FfH2 0.32 Bug Thread

i think it started after patch 'i'. i would start the game and after loading the map the game would crash. i reinstalled the entire game then installed ffh. tried patch i j and l (only ones i have) and with any of them it happends. note that the game workes perfectly without any patches. any ideas?

Do you have the 3.17 patch for BtS installed? Unpatched FFH 0.32 works with BtS 3.13, but since patch h you need 3.17.

Kael, as many people seem to have this problem, maybe you should change the download link in the first post to:

Patch: Patch "l" Requires BtS 3.17!
 
0.32 patch L

Destroyed Orthus's Axe while attacking a Doviello city. I was playing as the Svartalfar, and had killed the owner of the axe, so the axe dropped in the city with two other defenders remaining. I then attacked the city on the same turn with the mirror duplicate of Alazkan the Assassin. My guess is that because Alazkan has Marksman, the attack went against the axe instead of the two remaining warriors, as it was technically the weakest unit.
 
0.32 patch L

Destroyed Orthus's Axe while attacking a Doviello city. I was playing as the Svartalfar, and had killed the owner of the axe, so the axe dropped in the city with two other defenders remaining. I then attacked the city on the same turn with the mirror duplicate of Alazkan the Assassin. My guess is that because Alazkan has Marksman, the attack went against the axe instead of the two remaining warriors, as it was technically the weakest unit.

I got the same result long ago when I played in FF, and Cuali hero destroyed Gela. I mentioned it in FF thread.
 
Here is a save of an infinite loop (with version 0.32l under Vista Pro). It occurs before the barbarians move, if that helps.

To solve your problem, open the world builder , change the UNITAI_ATTACK_CITY to UNITAI_ATTACK for the wolf rider located at the south west tile of the city "Renegade hill" in the clan territory.

This is the third time i see this bug, The first time with 0.31d, i was thinking it was related to a bombarb unit since, i've got another one later with a bombarb unit too.

I will try to find a fix for that or the exact reason of the bug (not sure it's related with FFh).

Tcho !
 
To solve your problem, open the world builder , change the UNITAI_ATTACK_CITY to UNITAI_ATTACK for the wolf rider located at the south west tile of the city "Renegade hill" in the clan territory.

This is the third time i see this bug, The first time with 0.31d, i was thinking it was related to a bombarb unit since, i've got another one later with a bombarb unit too.

I will try to find a fix for that or the exact reason of the bug (not sure it's related with FFh).

Tcho !

Thanks, that worked, now I can finish pounding the Elohim into a pulp and bring forth Armageddon :)
Looking at the Worldbuilder, I saw that 1/4 of a huge map worth of raging barbarians were channeled straight at me, which explains the heat I've been taking in that game :)
 
Not sure if thyis is a bug but the last time I played the Kuriotates, the Order hero (Valin something) could cast sprint like a centaur.
 
Here is a save of an infinite loop (with version 0.32l under Vista Pro). It occurs before the barbarians move, if that helps.

I've found the exact reason of the WoC. This is not simple. In fact the clan have Nox Noctis( the CoE wonder ) so all clan units are invisible. The wolf rider at the south west of renegade hill try to merge the group in the south west of his tile -> where there is a visible enemy unit. So generatePath return ok to go to the plot without attacking but the wolf rider can't move to the plot because there is an enemy unit. It's probably related with the invisibility type granted by the nox noctis I guess.

A quick fix , so that every unit that will try to merge a group will not be able if the plot isVisibleEnemyUnit : in CvUnitAI::AI_allowGroup

Spoiler :
Code:
bool CvUnitAI::AI_allowGroup(const CvUnit* pUnit, UnitAITypes eUnitAI) const
{
	CvSelectionGroup* pGroup = pUnit->getGroup();
	CvPlot* pPlot = pUnit->plot();

	if (pUnit == this)
	{
		return false;
	}

	if (!pUnit->isGroupHead())
	{
		return false;
	}

	if (pGroup == getGroup())
	{
		return false;
	}

	if (pUnit->isCargo())
	{
		return false;
	}

	if (pUnit->AI_getUnitAIType() != eUnitAI)
	{
		return false;
	}

[COLOR="Red"]	if ((plot() != pPlot) && (pPlot->isVisibleEnemyUnit((PlayerTypes)getOwner())))
	{
		return false;
	}
[/COLOR]
The problem is that i don't know if there are some other impl (except trying to merge to another group) that will generate a safe path for the invisible unit but can't reach the plot. and also, it seems that the path can be OK, but if there is a visible enemy unit "on the road", that may cause problem. If the unit, can go around the enemy plot -> no problem. But if the road if a one tile road for an example, i guess the same thing will happen. The unit will try to move safely , the check say OK for the path, but when the mission start, the unit can't move to the next plot because of the visible unit on the road. So the mission start because the check is OK, the selection groupMove to the plot. and in this function if an unit of the selection group can't move it joins a group NULL. So the unit change selectionGroup and try to do the same thing on the next update -> this makes the WoC.

I don't know how works nox noctis, but the invisibily type granted is probably the cause of the bug !? I think this bug may be only "the top of the mountain".

Tcho !
 
Sorry for this false alert. I was totally wrong. CyCity get the city by index and not by ID.

Your correction is incorrect, you were right in your first post. It will get cities by ID and sometimes miss cities with a high ID (if you've lost cities with a lower ID).
 
Your correction is incorrect, you were right in your first post. It will get cities by ID and sometimes miss cities with a high ID (if you've lost cities with a lower ID).

I was about to check that with a hotseat game (2 players) and a shortcut to print logs.

But my first city had an ID of more than 800 and pCity = pPlayer.getCity(0) worked. I take a look at the SDK and getCity return the city located at the index in the city list. But perhaps the city list still remain the old city lost, I will need to check that again . However this should have make some problems right after a dwarven city lost (those with the vault) for an example and it has never been reported !?

Tcho !

EDIT : You're right. After looking a little further in the SDK, cities works exactly like units. So this can happen like I was thinking first and all the loops with cities taken by ID should be rewritten.
 
I'm getting a second blight when Basium is created, that's not intended, right ?

AC is 56, I got the first blight a while ago and sweated it through, and now Decius of the Calabim creates Basium and I there is a second one, complete with Death damage to all unit and the massive unhealth that hurts so much :(

I'm attaching a save just before the second blight.

Ok, after some searching of the forum, this is probably a pestilence event, not a blight event. Presumably there is a message that shows up telling me that (I even found one such message in CIV4GameText_FFH2.xml)... about one microsecond before the couple dozen "your unit was damaged x% by death damage" that overwrite it, making sure that the poor player (me) will never know what hit him.
So my suggestion : how about opening for this event one of those little windows like the constellations and other multiple choice events ? That way we would know what is happening, instead of having a new clueless player finding a "bug" every week.
 

Attachments

Sto, the metaphor is tip of the iceberg, not top of the mountain, but I understood the same analogy you were getting at.

offtopic here though, but just wondering what does Tcho! mean? I'm just curious as you often put it at the end of your post.
 
Seriusly, it was probably the shock of seeing their god die. You know; :worship::confused::twitch::suicide:

That I have no problem with, I just think it would be better to have the verbiage say, "Death of Archeron causes mass suicide" and then list all the units that died. Plus maybe those little word balloon thingys with a dinky pic of Archeron pointing to where they died like what happens when a world spell goes off.

I'm just saying is that it seems there was more Civlopedia regarding the CotD in earlier versions of FfH in how it spreads, chances of spreading and the like. Was this changed to make the game more 'mysterious' or what?
 
I don't know how works nox noctis, but the invisibily type granted is probably the cause of the bug !? I think this bug may be only "the top of the mountain".

Tcho !

Nox Noctis seems to cause various problems right now (including the fact that unless I overlooked a change in its behaviour, it's completely impossible to reveal the invisible units; not even Empyrean units with the special abilities to reveal invisible units nor Hawks nor anything else will work). The most common problem is probably enemies pillaging your improvements because your units are invisible and cannot protect non-city plots.
It also doesn't make sense that the effect of Nox Noctis is so much stronger than the one of the Empyrean holy shrine.

Just out of curiousity: Where is your avatar from? I'm always curious about anime.
 
I wonder if that is related to the bug I saw a while ago with spectres and golems, it's posted on page 56. In that one, the resistances and immunities weren't bieng applied properly.
 
I wonder if that is related to the bug I saw a while ago with spectres and golems, it's posted on page 56. In that one, the resistances and immunities weren't bieng applied properly.

Today I attacked Barbatos with an Empower 5 and Strong Wraith, and I had the same problem.
In addition to the fact that it isn't being calculated properly, it would be great if I could actually see anywhere that my enemy is, in fact, immune to a certain type of damage my unit uses (not that it's a big problem right now - after all, immunities don't even work yet).
 
yea it would be. Honestly the only reason I even noticed it and reported the bug is because the combat odds were acting strange vs the actual results. However, the combat odds ARE taking the whole thing into account, but the actual combat doesn't. So the combat odds were actually correct and the bug is in the combat mechanism.

Still, it is difficult to spot that bug because it can't be viewed directly unless you actually know how. Just using the combat odds to spot it indirectly doesn't work too well unless they are way off like I saw.

At least we now know that bug is out there.

As far as seeing whether an unit is immune to a certain damage type, it's usually the promotions that give it. In our case, the golem promotion makes it immune to death damage.
 
I'm getting a second blight when Basium is created, that's not intended, right ?

AC is 56, I got the first blight a while ago and sweated it through, and now Decius of the Calabim creates Basium and I there is a second one, complete with Death damage to all unit and the massive unhealth that hurts so much :(

I'm attaching a save just before the second blight.

Ok, after some searching of the forum, this is probably a pestilence event, not a blight event. Presumably there is a message that shows up telling me that (I even found one such message in CIV4GameText_FFH2.xml)... about one microsecond before the couple dozen "your unit was damaged x% by death damage" that overwrite it, making sure that the poor player (me) will never know what hit him.
So my suggestion : how about opening for this event one of those little windows like the constellations and other multiple choice events ? That way we would know what is happening, instead of having a new clueless player finding a "bug" every week.

On second thought, the "pestilence event" explanation bothered me. I replayed the last two turns before the event several times, trying to get the right save. I did things quite differently, like killing half a dozen barbarians, or not. If it were an event, the random generator should have chosen a different one.
So I tried fiddling with the pestilence event conditions in the XML. No joy, even when raising the AC condition to 80, it was still firing.
Then I used the Worldbuilder to make sure the Mercurian Gate would not be completed, deleting the city it was being built, and lo! no event, even with the save just before it happens (so the random generator is in the same state).
And now for the final test : I raised the AC prereq for Blight to 80, fired up my save one more time : Basium is created, but no blight event.

So my initial conclusion was right : The creation of Basium is causing a second Blight. Not pestilence, not a random event, a very deterministic (at least in my save) blight.

The save is above, here

Additional information : I bypassed the blight on Basium creation by changing the xml, played a turn, then I put it back and kept playing... and the next turn I got the blight. So the problem is not just on creation, it is the existence of a nation that hasn't had blight.
 
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