FfH2 0.33 Bug Thread

This is an AI bug. It's turn 260ish(normal speed), and Osgaballa has seen fit to only expand to one other city the entire game (This is on a standard sized map, and she has a huge fertile floodplain to expand to).

Thing is, I actually played the first 250 turns of this same map playing it with a different religion selection to see its effects, and Ozzy only has *three* cities in the other version at roughly the same time period.

She has however managed to research up to the Prophecy of Ragnarok, and built it, and the bone palace. I get the feeling something in her AI tweaked during her switch to industrious left her a broken husk.
 
In a no-settler game i had Tebryn was Ashen (suprise) and in his capital i spotted 30 ents. I was sailing down there and got killed by a stack of kraken.

WTH?
 
I couldn't find a bug description for what I experienced:

In my last game Thessa attacked me with balors (not the summoned ones, but permanent ones). Whilst assuming Thessa could have captured them, I saw her attacking with Brujahs - but Calabim weren't in the game. In my current game Tasunke builds centaurs and wolf riders... :crazyeye:
 
11. Fixed an issue where some plots aren't revealed even if units enter them (hard fix, I manually keep visibility count from ever going negative, still dont know how they would become negative).

I think it has something to do with pillaging citadels? I know if they are destroyed by a spell (Marnok's Mod, FF) they leave the tiles permanently visible...
 
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.

This appears to be fixed in patch d, but has become more broken in the process. Now everytime a unit is selected or moves onto a tile with a great commander this python error triggers. Now no unit can actually join with the great commander.
 

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In CvPlayer::canTrain, you commented out the following code:

//FfH: Modified by Kael 05/09/2008
// if (GC.getCivilizationInfo(getCivilizationType()).getCivilizationUnits(eUnitClass) != eUnit)
// {
// return false;
// }
//FfH: End Modify

However, you didn't remove the following assert, which you probably should:

FAssert(GC.getCivilizationInfo(getCivilizationType()).getCivilizationUnits(eUnitClass) == eUnit);
 
I just DL'ed and installed the 2033 media pack and patch d. Before I was using the 2032 media pack, and was running on patch b.

I am able to upgrade to units I shouldn't be able to. Playing as Tasunke (Hippus) I'm seeing the option to upgrade my scout to a Centaur Archer, Centaur Charger, Centaur, and Wolf Rider.

If no one else is having this "issue" I will be doing a clean install after this game. Not sure if is a new bug with patch d, or something got bugged when I updated those two files.

Perpentach is in this game. This one is not a bug, but I will definitely be tracking down the "Here I am" puppet sound file and overwriting that with something less annoying.

This comes from a problem with the new Assimilation code provided by Xienwolf. It made it in to FF sooner, where I was the first but not the last to point it out. The most recent FF patch includes a fix for this.
 
I just DL'ed and installed the 2033 media pack and patch d. Before I was using the 2032 media pack, and was running on patch b.

I am able to upgrade to units I shouldn't be able to. Playing as Tasunke (Hippus) I'm seeing the option to upgrade my scout to a Centaur Archer, Centaur Charger, Centaur, and Wolf Rider.

If no one else is having this "issue" I will be doing a clean install after this game. Not sure if is a new bug with patch d, or something got bugged when I updated those two files.

Perpentach is in this game. This one is not a bug, but I will definitely be tracking down the "Here I am" puppet sound file and overwriting that with something less annoying.

i also noticed sheelba using centaurs (and wolf riders by the way, so she can train both)
 
With Patch D and no other mods, Tolerant trait is allowing me to build other civs heroes. I built the Bannor Hero, Donal Lugh in a captured banor city. And I have been assaulted by a Hippus army filled with Centaur Archers and Ogres. I don't know if that is a bug or intended. It's kind of neat though.....makes me want to play Hippus more.

And When I upgraded Corilidale<sp?>, the Elohim Hero, with heroic attack +1, his strength with from a 2 to 1/0.
I think the bit about UUs is a side effect of 'fixing' the Tolerant trait. Third time's the charm? Anyway, Corlindale should be ZERO strength to begin with. You probably saw the movement speed as strength before.
 
These things are not really bugs but rather inconsistentses (sp?)
1) Hyborem can build aqueducts, public baths, breweries and dungeons, which are all useless (exept for a whopping +5 crime from public baths :).
But he is blocked from smoke houses and granaries.
2) elephants (str. 8) upgrade to str. 7 units

And while Im at it: Is it possible that Hyborem gets zero food from every tile (maybe with a -10 food every tile from palace like the lanun). That should stop the Ai and city govenour from thinking that a sea tile (2 food 2 coins) is better than a plains hill with gold.
 
Epic Speed; Patch "d"
Pirate coves and harbor are "growing" at double rate. Hovering over either one and comparing values between turns that number of turns to grow is always odd (starting at 15 down to 1 then 29 through 1).
 
Epic Speed; Patch "d"
Pirate coves and harbor are "growing" at double rate. Hovering over either one and comparing values between turns that number of turns to grow is always odd (starting at 15 down to 1 then 29 through 1).
Growth rates for improvements are all doubled in FfH. Same applies to cottages/forts, if you care to notice.
 
Still on patch c: An event that was informing me of unrest in nearby capitol gave me 3 choices.
- destroy one improvement - ok
- pay 25 gold and destroy 2-4 improvements near that city - ok
- pay some espionage points for a more drastic effect, some chance to a negative effect in relationship - bug
 
I'm friends with mahala in my latest game, and she is keeping a pet wolf in one of my cities. Every time the city builds a pirate ship, the wolf immediately kills it. Is this expected behavior?
 
Possible bug: scouts can be upgraded to centaurs and wolf riders? I think this might happen after techs are researched but its a little odd to see flauros rolling around with centaurs.
 
Patch "d":
2. Fixed an issue upgrading units in assimilated cities (fixed by Xienwolf!).
I'm pretty sure this is what is causing all the problems with UUs no longer being unique, and being available to everyone.
 
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