FfH2 0.33 Bug Thread

Well, not getting the happy bonus is different from not connecting. You certainly do have 2 of them connected. And there is a happy bonus, that is why it is in the far right column instead of the far left column (go into worldbuilder and remove your temple, it will move to the far left and no longer list the +1 :) next to it).
 
Well, not getting the happy bonus is different from not connecting. You certainly do have 2 of them connected. And there is a happy bonus, that is why it is in the far right column instead of the far left column (go into worldbuilder and remove your temple, it will move to the far left and no longer list the +1 :) next to it).

D'oh! For some reason, I thought resource granted happiness bonuses would also appear to the right of the building. Sorry 'bout that! :blush:
 
@ grumbler: That assumption might stem from Spiderpens (Caged Spiders you can get after catching one and settling them after researching animal mastery.)?
They do offer both +1 Happy and a hapiness resource. So one really could jump to that conclusion. I also took a while to grasp that, back when it was introduced. (Don't know from top of my head if there are simmilar buildings besides this and incense / substitute + temples.)

+ Incense confusion / copper confusion is one of the most common errors / misconceptions stemming from hard to grasp documentation players of FFH2 have.

So nothing to be ashamed about.
 
Kael, attached a save where I was able to repeat the "take Orthus's Axe after the unit is done attacking" Saved with Baron Duin holding the axe, having already killed 3 barbarian units. The other Baron Duin is now up for orders and able to grab the axe if he wants it.


EDIT: Given the below comments, I suspect it is testing if the holder is flagged as "hasCast" rather than checking if they are "hasCast & hasMadeAttack"

I dont have a problem handing it off once. I have a problem handing it through an entire stack which is what they reported. If its just one equipment trade per turn Im fine with it.
 
I know this is really a balance issue (which I have already reported in the balance thread) rather than a bug, but could you please make techs purchased in advanced starts still give you the free units that they would if researched normally?

I usually try to found at least one religion in advanced start games, but am sometimes stopped by an AI who does the same. Now, I have no problem with not getting the holy city (allowing the first player to get every holy city is probably too much), but I hate that already having the tech means I'm am unable to research it for the free disciple, but most wait for it to naturally spread.


Also, none of the religion founding/specific techs should be given out for free with any era As it is, a Medieval or Renaissance start (which I would almost never use anyway, but still..) will make all the players (even agnostic ones) start with these religion founding techs, and thus will assign founders randomly. I find these random choices are often quite inappropriate.
 
I know this is really a balance issue (which I have already reported in the balance thread) rather than a bug, but could you please make techs purchased in advanced starts still give you the free units that they would if researched normally?

I usually try to found at least one religion in advanced start games, but am sometimes stopped by an AI who does the same. Now, I have no problem with not getting the holy city (allowing the first player to get every holy city is probably too much), but I hate that already having the tech means I'm am unable to research it for the free disciple, but most wait for it to naturally spread.

Also, none of the religion founding/specific techs should be given out for free with any era As it is, a Medieval or Renaissance start (which I would almost never use anyway, but still..) will make all the players (even agnostic ones) start with these religion founding techs, and thus will assign founders randomly. I find these random choices are often quite inappropriate.

Im not sure if there is a technical challenge with that or not but I'll check it out.
 
No crash for me. You try to put graphical options to minimum (except single unit and freeze animation) and check if you still get CtDs.

Tcho !

I have a fairly powerful system: DirectX10 HD video card, Dual Processor, 2Gb memory etc. and I have had over a hunderd tiles on fire in 32 with no problems, but I gave low graphic settings a try, and it still crashes to desktop. I have a second game (save attached) which seems to CtD immeditely after the barbarian turn.

-Dan

View attachment Dan AD-0359.CivBeyondSwordSave
 
I have a fairly powerful system: DirectX10 HD video card, Dual Processor, 2Gb memory etc. and I have had over a hunderd tiles on fire in 32 with no problems, but I gave low graphic settings a try, and it still crashes to desktop. I have a second game (save attached) which seems to CtD immeditely after the barbarian turn.

-Dan

View attachment 186363

This doesnt appear to be a 0.33 save. Is this from a modmod?

edit: I take that back, I can load my old saves either. The Somnium changes look to have broke savegames. Hmm...
 
Spring converts Oasis deserts into Oasis Plains (it didn't used to, at lest in the .24 branch). Apologies if this is just a rules change I missed.
 
Not sure if this is a bug or a purposely coded issue:
Elohim AI hasn't been expanding. At turn 150 in my current game, they've got one singularily beautiful city with all the bells and whistles and haven't even looked at building a settler.
Civ4ScreenShot0006.JPG

They've been a civ in my scenario for 8 AI run games now and they're consistently unexpansive. If they aren't wiped out by turn 150-180, they usually have only three or four cities by turn 400.

Also, the Lanun civ is NOT a seafaring civilization. I have them starting on island chains and they sit there rotting in their own pestilent jungles. Even when there are islands nearby to settle and expand to. Even when I give them boats at the start of the game. Several dozen games and not once have they put a settler on a boat and sent them across the waters. Even the Clan eventually settles these islands from halfway across the map!

Civ4ScreenShot0007.JPG Turn 300 (the city ruins are part of the map, not a former Lanun town)


Civ4ScreenShot0008.JPG Lookit the loverly islands nearby, my luv.
 
Blooded Werewolfs can attack on the same turn they're created (i.e., even if the creating Ravenous Werewolf already attacked.

Tigers can receive both Combat and Empower promotions.
 
Python Exception when the circle of Galean (or whatever the weird mage is called) is created (or perhaps it just happens at the same time).

Edit 033b
 

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I have a fairly powerful system: DirectX10 HD video card, Dual Processor, 2Gb memory etc. and I have had over a hunderd tiles on fire in 32 with no problems, but I gave low graphic settings a try, and it still crashes to desktop. I have a second game (save attached) which seems to CtD immeditely after the barbarian turn.

-Dan

View attachment 186363


Loaded your save, got attacked by 3 lizardmen and a goblin, then Alexis demanded Crafting and the game started up my turn. I set the AI to autoplay and they startled me at first by trading for maps from everyone and revealing the whole minimap, but so far I am on turn 366 with no crash

Is it reliably repeatable for you?

EDIT: @ xanaqui42, that one I am listing as a feature. Been that way for a while, and I am reasonably certain it is intentional.
 
I finally sign peace with Hyborem, the usual ten-turn deal, figuring I can finish him off later. A few turns later I check to see how long Hyborem has left before I can finish him off. 10 turns. End turn. 10 turns. The turns of guranteed peace are not counting down.
 
Patch "c" is linked in the first post. It fixes the following issues and will break save games (sorry):

1. You cant pickup Dragon's Horde or the Lyre in other players cities.
2. You can't Wane immortal units.
3. Illusions can't be sacrificed for research (mirrored ritualists).
4. Illusions can't be sacrificed for production (mirrored slaves).
5. Illusions can't be sacrificed for culture (mirrored disciples).
6. Illusions can't be sacrificed to become great people (mirrored shades, you're all cheaters!)
7. Illusions can't be sacrificed for great merchant gold (it was only a matter of time befor PL gave a mirror to a great merchant).
8. Fixed a WoC error caused by grouping with an invisible unit with enemies nearby (fixed by Sto!).
9. Stirrups requires Horseback Riding.
10. Fixed a python error with Pestilence.
11. Ring of Flames won't destroy unique features anymore.
12. Immortal Units won't be reborn when upgraded.
13. Balseraphs can now cage human slaves.
14. Illusions can not found cities (mirrored settlers).
15. Groups of Satyr's cannot duplicate animals with Mezmerize anymore.
16. Captured units retain their race (so captured dwarven workers don't turn into elves when captured by the ljosalfar).
17. Liches will now be undead after casting Lichdom.
18. Illusions cannot build buildings (mirrored sages).
19. Somnium: players can play for 1 gold or for nothing.
20. Somnium: Once the memory delay is finished, the memories reset.
21. Somnium: Memories for attitudes are now doubled to prevent bad allocation memory errors.
22. Fixed an issue where Tolerent leaders might not be able to upgrade in some cities (Doviello cities).
23. Added the ability to pick up the Infernal Grimoire building as an item.
24. Fixed a python exception in the Circle of Gaelan event.
 
Loaded your save, got attacked by 3 lizardmen and a goblin, then Alexis demanded Crafting and the game started up my turn. I set the AI to autoplay and they startled me at first by trading for maps from everyone and revealing the whole minimap, but so far I am on turn 366 with no crash

Is it reliably repeatable for you?

Yes, it is. Last night I got a CtD, reloaded and got another immediately (just pressing end turn - 359). I tried with the low graphics tonight and again it crashed on 359. I started a new game, and then after seeing this post I went back and loaded it three more times, the first crashed at the end of 361, the second at the end of 359 again, and the third at the end of 365.
 
I'm pretty sure this is a bug, but Puppets can cast summon spells. I just checked. This of course creates pretty silly situations for Keelyn.
 
3. Illusions can't be sacrificed for research (mirrored ritualists).
4. Illusions can't be sacrificed for production (mirrored slaves).
5. Illusions can't be sacrificed for culture (mirrored disciples).
6. Illusions can't be sacrificed to become great people (mirrored shades, you're all cheaters!)
7. Illusions can't be sacrificed for great merchant gold (it was only a matter of time befor PL gave a mirror to a great merchant).

Along these same lines, you can create an infinate number of non-illusion great commanders by joining the illusion commander to a unit. The next turn you split off the commander and you get a real great commander and you can mirror another of the original commander.
 
When i try to install patch "c" i get this message:

Installer integrity check has failed. common causes include
incomplete download and damaged media. Contact the
installer's author to obtain a new copy
 
Haven't tried 'c' yet, but does 'cannot sacrifice illusions for research' extend to bulbing Great People Illusions?

Also, I suspect the 'Lanun not settling' problem may be caused by the AI refusing to send out a settler without an escort, but not having any ships with transport capacity of 2 or more. What ships did you give them?

Finally, very odd AI behavior in my current 0.33b game. It's turn 600-something of an Epic game, Emperor, and every civ has reached T4 in at least one unit line. Top 3 are myself as Empy Flauros, AV Keelyn, and CoE Faeryl. FoL Dain and RoK Beeri aren't too far behind, though Beeri somehow failed to find any iron, and has pretty much been stuck with hordes of wood golems :lol:. Anyways, on to the AI behaviour. I realize around turn 400 that I have yet to see Alazkan, nor have I seen a message about him. Naturally, I start looking for him with Hawks and Floating Eyes, since I want to steal his mirror. After about 20 turns of looking, I take a look at the tech trade window, though I disabled tech trading. Lo and behold, Faeryl had yet to research Tracking, let alone Poisons. By now, she has Knights, Mithril-wielding Champions, Shadowriders, and Crossbowmen, but not Assassins. Why in the world would the Svartalfar ignore the Recon line so entirely?

Oh, and of course the Luchiurp REALLY need to learn what to do with the Pieces of Barnaxus. I recovered his pieces from Keelyn, and after some convoluted maneuvering involving several Lunatics and chasing Stephanos halfway across the map and back, I finally got them to recapture the pieces and pick them up. Then watched in dismay as they were hauled around for 50 turns by various units, before being lost to the Svartalfar when the Stonewarden carrying them charged into battle against a fortified CG-3 Crossbowman. Is it not possible to tell the AI 'If a unit has the Pieces, move unit to nearest city, and cast Rebuild Barnaxus'?
 
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