FfH2 0.32 Bug Thread

Wish I could say I had a game bug to help you guys out, but unfortunately, I can't get it to even play yet!

I've installed it correctly into my BtS mods folder and patched up until the latest release (Patch "I"). Every time I run Civ 4 and click the FFH2 mod (which displays correctly at least), it goes to my desktop to load, but crashes (I get a Windows error that says the game ceased to function properly).

I was wondering what was up with that.

Also, I was wondering, do all those shiny new promotion buttons clutter up/obscure the unit photo/vital information? I remember one Civ game where I had one ridiculously lucky unit with so many promotions I lost sight of the strength number. With all the spellcasting promotions available, is it the same problem with this mod?

You need to have BtS patch 3.17 installed.

There is actually more room from promotions in the new interface.
 
3.17 is installed, I did it before getting this mod.

I'm doing a reinstall to be safe.

[UPDATE] Reinstalling did not have the desired effect. Still getting an unknown error. Could this be being caused by Vista?
 
3.17 is installed, I did it before getting this mod.

I'm doing a reinstall to be safe.

[UPDATE] Reinstalling did not have the desired effect. Still getting an unknown error. Could this be being caused by Vista?

Its possible, the first post has a few things to check in the "known issues" section. There were some UAC changes that some people have had to make.
 
In my last game i noticed that when i moved my troops and pressed end turn, in the following turn the button remained red as the units had already moved, clicking on the unit changed the button from red to green so i could move the units.
It happened during late game were usually it takes 30 seconds to wait AI playing a turn.
 
I've attached an autosave of a game where I was getting a CtD at the end of this turn. I did what Nikis-Knight (I think) mentioned in one of his posts -- went into Worldbuilder and deleted Acheron's city, and no more CtD, so it definitely has something to do with Acheron or something in his city.

EDIT: It's not because of Acheron, after deleting him and his city I again got a CtD one turn later. No idea what the problem might be.

I know you're not going to update version 0.32 anymore, so I'll probably just ditch this game at this point. Hope you can figure out the cause of CtD so it doesn't carry over into version 0.33.

Try deleting all the Fire tiles in the world in WB (as well as the burning sands they're on so the fires don't respawn next turn). This consistently works for me to resolve mysterious inter-turn crashes. You're probably not going to get a lot of other suggestions here because I think this sort of crash is not well reproducible from machine to machine.
 
Pretty major issue relating to the saving of game options: playing a game or mod where 'Choose religion' is on (in my case, Fury Road) then playing FfH results in the option staying on for FfH with no way to disable it. Furthermore, the AI still beelines preferred religions but then founds a random one. Arendel went and founded AV with WotF while Arturus founded OO with WotE.

Is there a way to force that game option to be off for FfH?

An easy, though tiresome fix you can do is to go back into vanilla and run a game with the choose religion option off, that turns it off for FFH aswell.
 
Try deleting all the Fire tiles in the world in WB (as well as the burning sands they're on so the fires don't respawn next turn). This consistently works for me to resolve mysterious inter-turn crashes. You're probably not going to get a lot of other suggestions here because I think this sort of crash is not well reproducible from machine to machine.

I haven't had problems with Flames or Burning Sands before -- my machine's only a year old and reasonably powerful -- but a first time's always possible, I guess. I'm not home right now, so I'll have to try your suggestion later on.
 
I just installed Patch l and when I started the civilopedia no units are shown. there's just the ground and then nothing. I've patched BtS to 3.17 and starting that one the units are shown just as they should be. Could it relate to the fact that I skipped some patches and patched directly to l?
 
I just installed Patch l and when I started the civilopedia no units are shown. there's just the ground and then nothing. I've patched BtS to 3.17 and starting that one the units are shown just as they should be. Could it relate to the fact that I skipped some patches and patched directly to l?

All patches are cumulative, so you only need to install the final one, there's no problem with skipping earlier patches.
 
Well I think I got my mistake. When I installed the patch I chose the wrong folder (specified FfH2 folder, instead of only leading to "Mods") resulting in a broken mod. I'm reinstalling right now.

aaaaannnnndddd ... it worked :)

I really appreciate that Kael tests a new installer - so that morons like me can't break anything accidentally ;)
 
Playing .32l:

Playing as the Calabim, I founded the Guild of the Nine and got the dwarven cannon. After it reached level 6, I was able to vampirize it, which strikes me as odd. I don't think it's classified as a "living unit" as it can't get haste, etc, so I was a bit surprised. Sure was nice, though! ;D
 
Every time that the "Vampirism on the wrong targets" thing is reported I always mean to go and fix it in my version. So I'm asking for clarification if this is intentional:

Code:
def reqGiftVampirism(caster):
	pPlot = caster.plot()
	for i in range(pPlot.getNumUnits()):
		pUnit = pPlot.getUnit(i)
[COLOR="Lime"]		if (pUnit.isAlive() and pUnit.getOwner() == caster.getOwner()):
[/COLOR]			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)
[COLOR="#00ff00"]		if (pUnit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_DEMON')) == False and pUnit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_UNDEAD')) == False):
[/COLOR]			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)


Now, the 2 lines in Green really ought to be the same. So which one of them is the one that is wrong? I'd love for the spell to work as intended, and it makes little sense for the spell not to be castable when there is a valid target on the tile (as would currently be the case for a Siege or Naval Unit, an Illusion or an Angel. To name a few).
 
Every time that the "Vampirism on the wrong targets" thing is reported I always mean to go and fix it in my version. So I'm asking for clarification if this is intentional:

Code:
def reqGiftVampirism(caster):
	pPlot = caster.plot()
	for i in range(pPlot.getNumUnits()):
		pUnit = pPlot.getUnit(i)
[COLOR="Lime"]		if (pUnit.isAlive() and pUnit.getOwner() == caster.getOwner()):
[/COLOR]			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)
[COLOR="#00ff00"]		if (pUnit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_DEMON')) == False and pUnit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_UNDEAD')) == False):
[/COLOR]			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)


Now, the 2 lines in Green really ought to be the same. So which one of them is the one that is wrong? I'd love for the spell to work as intended, and it makes little sense for the spell not to be castable when there is a valid target on the tile (as would currently be the case for a Siege or Naval Unit, an Illusion or an Angel. To name a few).

The top one is the correct one. I'll fix it in 0.33.
 
I found the issue with events triggering twice when new players are added to the game. It will be fixed in 0.33.

This is good news! :) In the current version building the Mercurian Gate has become a non-starter.

In my second straight game, I really got hit with it. In my epic speed game, I got his with Blight (as did everyone else) around turn 550. That took awhile getting over as I had cities with pop. larger than 20. Then, about 100 turns later, just as my cities were getting back to normal I had the misfortune of the random Pestilence event. I am sure it was Pestilence as it was announced as such.

It was one of those games where just about every civ but me and the elves were AV, so I was getting pounded. I decided to build the Mercurian Gate to see if Basium and his Angels could help. Bad move. He came into the game around turn 750 with the AC at 86. I got another Blight that, of course, affected no other civ, only Basium minimally, but killed me. I went from No. 1 in score down to 5 or 6.

One other possible related bug:

It's been awhile since I made it in a game to AC 70. In this game I did, and I received 10-12 Hell Holes in my territory each with an Infernal Champion. No problem there, but as I did not have an Open Borders Agreement with Hyborem, I expected them to get bounced out quickly. Nope.

They just wandered around in my territory for at least 10 turns.

It gets better.

Hyborem declared war on me. I again expected them to get tossed out. Nope again. They managed to pillage a few improvements before I could send units to kill them.

Is this a new feature, or maybe a bug related to a new civ entering the game?

PS. As I said, it had been a while since I had Hell Holes in my game. In previously versions you need only send one of your units to the Hell Hole and it was destroyed. No longer. I tried so many things. I tried Sanctify and Spring. I had Workers build improvements. Finally, I noticed the Pillage button appear when I was on a Hell Hole and that worked. I would have never considered a Hell Hole an improvement that could be pillaged!;)
 
The top one is the correct one. I'll fix it in 0.33.

Why are you always so much more responsive when Xienwolf points out something than when I point out the same thing months earlier?
 
Trying to play multiplayer with my little brother over LAN, both of us have same civ, FFH versions etc. Getting unavoidable(reloading an auto a few turns back doesn't fix it) OOS errors in 2 spots:

1: I, as the einion logos-elohim acquire priesthood, happened at that point in 2 completely different games.

2: I switch to Hyborem from hippus.

These are both game-destroying and strategy eliminating errors. Is there a fix, are they well known?
 
Why are you always so much more responsive when Xienwolf points out something than when I point out the same thing months earlier?

Prophets are never appreciated in their own time.

In all seriousness the FfH forums are a bit like drinking from a firehose. I spend a lot of time bouncing between documenting, developing new features, fixing bugs and minor art things (trying to save seZ and Rolands talent for the big jobs). I also occasionally spend time on rl stuff, so some stuff does get dropped. But I do try to keep up as much as I can, we make good progress and it is appreciated.

For you in particular Im especially grateful for all of the questions you answer around here. You definitly know the mod backwards and forwards and you do a great job of getting new players over the learning hump, which is why your a great sage in the game.
 
Why are you always so much more responsive when Xienwolf points out something than when I point out the same thing months earlier?

To add to Kael's comments about simply being able to miss things easily, I'd add that I tend to try and isolate the exact place in the code which needs attention, and put as little else in the post as possible. That way he can do a simple search function to quickly and easily address the issue without wading through any fluff.

Also, minimal application of colors never hurts visibility :)
 
I usually point out the exact location too....but in long posts addressing several unrelated issues and with no colors, usually including responses to other people's bug reports and telling the original bug poster how to fix his own version instead of waiting for Kael to fix it. I guess xienwolf's style might be a little more readable, but I don't like making back to back posts.
 
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