FfH2 0.32 Bug Thread

The Chaos flare event seems to require that the selected unit is already mutated, making it impossible to select the option to mutate the unit.
 
I think there's a bug with the Mercurians' Valkyrie units. I know the 'pedia says that they're resurrected in the capital if killed. The problem in my current game is with Valkyries that are already in the Mercurian capital: I repeatedly attacked them in the capital and they kept reappearing there -- this was in the same turn.

This can't be intended, since the Mercurian can render his capital invulnerable by leaving a single Valkyrie there.

EDIT: I see that the issue was supposed to be fixed in patch h, although I'm playing with patch i, so I shouldn't have this problem. Maybe it's because I started the game under patch g and later added patches h and i, so it could be that they didn't correct the problem in an existing game? I'll have to start a new game and see what happens.
 
Just popped a succubus, and noticed that since the mind 1/mind 2 change, she now has inspiration, rather then charm person.

While thematically the idea of my succubus inspiring my city to study better makes me laugh, think that needs a change? :P
 
Brigit is labeled as "not alive" in my game (as she should be), but I was able to gift vampirism to her. 0.32, patch i.

Also, I was able to graft a hawk onto a flesh golem and it got flying and +1 movement. I don't know if this is intended or not, but it's pretty funny to think about a massive flesh golem fluttering around mountaintops on little hawk-sized wings.
 
Brigit is labeled as "not alive" in my game (as she should be), but I was able to gift vampirism to her. 0.32, patch i.

Also, I was able to graft a hawk onto a flesh golem and it got flying and +1 movement. I don't know if this is intended or not, but it's pretty funny to think about a massive flesh golem fluttering around mountaintops on little hawk-sized wings.
Angels have been able to get Vampirism for quite some time now, though quite honestly they don't really benefit from it much beyond the heal rate increase. Dragons (despite their magic immunity) also can become Vampiric. Oh and also, Heal works on dragons as well, not sure if this is intended.

As for Flesh Golems, that's been around for a while. Personally I tend to see it as a drawback except in special circumstances though, since it keeps them from using roads.

Charybdis said:
While thematically the idea of my succubus inspiring my city to study better makes me laugh, think that needs a change? :P
Hey, demon-worshippers have to have muses too. Also, it makes perfect sense: study hard enough and maybe you can summon one for yourself :lol:
 
Code:
def spellWorldbreak(caster):
	iCounter = CyGame().getGlobalCounter()
	iFire = gc.getInfoTypeForString('DAMAGE_FIRE')
	iForest = gc.getInfoTypeForString('FEATURE_FOREST')
	iJungle = gc.getInfoTypeForString('FEATURE_JUNGLE')
	iPillar = gc.getInfoTypeForString('EFFECT_PILLAR_OF_FIRE')
	iSmoke = gc.getInfoTypeForString('IMPROVEMENT_SMOKE')
	for i in range (CyMap().numPlots()):
		pPlot = CyMap().plotByIndex(i)
		bValid = True
		if pPlot.isOwned():
			if pPlot.getOwner() == caster.getOwner():
				bValid = False
		if bValid:
			if pPlot.isCity():
				if CyGame().getSorenRandNum(100, "Worldbreak") <= (iCounter / 4):
					cf.doCityFire(pPlot.getPlotCity())
				for i in range(pPlot.getNumUnits()):
					pUnit = pPlot.getUnit(i)
					pUnit.doDamage(iCounter, 100, caster, iFire, false)
				CyEngine().triggerEffect(iPillar,pPlot.getPoint())
			if (pPlot.getFeatureType() == iForest or pPlot.getFeatureType() == iJungle):
				if pPlot.getImprovementType() == -1:
					if CyGame().getSorenRandNum(100, "Flames Spread") <= (iCounter / 4):
						pPlot.setImprovementType(iSmoke)

I didn't know it before I checked, but Darksaber is right. only units in cities are damaged. At AC 100, this will actually kill every unit (excluding those with fire resistance) in every rival city in Erebus.

Also, it doesn't effect Ancient or New Forests at all. Since Forests revert to New Forests during March of the Trees, this is probably the worst time to cast the spell.
 
I think there's a bug with the Mercurians' Valkyrie units. I know the 'pedia says that they're resurrected in the capital if killed. The problem in my current game is with Valkyries that are already in the Mercurian capital: I repeatedly attacked them in the capital and they kept reappearing there -- this was in the same turn.

This can't be intended, since the Mercurian can render his capital invulnerable by leaving a single Valkyrie there.

EDIT: I see that the issue was supposed to be fixed in patch h, although I'm playing with patch i, so I shouldn't have this problem. Maybe it's because I started the game under patch g and later added patches h and i, so it could be that they didn't correct the problem in an existing game? I'll have to start a new game and see what happens.

Yes, it is probably because it started under an earlier patch. I don't know about intrinsically Immortal units, but Kael has stated that Immortal promotions granted before the patch are permanent in later patches unless you go into worldbuilder and remove it then add it back. It may be that you'll have to delete the unit and add it back too to get it to work.

Brigit is labeled as "not alive" in my game (as she should be), but I was able to gift vampirism to her. 0.32, patch i.

Also, I was able to graft a hawk onto a flesh golem and it got flying and +1 movement. I don't know if this is intended or not, but it's pretty funny to think about a massive flesh golem fluttering around mountaintops on little hawk-sized wings.

May I assume that Brigit was in the same stack as another level 6+ unit (or level 4+ Moroi)? This is a very old bug that still has not been fixed. The python prereq checks to see if units are alive, but the python effect does not. It only checks to make sure the unit it not a Demon or Undead unit, meaning that you can have all the Vampiric Angels, Elementals, Siege units, Naval units, and even equipment if you wish. (Although you'd have to cheat in order to have equipment with any levels.) This would be very easy to fix, by using .isAlive() in both places.

Code:
def reqGiftVampirism(caster):
	pPlot = caster.plot()
	for i in range(pPlot.getNumUnits()):
		pUnit = pPlot.getUnit(i)
		if (pUnit.isAlive() and pUnit.getOwner() == caster.getOwner()):
			if not pUnit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_VAMPIRE')):
				if pUnit.getLevel() >= 6:
					return True
				if (pUnit.getLevel() >= 4 and pUnit.getUnitType() == gc.getInfoTypeForString('UNIT_MOROI')):
					return True
	return False

def spellGiftVampirism(caster):
	pPlot = caster.plot()
	for i in range(pPlot.getNumUnits()):
		pUnit = pPlot.getUnit(i)
		if (pUnit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_DEMON')) == False and pUnit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_UNDEAD')) == False):
			if not pUnit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_VAMPIRE')):
				if pUnit.getLevel() >= 6:
					pUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_VAMPIRE'),True)
				if (pUnit.getLevel() >= 4 and pUnit.getUnitType() == gc.getInfoTypeForString('UNIT_MOROI')):
					pUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_VAMPIRE'),True)
 
Situation:
There are Units of two different Civs on a neutral tile.
I want to declare war at Civ2 by moving on the tile, but the question "Do you want to declare war at ..." only appears once and applies to Civ1, thus I moved on the tile after choosing "no" instead of receiving the same question applying to Civ2 again.

I suppose this also happens in BTS. Is there a way to change this?

Of course I could have declared war before moving via the diplomacy menu, but then again what's the point of this question regarding war declaration at all?
 
It became a very long thread so I don't know if this was mentioned, but mushroom and volcano events only work the 1st time, after that events still trigger but do not produce any results. That's in patch "h", but since it's not mentioned in the new patch notes I thought I'll post about it.
 
Situation:
There are Units of two different Civs on a neutral tile.
I want to declare war at Civ2 by moving on the tile, but the question "Do you want to declare war at ..." only appears once and applies to Civ1, thus I moved on the tile after choosing "no" instead of receiving the same question applying to Civ2 again.

I suppose this also happens in BTS. Is there a way to change this?

Of course I could have declared war before moving via the diplomacy menu, but then again what's the point of this question regarding war declaration at all?

It's possible that it's a holdover from vanilla BTS/Civ4. The same thing happens when I manually move a scout onto a tile with another scout from a different civ.
 
Wonder's effects don't all have an event message letting you know what happened. Also, the Baboon effect evidently doesn't work on Liches. I wanted an undead baboon :cry:

Liches apparently no longer start with Undead. They do however get the option to promote to it. Flesh Golems summoned by an Illusionist (via Wonder, not sure about via Graft Flesh) start as Illusions but can promote to 'Golem'. Oh and Spiderkin get the Elven promotion when summoned.

Wonder also apparently can create Mushrooms or Penguins on water tiles.
 
Weird. Wat wonder is this? Sounds like a HUGE bug.
 
using 0.32i
playing khazad

dont remember me exactly which options i had. but i chose the one that could give my unit a unique item or kill it.

edit:
i think, iPlayer should be exchanged with pPlayer in CvRandomEventInterface (line 49)
 

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This thread really needs a grep.

Anyhows, apparently I cannot select the Illians to play anymore.

Also, Lucian does not appear on quick start for the other flavor of frostbarb.
 
you might want to give more details, is it when starting up the game, or is it after setting up a new game?
 
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