FfH2 0.32 Bug Thread

Playing .32, patch a:

the guardsman promotion is not working as advertised. My archmages that were in the same stack as phalanx units with the guardsman promotion were attacked and killed by svartalfar assassins and shadows, phalanx units were untouched.
 
For this particular event:
Spoiler :
civ4screenshot0002aoc2.jpg
the bonuses for the second option don't seem right. How would killing any child born in the city make the people happier and healthier?

They eat them of course. You had to ask..
 
Playing .32, patch a:

the guardsman promotion is not working as advertised. My archmages that were in the same stack as phalanx units with the guardsman promotion were attacked and killed by svartalfar assassins and shadows, phalanx units were untouched.

That's the whole point of using assassins and shadows... they can do "precision strikes" and kill physically weak units first.
 
That's the whole point of using assassins and shadows... they can do "precision strikes" and kill physically weak units first.

I realize that, but I was under the impression that the Bannor's "guardsman" promotion was designed to counter that. Am I mistaken? And if so, what's the point of the promotion?
 
13. Moved the declaration of the traits array into CvPlayer() instead of ::reset (no idea why it was in ::reset).

What is this one about? is it related to the Perpentach not going insane frequently enough? just wondering.
 
Hmm, maybe this relates to it but:

As perpentach, he just went crazy and changed his CREATIVE trait... I thought he was always supposed to keep that one, and mix the other two?
 
Hmm, maybe this relates to it but:

As perpentach, he just went crazy and changed his CREATIVE trait... I thought he was always supposed to keep that one, and mix the other two?

I think they all change. At least, that's what the text for Insane suggests.
 
What is this one about? is it related to the Perpentach not going insane frequently enough? just wondering.

No, its just programmer stuff.
 
Hmm, maybe this relates to it but:

As perpentach, he just went crazy and changed his CREATIVE trait... I thought he was always supposed to keep that one, and mix the other two?

The only fixed trait for Perpentach is insane. All the rest will be randomly chosen from the list of available traits. It is possible, through very unlikely, that all the traits will remain the same after a bout of insanity.
 
Sorry, I meant that the 2nd unit built as a result of the Warrens does not get the +2XP from the Apprenticeship civic.

The Apprenticeship civic does not give any promotions, it gives xp. They do get the xp from civic, iirc (of course, I might be thinking of the way I changed it in .31; I haven't played as the Clan in .32 yet), but they do not get any free promotions or xp from buildings.
 
14. Changed the way the Adaptive and Insane traits trigger (Insane will now be a flat 2% chance per turn instead of being modified by other events).

What was changed about the Adaptive trait though? That flat 2% chance should help somewhat, although it's going to take several gameplays as Perpentach to see how it averages out.
 
What was changed about the Adaptive trait though? That flat 2% chance should help somewhat, although it's going to take several gameplays as Perpentach to see how it averages out.

Just the way it functions (its trigger in do turn with an explicit event call, instead of being an event that is blocked when it doesnt apply). I know you guys use the changelog to see what cool stuff is coming, but its real purpose is to help me track what was done in case issues come up.
 
This is more for modding than playing, but would it be too much to ask if you guys could add a python function for retrieving a unit's weapon tier? I was working on an alternate weapon system for 0.31 (sort of like what Magister's planned for his modmod), and it'd be nice to be able to detect a unit's existing weapon tier instead of bypassing the system with lists or promotions like I did before.
 
Patch "b" is linked in the first post. It will break save games and includes the following fixes:

1. New Mimic model by seZereth.
2. New Svartalfar Hunter(ess) model by seZereth.
3. Centaurs cannot cast Sprint when fatigued.
4. An Empyrean disciple is now correctly rewarded when a player learns the Honor tech.
5. Elves can remove jungles.
6. Combat limited units (catapults, illusions) can no longer attack indefintly.
7. Grave discoveries dont refer to villagers anymore.
8. Units can cast bloom on improvements if their civ supports improvements on features (ljosalfar and svartalfar).
9. Casting delayed spells will move the selection to the next unit (instead of staying on the now immobile unit).
10. Limited the amount of disciples that the AI will build.
11. Ability to select a random good, neutral or evil leader (extremly awesome code by Sto!).
12. Added AIAutoPlay (for AI testing, code by jdog5000!).
13. Moved the declaration of the traits array into CvPlayer() instead of ::reset (no idea why it was in ::reset).
14. Changed the way the Adaptive and Insane traits trigger (Insane will now be a flat 2% chance per turn instead of being modified by other events).
 
Ctrl-Shift-X doesn't seem to activate AIAutoPlay or even bring up the window. Just checked the install and it's .32b as well.
 
How dare you release this when I'm so far behind on my homework! :mad: Are you trying to make me fail my summer classes, or just taunt me? :cry: Couldn't you have at least waited until Tuesday? Well, I'll show you. I refuse to ever download this patch* :nono:



*unless I catch up on school work before another one is released :p
 
.32, patch b:

I set up a custom game with me as the Calabim (Decius), and used the new random alignment choices for the AI. Apparently doing so assigns the player to one of those random choices, not an AI. I tried it three different times to be sure, and each time I selected Calabim/Decius for myself, and a variety of random evil/good/neutral leaders for the AI, and I ended up as the Grigori, Khazad, and Balseraphs respectively.

*edit*

Just tried it again without using the random alignment choices, and I'm still getting randomly assigned a leader. I don't appear to be able to select my leader/civ under any circumstances.
 
It seems to randomize what you play all the time. I tried to play Perpentach using custom game (living world checked) and I got Jonas, I tried again and I got Jonas, I tried again and I got that Banner leader. Then I tried a normal game, using play game and selected Perpentach and got - yaah oh no Sandalphon.

I hope this wasn't intended. I wanted to play an insane leader, not become one:crazyeye:

Edit: Perhaps Kael got tired of us that wanted a fix for Perpentach so he thought "I will show them what insanity really means"
 
yep, no matter how I set up a game (play now!, or custom) it completely randomizes civ and leader (without selecting the option).
 
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