FfH2 0.32 Bug Thread

Aren't both really trees and, as such, flammable?

Oh well, I guess ships are not damaged either and they are flammable, but it's hard to picture a forest going up in smoke while a Treant nearby is unaffected.

Magic units, I suppose. ;)

I think you can think of them as tree spirits, angry ones :lol:
 
Just tell it to install anyway; that's what I had to do. Works fine now.

Sorry, I probably should have mentioned that I've already done that. I've run the installer and told it to patch even though it thinks it's already been patched. Just tried it again now in fact, still no luck.
 
Sorry, I probably should have mentioned that I've already done that. I've run the installer and told it to patch even though it thinks it's already been patched. Just tried it again now in fact, still no luck.
Hmm, I dunno then. Have you tried a complete reinstall of BtS?

Oh and this has probably been around for ages, but Adept/Mage/Archmage/High Priest + Enraged = lots of free promotions. Is there any way to prevent free promotions from being given upon transfer of ownership of a unit?
 
alright everytime i start a game (already loaded mod and that's fine) It crashes while setting up the map? Is this possibly b/c of the new bts update?

You need to update to FfH's version 0.32, patch i (or h) in order for the mod to function with BtS 3.17.
 
Not sure if this is a bug, but with the problems I've been having with FfH & FF, I wanted to be sure.

After I hit end of turn and before my turn starts, I get a quick "wok, wok, wok, wok" sound right after the normal 'duung" gong sound that I always took to mean it's your turn again. I'm playing a 'small' world so maybe each "waahp" is for the other 3 AI players, but I've never heard a standard game have 5-6 tones before a turn. What gives?

UPDATE: Sure enough, about 4-5 turns after this, I got the dreaded error again:

File:\main\Civilization4\SDKs\Gamebryo2_0\NiDX9Renderer\NiDX9SourceTextureData.cpp.Line:321

Now, I'm playing a small game, with the graphics turned low and this time I had JUST researched Bronze Working, making this crash by far the earliest I've had it. I'm playing Kuriotates but just yesterday I managed to get a conquest win by mid-game playing Luchirp without and 'chirps' or crashes.

Although I'm wondering if there might be something in the terrain files? Yesterday's game was played using the Blue Marble terrain that you can activate in the Custom Games. UPDATE to the UPDATE: Started a new game with Kuriotates using the Blue Marble terrain and I'm still getting that odd "wok wok wok wok" sound between turns.
 
I am getting the crash on startup as well.

a screen comes up saying across the top:

the age of ice has ended...

and then it crashes to the desktop.. the windows error report says something about bink so I assume a vid is starting .. how do I shut off the vids?

this is with BTS 3.17, FFH .32i, winXP
 
Patch "j": (unreleased, will break save games)
1. New Fire Elemental model.
Are we going to get a preview of the new Fire Elemental?
5. Removed the Acrobat unit (it was exactly like a hunter).
6. Removed the Sect of Flies unit (to simliar to the base champion).
Yeah, it did seem odd that these units were still in the game despite being identical to the normal unit except in name. Flavorful names are nice though.

Have you considered adding if statements in def onUnitBuilt(self, argsList): in CvEventManager.py that rename units belonging to certain civs? Sure, it will still have the default name in parenthesis next to it, but it could still be good for flavor.

7. Water Elementals and Tar Demons now split into 2 smaller versions when they lose in combat.
By smaller, may we assume you mean weaker? Or are the graphics actually a smaller size? Or both? May we also assume that they must be of a certain strength to split (like in vanilla FfH), so that they don't multiple infinitely?

I was planning on making Tar Demons split again in my version, but I hadn't considered making Water Elementals split too. I guess it is appropriate that both viscous liquid beings can reconstitute themselves if broken up, but it does make me wonder if they might be too strong if I keep this ability and let them carry DOMAIN_SEA cargo across land.
8. Enabled the Glance screen.
Thank you.
 
I've added this to the mini-mod to prevent this kind of things (not released for the moment, but tested) , in CvInfos.cpp :

Spoiler :
Code:
bool CvCivilizationInfo::isAIPlayable() const
{
//AO Mini MOD : Added by Sto 06/24/2008
	if (CvPlayerAI::areStaticsInitialized())
	{
		if (GC.getGameINLINE().isFinalInitialized())
		{
			int iRG = GC.getInfoTypeForString("LEADER_RANDOM_GOOD");
			if (iRG != -1)
			{
				if (isLeaders(iRG))
				{
					return false;
				}
			}
		}
	}
//AO Mini MOD : End add
	return m_bAIPlayable;
}

bool CvCivilizationInfo::isPlayable() const
{
//AO Mini MOD : Added by Sto 06/24/2008
	if (CvPlayerAI::areStaticsInitialized())
	{
		if (GC.getGameINLINE().isFinalInitialized())
		{
			int iRG = GC.getInfoTypeForString("LEADER_RANDOM_GOOD");
			if (iRG != -1)
			{
				if (isLeaders(iRG))
				{
					return false;
				}
			}
		}
	}
//AO Mini MOD : End add
	return m_bPlayable;
}

Tcho !

Great stuff Sto, I tweaked it a bit to get rid of the hard coding:

Code:
bool CvCivilizationInfo::isAIPlayable() const
{

//FfH: Added by Kael 07/01/2008
	if (CvPlayerAI::areStaticsInitialized())
	{
		if (GC.getGameINLINE().isFinalInitialized())
		{
            if (isGraphicalOnly())
            {
                return false;
			}
		}
	}
//FfH: End Add

	return m_bAIPlayable;
}

bool CvCivilizationInfo::isPlayable() const
{

//FfH: Added by Kael 07/01/2008
	if (CvPlayerAI::areStaticsInitialized())
	{
		if (GC.getGameINLINE().isFinalInitialized())
		{
            if (isGraphicalOnly())
            {
                return false;
			}
		}
	}
//FfH: End Add

	return m_bPlayable;
}

Do you forsee any issues with this version?
 
Do you forsee any issues with this version?

No , perfect. I was not sure i was able to use isGraficalOnly since i've not seen it in the cvInfos.cpp. So i will change that in the mini mod too with j. The only impl i've seen that not use aiplayable and playable is the random personality option. So there should have no problem. I've checked that gc.getNum(AI)PlayableCiv( or something like that ) is used only for the starting menu ( that's why i've added the test if the game is finalInitialized ).

I've passed the function to python in the mini-MOD like i've told you but i've not been able to check a network MP game if you want to take a look.

Tcho !
 
Are we going to get a preview of the new Fire Elemental?

Attached. Its a bit wonky but some peopel had trouble with the old graphic and this is more flavorful, etc.

Yeah, it did seem odd that these units were still in the game despite being identical to the normal unit except in name. Flavorful names are nice though.

Have you considered adding if statements in def onUnitBuilt(self, argsList): in CvEventManager.py that rename units belonging to certain civs? Sure, it will still have the default name in parenthesis next to it, but it could still be good for flavor.

Probably not, I'd reserve those for unique names rather than renamed unit types. I'd like to dig into the civ specifics in the pedia background sections (like a hunter story about the balseraph acrobats or a champion story about the infernal sect of flies).

By smaller, may we assume you mean weaker? Or are the graphics actually a smaller size? Or both? May we also assume that they must be of a certain strength to split (like in vanilla FfH), so that they don't multiple infinitely?

I was planning on making Tar Demons split again in my version, but I hadn't considered making Water Elementals split too. I guess it is appropriate that both viscous liquid beings can reconstitute themselves if broken up, but it does make me wonder if they might be too strong if I keep this ability and let them carry DOMAIN_SEA cargo across land.
Thank you.

The current mechanic is that it splits to two units both with the "Weak" promotion. Units with a Weak promotion will never split. Units with the "Strong" promotion lose the strong promotion but form 2 normal units. So a Strong Water Elemental (one summoned when controling the Tower of the Elements) will split to 4 units.
 

Attachments

  • FireElemental.jpg
    FireElemental.jpg
    295 KB · Views: 155
Not sure I like the new Fire Elemental. It looks much more like a demon that an elemental. Plus, I prefer that all the winged units can fly (Edit: that is if the wings look like they are adapted for flying, and not for use more like fins in the case of penguins or are purely an artist's work, as in the case with Gargolyles made os stone. If something in the game has a winged but non-flying real world equivalent then there is no need for it to have flying here.), which might make this summon too useful or detract from Air and Water Elementals special mobility advantages.


Are you saying that a Strong Water Elemental would go directly to 4 weak units, or to two normal ones then 2 weak ones? I'll assume the second way, which is much stronger since it could give you 7 (including at least 3 failed) attacks in one turn.

Make I take it that Tar Demons and Water Elementals are still always the same size? It could be nice to have Strong and Weak effect the scale of the graphics.
 
8. Enabled the Glance screen.

What is the Glance screen?

Also, are the Acrobat and the Sect of Flies units going to keep thier old unit models though?

I agree with Magister on the new fire elemental, it looks more like a demon than an elemental.

edit: unless it is more like a fire element version of the Djinn, which is a water elemental, but has affinity for all mana types.

Edit2: Actually, since Bhalls old vault is essentially uninhabited and the only thing left is the fire mana energy. Would the new fire elementals look different as well in Bhalls new vault? Unless she integrated her old vault into the new one somehow.
 
Probably not, I'd reserve those for unique names rather than renamed unit types. I'd like to dig into the civ specifics in the pedia background sections (like a hunter story about the balseraph acrobats or a champion story about the infernal sect of flies).

Do you have any idea when/if there will be changes to the musketeer and gunpowder ship models? Off all the things that make FfH feel odd is those. It reminds of the mid-movie quote in "Meaning of Life" where they say, "We'd like to apologize for this unwarranted attack by the supporting feature..." where in this case it would be "We like to apologize for the unwarranted intrusion by the Sid Meier's Pirates! game..."
 
What is the Glance screen?

This is the glance screen. It was removed in the BtS 3.13 patch, to the chagrin of some players who found it very useful in diplomacy.
Also, are the Acrobat and the Sect of Flies units going to keep thier old unit models though?
I think that is a safe assumption.
 
Okay, I'm seeing something wierd going on here, for one, the combat odds seem to be off kilter because I kept getting odds of less than 1% when attacking the city of Nubilar. Also, what is going on with that golem that says will die in 4 turns?

I saw that come up after I had killed a few golems and it just seemed strange for it to come up during combat, plus golems aren't summon units.

In the save, just attack the city of Nubilar a few times for that will die in 4+ turns to show up on one of the golems.

If it was some kind of autodestruct thing, it was futile since it died that same turn.

I have patch i and no modmods.

Also, I thought the strange combat odds might be because of fear, but golems are non-living units, so they shouldn't be affected. If I kept killing them, the odds should be 99%+. not less than 1%.

EDIT: oh yea, the tech that I'm researching in the screenshots are different because one is from an autosave I went back to and resaved at the point where I was seeing this odd bug.
 

Attachments

Golems are death immune. Notice how you have 3.9 strength? (3 + 30% of 3 is .9 = 3.9).

Let me check to save real quick for the turn timer.

Edit: Oh yeah this is weird. So definately a bug. The Spectres *SHOULD* have no real chance vs the wood golems, since their +4 strength from death affinity shouldn't be computed.

The odds shows reflect this. However if you check the actual combat log, the immunity to that 4 strength is *not* being taken into account! They are actually getting full strength against the target.

Looks like we need to check up on immunities and resistences to see if they are correctly being applied. No idea what is causing the duration showing up on the golem though. I get the feeling it's just a visual glitch though. I seem to recall at some poine seeing something similar on one of my units in another game. Not sure what might cause it.
 
arg just today i realized it is no longer posilbe to give units to other nation...
but i found it very nice for trading and deep playing...
is it possible to put this option selectable return to the game ?
from my view it would be very nice..
 
Well okay, the final calculation looked odd to me, besides it wouldn't have mattered if I lost a few spectres.

The unit dies in 4+ turns is pretty strange, considering it's a golem. It's not there before I attack the city (on the same turn), but after I've killed one or two of the defending golems, it appears.

What are you talking about a turn timer? I don't have one, although I may be thinking of the one used for MP games.
 
Back
Top Bottom