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?
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.
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 !
Here is a save of an infinite loop (with version 0.32l under Vista Pro). It occurs before the barbarians move, if that helps.
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]
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).
Seriusly, it was probably the shock of seeing their god die. You know;:suicide:
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 !
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'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.