FfH2 0.32 Bug Thread

Found the multiple hero problem. I am using a classical age start (one up from default) and on Emperor the Ljosalfar start with three copies of their hero.
 
So if I replace

Code:
			if CyGame().isCorporationFounded(gc.getInfoTypeForString('CORPORATION_CIRCLE_OF_GAELAN')):
				if CyGame().getHeadquarters(gc.getInfoTypeForString('CORPORATION_CIRCLE_OF_GAELAN')).getOwner() == pCity.getOwner():
					pCity.setHasCorporation(gc.getInfoTypeForString('CORPORATION_CIRCLE_OF_GAELAN'), True, True, True)

with

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)

that will take care of the problem? I guess I didn't quite understand your instructions.

No, you want to add code in 2 seperate sections of the file. All of the non-colored text is there to show you WHERE to put the entries. The Green text you are adding, and there is a single line of red text in there which you are wanting to remove.
 
The +1 happy bonus from pagan temples might not be working fully, I got the +1 from a temple in my capital, which the incense was in the fat cross but a diffient city down the road didn't get +1 happy.
Edit: Nevermind, didn't see a philosophy requirement.

REAL bug however, there is a event regarding a assassin a boy and a gardener, and if the event goes well, you get +3 happy for 300 turns, three-hundred, think that might be a extra zero.
 
using 0.32 d

short question:
should it be possible to change alignment from evil to good with the order and with the way of the wicked religion vice versa?
i remember me, that good ones cant research the way of the wicked and for the evil ones is that true for the way of the wise. the only thing i know that should be working is to change alignment from neutral to good and to evil.

greetings
sensemann
 
I just had the command button in forest bug for the first time. I am using a combination of xienwolf's modcomp and marnok's modmod, plus changes of my own. (The xp was gained though a marnok dungeoner spell on a borrows)
 
Just a couple of weird things that happened during a game with a friend over LAN today.

1. An unhappiness called "AAAAAARG!!" or something like that. Is it never supposed to go away? Happened due to the ghostly howl echoing through the town even, from my friends description.

2. A city was producing negative culture. Belonged to barbarians, was captured by the chirp, captured by the kurio, captured again by the hippus, then gifted back to the chirp. Was producing -.8 culture. Loki might have been in the area at one time, but he'd been dead for a long while. I'm not aware of anything else that might have been able to cause this.

Side note: only one OOS during 11 straight hours of civ! Happened the turn that Hyborem's terrain turned Hellish, though there were a few events going on too.
 
Unzip the attachment into the assets folder and it should work - break, I mean.
 

Attachments

Lab Log, day 6

Subject: FfH 0.32, command bar problem, art files experiment

Test 1: FfH art in pak file, patch & modmod files unpacked - most of the time problem from the start
Test 2: FfH, patch & modmod files unpacked, no pak file - works fine (dozen of turns of entering and leaving forests, normal play). Takes ages to load, but that is normal
Test 3: Ffh, patch & modmod packed, 1 pak file - works fine
Test 4: FfH art in pak file, patch & modmod packed - 2 pak files. Works fine
Test 5: FfH art in pak file, patch & modmod files unpacked, no unpacked files overwrite pak files - most of the time problem from the start

All tests taken with custom xml (heavy modded) & python (few files, very light modifications) to make it harder, but I think results would be the same if used fresh xml & python. I tried fresh xml & python with unpacked modmod files (as test 1 - breaks) and 2 pak files (as test 4 - is ok).

I do not think that is the art problem, but hope above testing of symptoms will help a bit. I tried to find broken files, but they all seem ok. I do not post the dds I had problems with, as most of the time I get problems after including 10 MB or more of custom art files (buildings and units mostly, but that are the largest folders), 4 files were enough only once.
 
will break patch e patch d ? anyone know it ?
 
Kael said:
13. AI: All techs flavors redone with much higher values (0-100 instead of 0-10). Bteween these 2 changes leaders are more likely to pick techs based on their personality.

I don't know if you read in the other thread about how Great People "lightbulb" Technologies, so if you hadn't I'll highlight it here a bit late.


The flavors of a Great Person are multiplied by the Flavors of a Technology to determine the order in which they will lightbulb them (highest value that you are allowed to research. If there is a tie, first one listed in the XML, which for FfH means alphabetical so far).


I hope that you kept this in mind while setting the flavors and either gave the majority of the Technologies a small Science Flavor, or added a few Flavors to each Great Person (Personally I like to give them 3 flavors each, where their current 1 point flavor is set to 3 and the 2 secondary flavors are set to 2 each. And the Great Sage I gave a small flavor in every category).
 
Did you have the Council of Esus's Shrine, the Nox Noctis? That would make all your unit (excluding those in cities) invisible, thus allowing rivals to move through the same tile and pillage.


Yes I did. Thanks fro clearing this up.
 
.32d patched

Looked for the Cosmetic bug thread, didn't find it. Posting here.

When adventuring, first two options do not display name of unit properly. See attached screen.
 

Attachments

  • adventure.jpg
    adventure.jpg
    206.4 KB · Views: 79
Unzip the attachment into the assets folder and it should work - break, I mean.

Thanks Teg, thats what I needed. I think I have it fixed. I was able to reproduce with your art assets pretty consistently, but now im 6-7 runs in a row without a problem). I even dumped 4 copies of your art assets int he buttons directory and it still works.
 
Patch "e" is linked in the first post. It won't break save games and fixes the following issues:

1. Fixed a problem that kept the poisoned promotion from being removed if applied to uninjured units.
2. Fixed the looping sound when worldbreak is cast.
3. If you vote to disable the gambling ring, secret codes, slave trade and smuggling ring resolutions they will correctly turn off.
4. Voting to disable the secret codes resolution wont grant you a free sage.
5. Mezmerize Animal allows the animal to retain its old promotions.
6. Fixed a CtD if you create a Pirate Cove when you don't have any cities.
7. Spiders from the Spider Mine event now start with Hidden Nationality.
8. AI: The AI won't invest so much on settlers/workers in the early game, prefering to build up defense/military infrastructure.
9. AI: The AI will more highly value techs that enable unit enabling buildings (training yards, etc) rather than growth bonuses.
10. AI: The Bannor will rush for their Training Yards.
11. AI: Fixed a problem in that the warrior/scout filter correctly applies to civs with non-standard training yards/hunting lodges (bannor/svartalfar).
12. AI: All leaders flavors redone with much higher values (0-100 instead of 0-10).
13. AI: All techs flavors redone with much higher values (0-100 instead of 0-10). Bteween these 2 changes leaders are more likely to pick techs based on their personality.
14. Fixed an issue with art define of Lanun Champions.
15. New art for Lanun Berserkers.
16. Removed some espionage strings (since they arent used anymore).
17. AI: The Doviello will rush for early axemen.
18. Great People have 3 flavors each (for example an engineer prefers production techs, wil will drop to military or groth lightbulb techs as well).
19. Marble converts to Sheut Stones on hell terrain.
20. Fixed a problem that keep action buttons from being displayed in forests.
21. Fixed an issue that could cause AI cities to stop producing anything.
 
Back
Top Bottom