASHING IT!?!

you can either go into advanced/options/graphics there is an option to turn movies OFF, thats what you could have easily found yourself or open the Civilization.ini and search for movies and turn it off there....
 
Today I had an HN Nightwatch and one of the Stooges killed by an AI civ I had an Open Borders agreement with. Both were fortified in one of my cities inside my borders.

Is this a bug, or a change I missed?

You used to be able to keep your HN units in your cities and not worry about them being attacked.

Of course, not having an open borders agreement is an option too, but I'm wondering what happened to that sanctuary for HN units in cities.:confused:
 
You can also attack Nightwatches in other cities.
It's just stupid though, because they have city defense and thus a high strength in defense unless you have a powerful unit and damage them with magic before.
 
You can also attack Nightwatches in other cities.
It's just stupid though, because they have city defense and thus a high strength in defense unless you have a powerful unit and damage them with magic before.

I'm not sure what you mean here. Do you mean in other civs' cities? I don't think you could put your HN Nightwatch in one of those if another unit was there - it would attack the unit. In fact, I don't think a HN unit can enter the city of a civ other than your own.

My Nightwatch was quite strong, but the AI units passing through had several and could attack it only - one or two died, but the third killed the Nightwatch.

Again, in previous versions your HN units could not be attached if they were stationed in your cities.
 
There is still a problem curing your dragon of disease.

In my last game, I went far enough in as Tebryn Arbandi/Sheaim to build Abashi the Black Dragon.

When attacked by Diseased Corpses the dragon was diseased.

Cure Disease does not work as the dragon is immune to magic.

The only obscure way I know of to cure the disease is if you are fortunate enough to have built the wonder Aqua Succellus, but then you have to keep moving the dragon back to the city every time it is diseased. :mad:

Any chance of make dragons disease-resistant?
 
Thank you . But I think patch m is near . you have forgotten to change the spawn unit in the hellfire improvement.

Is fixing this simply going into Civ4ImprovementsInfo.xml, going to Hellfire improvement and changing <SpawnUnitType>UNIT_SECT_OF_FLIES</SpawnUnitType> into <SpawnUnitType>UNIT_CHAMPION</SpawnUnitType> or is there more referrences to change than just this???
 
I'm not sure what you mean here.

Again, in previous versions your HN units could not be attached if they were stationed in your cities.

I mean that you can attack other civ's HN Units in their cities.
This happens to me again and again, when I try to move a missionary or priest in a enemy city to spread religion and it dies stupidly, because I didn't recognize the HN Unit.
And I'm experiencing this for quite some versions now, so I'm not sure what you mean with previous versions.
 
i think it started after patch 'i'. i would start the game and after loading the map the game would crash. i reinstalled the entire game then installed ffh. tried patch i j and l (only ones i have) and with any of them it happends. note that the game workes perfectly without any patches. any ideas?
 
Sorry for this false alert. I was totally wrong. CyCity get the city by index and not by ID.

Tcho !

Edit : @Nimbus , yes you just have to do that. But the unit art will be probably the default one for champion spawn by the improvement. I'm not sure letting Sect of flies will create a bug or just make the improvement don't spawn unit.
 
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