FfH2 0.33 Bug Thread

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.

Quick follow up on that. It's been the required 10 turns now since I signed the original peace treaty. The deal cancelled, as it was supposed to, even though I'd actually checked it the turn before and it was still saying 10.
 
(Nothing to see here, move along.)
 
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'?

That is really just the smaller of the two problems. The biggest issue is that Barnaxus isn't even a hero, which means he doesn't get nice big stat buffs to help the AI use him in combat. Generally they can't keep him alive for very long as it is.
 
Like the AI can keep heroes alive :sad:

I agree it would maybe help a little, but it defeats the whole point of leveling up Barnaxus carefully in order to strengthen your golems.
Giving Barnaxus some start promotions, which for instance would increase the odds vs. barbarians/melee units might help as well.
 
Barnaxus as an actual Hero though would be rather overpowered in the hands of players. The whole point is that you have to risk him in order to make all your other golems stronger. Do you really want to see the Luchiurp churning out 15-strength Iron Golems chucking fireballs without Barnaxus ever having left his city? As mentioned, the AI is terrible at keeping heroes alive anyway, regardless of how many promotions or buffs they have.
 
The Psychopath line, the one where the first one you can either do nothing or step up your guardsmen by paying, has an issue with the finishing event of the line. One of the choices when you catch him is to use him as a swordsman with 10 experience and crazed. He didn't gain the 10 xp but he still had crazed. Otherwise its an ingenious little line.

Also the help text for the Coin sign coming into prominence says it subtracts 0-86 gold when it actually adds it.

Edit 2: Also the civil unrest event where terrain improvements are going to be destroyed still mentions espionage points for its third choice.
 
Still cannot upgrade a Warrior to an Axeman or an Adept to a Mage in captured Doviello cities with the Elohim.

Change:

if (GC.getCivilizationInfo(GET_PLAYER(pCity->getOwner()).getCivilizationType()).getCivilizationBuildings(GC.getUnitInfo(eUnit).getPrereqBuildingClass()) != NO_BUILDING)

to

if (GC.getCivilizationInfo(pCity->getCivilizationType()).getCivilizationBuildings(GC.getUnitInfo(eUnit).getPrereqBuildingClass()) != NO_BUILDING)


And that does the trick.

This still doesn't solve the issue with upgrading a warrior and adept in a captured Amurite city though (where they would upgrade to a Swordsman and Wizard instead, and thus get blocked from upgrading, even though you can build a swordsman just fine).
 
Is my harddrive broken?! I got that error at 0.33b and now at 0.33c, too. Everytime I click on the corresponding file (i.e. FfH2033b.exe or FfH2033c.exe) my explorer crashes. Well, it restarts a moment later, but I cannot delete those files or move or anything.

I'm using Windows XP SP2 and these files are the only ones which are seemingly corrupted. What could it be?
 
This sounds like you have issues with securom from another game?
It causes explorer to crash when you rightclick files and stuff.
There is a fix for this though.
Did you install any new games recently?
 
In CvCity::canUpgrade

Change:

if (GC.getCivilizationInfo(getCivilizationType()).getCivilizationUnits(eUnitClass) != eUnit)

to:

if (GC.getCivilizationInfo(getCivilizationType()).getCivilizationUnits(eUnitClass) != eUnit && GC.getCivilizationInfo(GET_PLAYER(getOwnerINLINE()).getCivilizationType()).getCivilizationUnits(eUnitClass) != eUnit)


This allows you to upgrade to your normal Units in a city that has a Unique Unit version in that place (so upgrade an adept at all in a Khazad City, or upgrade a Warrior/Adept to an Axeman/Mage in an Amurite city)


In CvUnit::getUpgradeCity, You can change:


Code:
    if (m_pUnitInfo->getUpgradeCiv() == NO_CIVILIZATION)
    {
        if (GC.getCivilizationInfo(kPlayer.getCivilizationType()).getCivilizationUnits(kUnitInfo.getUnitClassType()) != eUnit)
        {
            return false;
        }
    }
    else
    {
        if (GC.getCivilizationInfo((CivilizationTypes)m_pUnitInfo->getUpgradeCiv()).getCivilizationUnits(kUnitInfo.getUnitClassType()) != eUnit)
        {
            return false;
        }
    }

To:
Code:
    if (m_pUnitInfo->getUpgradeCiv() != NO_CIVILIZATION)
    {
        if (GC.getCivilizationInfo((CivilizationTypes)m_pUnitInfo->getUpgradeCiv()).getCivilizationUnits(kUnitInfo.getUnitClassType()) != eUnit)
        {
            return false;
        }
    }


And you will be able to upgrade to the UU's of the Assimilated City (while at the city -- Can also upgrade to your own UU or normal unit, don't use the first change in this post to dodge that I imagine, but I personally prefer to allow the choice).
 
In my current game horses appeared on the tile with the Remnants of Patria making the improvement to get them unavailable.
I guess this was already reported in earlier versions?!
 
In "Fall from Heaven 2 033.ini", there exists duplicate entries.

Line 4 - 5:
; Read Game options from XML, not .ini
ForceGameOptions = 0

Line 22 - 23:
; Read Game options from XML, not .ini
ForceGameOptions = 0

I realize that since the options are the same, there's likely no negative result. However, it is conceivable that duplicative key entries can create undesired results going forward.

This report applies to v0.33c + media pack, under XP.
 
When picking up the infernal grimore from a city with c, I get this python exception:

Traceback (most recent call last)
File "Civspellinterface", line 16, in cast
File "string", line 0, in ?
File "Civspellinterface", line 2254, in spellTakeEquipmentBuilding
AttributeError: 'NoneType' object has no attribute 'getbuildings'

Edit: and the grimore doesn't actually get removed form the city, so I can pick it up with as many units as I like.

Also, Sea Patrol does not appear to be working when the pillaging units have hidden nationality.
 
Has great commander spawning been removed? I'm playing Falamar of the Lanun and I'm on turn 320 and I have never received a great commander. When I look on the Military Advisor screen it says 330/30. It seems I'm way over due for a great commander. I'm not entirely certain I've ever seen the AI receive a great commander either.
 
Ok, not really a bug, probably just me doing something wrong...

I've played FfH2 0,32 without any problems and have now upgraded to 0,33. Nothing special when installing, have two different folders (in the BtS mod-folder), one marked 0,32 and one 0,33. I've installed all patches (up til patch B on 0,33).

I start BtS3.17 and load the mod from there. 0,32 works fine, but 0,33 crashes when trying to start a game.

Any advice?

Im having this issue if any1 figures out how to fix plz PM me the answer
 
Very interesting bug, not sure if it's what I think it is, but worth checking out. I was just wandering my Vampire Lords through Keelyn's land, Dominating anything interesting, when I notice that they're generating Illusions via Hall of Mirrors. I kill off a couple and realize that perhaps the mirrored Vampire Lords are also true Immortals, so I head to Jubilee. Sure enough, there's a fair-sized stack of Vampire Lord Illusions there. Oh and also, the Undercouncil just voted for Secret Codes so I Dominated their free Great Sage too :D.

Anyways, after messing around outside Jubilee for a while, killing things and managing to steal the Baron too, I notice that there isn't a duration counter on the remaining Vampire Lord in the city. I think I just managed to give Keelyn a free permanent Illusion Vampire Lord :eek:. Probably works the same way for other true Immortals. Oh and also, the Illusion Vampire Lord has been summoning Illusion Skeletons too. Screenshot and savegame attached, it's 0.33b. This is the same game where the Svartalfar haven't researched Poisons yet (it's turn 746, Emperor Epic).

edit: I think I've tracked down the problem, as well as found another major Black Mirror exploit. Mirror illusions have a 1-turn duration counter. Apparently summoned units expiring counts as a death for the purposes of Immortality, at least for true Immortals. Basically, if an Immortal is Mirrored, it creates a 1-turn-duration Immortal with Illusion. On the next turn, the Illusion dies, but gets reborn without a duration in the capital. I'm going to go test if this also applies to units with just promotion-granted immortality.
 

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