FfH2 0.32 Bug Thread

Code:
	def onImprovementDestroyed(self, argsList):
		'Improvement Destroyed'
		iImprovement, iOwner, iX, iY = argsList

		if iImprovement == gc.getInfoTypeForString('IMPROVEMENT_PYRE_OF_THE_SERAPHIC'):
			pPlot = CyMap().plot(iX, iY)
			if pPlot.getNumUnits() > 0:
				pUnit = pPlot.getUnit(0)
				CyInterface().addMessage(pUnit.getOwner(),True,25,CyTranslator().getText("TXT_KEY_MESSAGE_PYRE_OF_THE_SERAPHIC_DESTROYED",()),'AS2D_TECH_DING',1,'Art/Interface/Buttons/Improvements/Pyre of the Seraphic.dds',ColorTypes(7),pPlot.getX(),pPlot.getY(),True,True)
				pPlayer = gc.getPlayer(pUnit.getOwner())
				pPlayer.changeGoldenAgeTurns(CyGame().goldenAgeLength())
				pNewPlot = cf.findClearPlot(-1, pPlot)
				if pNewPlot != -1:
					iFireElemental = gc.getInfoTypeForString('UNIT_FIRE_ELEMENTAL')
					bPlayer = gc.getPlayer(gc.getBARBARIAN_PLAYER())
					newUnit = bPlayer.initUnit(iFireElemental, pNewPlot.getX(), pNewPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
					newUnit2 = bPlayer.initUnit(iFireElemental, pNewPlot.getX(), pNewPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
					newUnit3 = bPlayer.initUnit(iFireElemental, pNewPlot.getX(), pNewPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
					newUnit4 = bPlayer.initUnit(iFireElemental, pNewPlot.getX(), pNewPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
					newUnit5 = bPlayer.initUnit(iFireElemental, pNewPlot.getX(), pNewPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
					newUnit6 = bPlayer.initUnit(iFireElemental, pNewPlot.getX(), pNewPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
					newUnit7 = bPlayer.initUnit(iFireElemental, pNewPlot.getX(), pNewPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)

It gives you a golden age, but also spawns 7 permanent Barbarian Fire Elementals


You could also just build over the improvement, which destroys but does not raze it. You won't get a golden age, but at least you'll never have to deal with the fire elementals.
 
Re: The pyre

If you are playing as a Barbarian leader, than the fire elementals will be at peace with you. Yay free golden age!
 
Is it just me, or does mutate seem to create fewer promotions over time. In two consecutive games as the bals I've found the number of new promotions drop from around 4-5, to 0-1. It could just be random, but it really feels like an effect.
 
Here's a touch of an odd one:

I was testing out the Medic and Plagued promotions to see if they worked (since I couldn't find them in the code), and they work as advertised with one exception:


I got a stack of 4 Damaged Warriors in Neutral Territory. I placed Plagued on one of them and ran a couple of turns. As expected, nobody healed. I then moved the Plagued Unit away, and the other 3 Units healed that turn (hadn't moved, no Plague on Tile), I then moved the Plagued Unit back onto the Tile, and the other units continued to heal each turn like as if he wasn't there (he personally remained unhealed)
 
Two things:

1) I came across a player in one game named "Random Evil AI'. Maybe this has been addressed already, but should the randomed AI's get this? SHouldn't it translate into an actual leader?

2) Mutation will occasionally give a unit the 'disease immune' trait as well as the 'diseased' trait. Pretty dumb, to be honest. Course, disease immune trait was broken a few versions ago, so maybe it still is, I don't know.
 
I don't think I've ever razed the pyre of the seraphic (I like having free fire mana.) What happens?

The fire mana is still there after you raze it (though you'll need to build a mana node).

Interestingly, I actually saw the barbarians destroy the Pyre of the Seraphic once while it was inside the territory of the Clan of Embers (on the Knights of Erebus map). This apparently broke the peace between the barbarians and the Clan as then the barbarian fire elementals proceeded to destroy the Clan. Clearly, this shouldn't be happening; the barbarians shouldn't pillage any improvements in allied leaders' territory, especially not something that would destroy their allies that way.
 
Woa. This random leader thing is breaking in ALL KINDS of weird ways.

I just started a game, and noticed something was up, when the AC hit 10 on the 6th turn.

I check the log, and notice Hyborem was created on turn 1.

"Okay, I guess random evil leader can get Hyborem."

However, I decide to pop open world builder anyway. I notice that there are actually TWO Hyborem created, one on top of each other, and a Loki in their same plot... all owned by "Random Neutral Player."

...yeah.
 
2) Mutation will occasionally give a unit the 'disease immune' trait as well as the 'diseased' trait. Pretty dumb, to be honest. Course, disease immune trait was broken a few versions ago, so maybe it still is, I don't know.

I guess the "disease immune" promotion is like health insurance: it doesn't cover pre-existing conditions.
 
I just got the mushroom event right on the city tile (turn 7, so obviously, my capital). I also went back to an autosave a few turns back to check the yield and the +2 bonus food is there.

I'm not sure whether it's supposed to spawn on city tiles or not, but even if it is supposed to, it's easy to give a reason. Such as finding some caves under the city or perhaps an entrepreneur became successful at growing alot of edible mushrooms.

edit: this is with patch 'd'

I think this should be fixed. It's simply a huge advantage for any civ (not just the human, but those most, I think) to make the city tile itself better.

Remember the strong effect of plains hills for city founding? Mushrooms on the city tile are far stronger, simply because they don't cost you a population point to work them. Plus 2 food on a workable tile is strong in the beginning, but plus 2 food on an improvement would be even stronger (Mushrooms are an improvement, so that's impossible, but having mushrooms on some of the less necessary/late coming bonus tiles like deer or ivory is still very nice) and +2 food on a city tile is likely overpowered (especially as early as turn 7) and unintended.

I like the idea of peaks with mushrooms, but if they are a flat 2 food with nothing else, these peaks are still more or less useless (because they only support the population that works it, nothing more). Then again, mushroom peaks are probably also unintended, but if they are intended, they should be improved to at least more than 2 food and nothing else, e.g. 2 food and 1-2 hammers or 1 food and 2-3 hammers.
 
Two things:

1) I came across a player in one game named "Random Evil AI'. Maybe this has been addressed already, but should the randomed AI's get this? SHouldn't it translate into an actual leader?


Which patch version are you using? This is supposed to be fixed in patch D.
 
Well I downloaded FfH... However as I'm running Vista 64-bit, and the installer installs the mod in the "Program Files", Instead of "Program Files (x86)". The (x86) folder is where Civ is installed by default. So FfH is in the wrong folder, and hence unplayable if the file path isn't changed.

I had the exact same problem. But I just grabbed the entire FfH2 mod folder, and plopped it into the correct sub-folder in the programsx86\firaxis\civ4\bts\mods\ path.

Works fine for me!
 
Just got a python error on game load (with patch d) that forced me to alt-tab out and kill the process. It was a new game, but I had exited to main menu, reselected some settings and regenerated a new game once before getting this error.

[edit] Just got this error again in the next game, too. Looks like it's got something to do with jungles?
[edit2] Yeah, turning off python errors, so I can at least proceed, it looks like my interface buttons (delete unit, fortify, etc) disappear for a unit when I move them onto a jungle.
 

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Still using patch C, I have had trouble D/L "d"...

Not sure if this is fixed in "d" as description not clear to me...

Anyway... Random good leader appeared, see pictures, then see troops, 2 hyperions... :lol:
 

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.32, patch D:

The poisoned "promotion" is not wearing off of my units (hidden nationality shadows, in this case) even after multiple turns resting at full health.
 
got some problems with the broken sephulcre. i had a barbarian city spawn on top of it, sestroying the sphulcre, and when i captured the city the staff of souls vanished.

then, in another game, when i destroyed barbatos in his sephulcre, i raze it, and it came up with the 'lair destroyed' message. again, the staff of souls was not dropped.

----------

I finnaly got a level 15 unit (my starting warrior!) for the first time ever, because brigit was taunting me, saying "come save me!" so after much tedious fighting of baddies i got brigit... and was a little dissapointed :( i think she should have something special about her other than the fire mana affinity. id suggest she start with fire immunity and fire 1,2 and 3 spells.
 
Crashes in Vista with and without User Account Control activated

My game crashes so frequently that it is practically not playable after a few houndred turns. I get no python pop-up, even though it is activated. Only a message from windows saying that beyond the sword has stopped working. It crashed before and after sp 1, with or without UAC. It crashed with ffh 0.31 (all patches) and continues to do so in version 0.32. Sometimes when I reload before the crash, it crashes at the same turn. If I go back a few autosaves, it might get past that turn it always crashed on only to crash again one of the next few turns. Crap! Is there anything I can do?

fantastic mod, btw!

My system is a t7300 2 x 2Ghz cpu, 4 gig ram, 256 mb video mem, vista home premium sp1
 
Argh!
I got a 'Bandwidth Limit Exceeded' error message when I tried to download the patch.
This mod is getting too popular ;-).

Are there any alternate download locations?
 
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