FfH2 0.32 Bug Thread

Svatalfar Fireball is an Illusion. Possibly not a bug since it certainly works like a summon, however the legacy of the spell suggests that is only a superficial resemblance.

Regardless, it isn't killed after combat either.
 
It isn't perfect, but here is a small fix so that the Circle of Gaelan will spread to cities which gained their Mage Guild via Catacomb Libralus:


In CvEventManager.py, under def onCityDoTurn:

Code:
		if CyGame().isCorporationFounded(gc.getInfoTypeForString('CORPORATION_CIRCLE_OF_GAELAN')):
			if CyGame().getHeadquarters(gc.getInfoTypeForString('CORPORATION_CIRCLE_OF_GAELAN')).getOwner() == pCity.getOwner():
				if pCity.getNumBuilding(gc.getInfoTypeForString('BUILDING_MAGE_GUILD')) > 0:
					if pCity.isHasCorporation(gc.getInfoTypeForString('CORPORATION_CIRCLE_OF_GAELAN')) == False:
						pCity.setHasCorporation(gc.getInfoTypeForString('CORPORATION_CIRCLE_OF_GAELAN'), True, True, True)

Optional in addition to that is changing the founding of the Circle of Gaelan to read:

if pCity.getNumBuilding(iMageGuild) > 0:

instead of

if pCity.getNumRealBuilding(iMageGuild) > 0:

(though this second bit is really quite useless, as at the start of their next turn they would get the Circle in each of those cities by the first code chunk)


EDIT: In regards to the above post about Fireball Illusions, and a previous post about exploiting Alazkan's Mirror Image: With a Damage Limit on a unit, if the combat is broken off because of the Damage limit, the game does NOT count that as a combat having occurred. So no XP is gained and no :move: points are spent. Additionally, since no end of combat was reached, no Kamikaze/Suicide tags will trigger (case of the Fireball). I believe that it needs to be changed so that when you get to the Damage Limit of the unit it works like an offensive Withdrawal, XP is gained, :move: is spent, and it will register an end of combat, so kill Suicide/Kamikaze units.
 
I guess 85% City defense is too much for the AI ?!


On another note:
Aren't you supposed to change your magic nodes, if you have metamagic?
I can't change them.

Are you using the metamagic 2 spell on them?
 
Btw I think the mushroom event still doesn't work. I got it once and mushrooms appeared. Every other time nothing has happened as with the "patchless" 0.32.

Al
 
Problems with council of esus? Keelyn is greedy? (version 0.31e)

playing a game as Auric Ulvin and esus spread to one of my citys,
but where are no units with esus near the town.

Also the symbol of the councils holy city is not shown at the KI`s
town. It was found in an hippus city in round 316.
All other religions holy citys are shown correctly

later I conquered that town and in the city screen esus was shown,
and also Nox Noctis was in the town, but on the map no religious
symbol is shown like before.
The council of esus hides its Holy City ?


Keelyn dont declare war!

I played a game with version 0.31e and asked Keelyn to declare war
on Capria. She wanted two technologies and I payed whem to her,
but she didnt declare war while the possibility to ask this disapeared.

This never happened to me before, is it a bug or intended ?
 
I killed Orthus right after he took Kuriotate city and he didn't drop axe too.

There's event about goblin clan spilling toxic waste that gives 2 options:
a) do nothing - -1 food on the tile
b) do ... something to prevent it, but it doesn't cost any gold or have any other downsides

You can only do b if you have nature mana (Might need an adept too ).

There seems to be an xp cap at 100 against barbs, but raider civs can still get their +1 point after each victory .

As far as I know, this is intended. It also works the same with Commanders, and the Valor promotion. You can also use these to get XP from killing workers/settlers/GP.
 
Problems with council of esus? Keelyn is greedy? (version 0.31e)

playing a game as Auric Ulvin and esus spread to one of my citys,
but where are no units with esus near the town.

Also the symbol of the councils holy city is not shown at the KI`s
town. It was found in an hippus city in round 316.
All other religions holy citys are shown correctly

later I conquered that town and in the city screen esus was shown,
and also Nox Noctis was in the town, but on the map no religious
symbol is shown like before.
The council of esus hides its Holy City ?

The council can also spread naturally without units, that could be why it spreaded to your city.

The holy city is supposed to be hidden, they are the secret religion and you aren't supposed to know who follows essus, a bit easy to tell if you can see their holy city....
 
In regards to the people who say some "reoccuring" events aren't working, I have done some experimenting (by making some of the events trigger every round) and it seems like many of those events only work once for each civ/player during a game. So if you triggered an event (say mushrooms/volcano/frostling and etc.) and you had triggered that same one earlier in the game, you won't get the result of the event even though the view centers over the plot and the text appears.

I don't know if this was intended or a bug, but I couldn't find a way around it in the XML files. =\
 
When we get the newer version of FfH, what can we/should we do with the old folders? Can we just delete them? They're all pretty big files and I'd rather not kludge up my disk space if I can avoid it, but I don't want to delete something needed by the new version.
 
Playing as Sheaim, Monarch, standard map size, PerfectWorld script. Built Catacomb Libralus, then built a Planar Gate in another city.

A while later, a Moebius Witch popped out with Level 4, XP 14/17, Channeling 1, and no other promotions. I believe the problem might be with Mage Guild coming from Libralus instead of a regular one. Or not. Anyway, the screenshot is from a few turns later.

Unless the Witches are now supposed to show up with extra XP but no actual magic promotions to go along?
 

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When we get the newer version of FfH, what can we/should we do with the old folders? Can we just delete them? They're all pretty big files and I'd rather not kludge up my disk space if I can avoid it, but I don't want to delete something needed by the new version.

If by new version you mean going from .31 to .32 then yes. Delete the old .31 mod folder. It probably goes without saying that you shouldn't delete anything when you apply the latest patch.
 
When we get the newer version of FfH, what can we/should we do with the old folders? Can we just delete them? They're all pretty big files and I'd rather not kludge up my disk space if I can avoid it, but I don't want to delete something needed by the new version.

Yes, you can delete all the old versions of FfH if you want. Whenever the number changes then it is really a different mod. You can keep the old files if you want to play the old version (finishing saved games, etc), to reference them for modmoding purposes, or to ask some obscure questions in the trivia game thread, but other than that there is no reason to keep them.
 
Playing as Sheaim, Monarch, standard map size, PerfectWorld script. Built Catacomb Libralus, then built a Planar Gate in another city.

A while later, a Moebius Witch popped out with Level 4, XP 14/17, Channeling 1, and no other promotions. I believe the problem might be with Mage Guild coming from Libralus instead of a regular one. Or not. Anyway, the screenshot is from a few turns later.

Unless the Witches are now supposed to show up with extra XP but no actual magic promotions to go along?

Yeah, I've noticed this back in 0.31 and it seems like they pop out at random lvls with different or no promotions. I usually just ended up deleting the ones that came out nerfed (wasted exp) for the ones that actually came out with promotions.

I can't remember if I had the Catacomb Libralus that game, but I don't think it was causing these effects because I thought this was intended??
 
In regards to the people who say some "reoccuring" events aren't working, I have done some experimenting (by making some of the events trigger every round) and it seems like many of those events only work once for each civ/player during a game. So if you triggered an event (say mushrooms/volcano/frostling and etc.) and you had triggered that same one earlier in the game, you won't get the result of the event even though the view centers over the plot and the text appears.

I don't know if this was intended or a bug, but I couldn't find a way around it in the XML files. =\

Yeah, now that you mention it, I remember this as well. If I got the frostling event more than once in .31, I'd only see the frostlings the first time, and after that, then event did nothing. The red circle appeared around the tile to mark the location, but no frostlings.
 
I don't see there being a problem with mushrooms on peaks either, but I'd much rather they be a resource than an improvement.
 
Yeah, now that you mention it, I remember this as well. If I got the frostling event more than once in .31, I'd only see the frostlings the first time, and after that, then event did nothing. The red circle appeared around the tile to mark the location, but no frostlings.

I def 2nd that, happened to me with frostlings in an earlier version,
now I should've gotten mushs in a normal valid jungletile for the 2nd time.
Just the circle, no mushs!
 
I had an odd issue where in both of the games I've played in 0.32 (Calabim, Monarch, Pangaea, Large Map, Normal Speed, Wildlands, Raging Barbarian, Barbarian World, No AI Building Requirements), the AI has not bothered going for any religions. First game I won a Religious Victory with Order on turn 268, simply because nothing else had been founded. Has anyone else seen anything like this?

I'm in the middle of a Standard size, Normal speed game and the first religion founded by the AI was Order on turn 234.

I made a point of avoiding all the other religions than the one I wanted (OO), so it's almost as though they actively tried not to found religions. Since I turn off Cultural and Religious victories, this doesn't bother my playstyle much, but I can see this crippling other game strats. Does turning religious victories off tweak the AI founding religions?


As for the Mushrooms, I had it happen twice to my captial: first time was successful on a grasslands, second time failed on a forest/plains/hills.
 
Gaelan the hero can pop up multiple time, not sure if he needs to die first though. i was sheim got gaelan, then i switch to hyborem and got another Gaelan
 
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