FfH2 0.33 Bug Thread

The file has no extension to it when downloaded, so that Windows Vista doesn't know how to start it. I fixed it by renaming it with a .exe extension.
 
Just tried this one out, I had the Clan of Embers gave myself a size 8 city and Warfare Tech, swapped to Military State and I was able to draft. All text keys were correct before I dabbled in Worldbuilder as well (told me to get a size 6 City and Military State Civic)

I tried it with worldbuilder too and here is my result (with Calabim, don't know if that matters). It still reads Slavery is needed.

I tried it also with Slavery Civic activated and this works.
 

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Minor issue: Keelyn just sent a Loki Puppet into one of my cities... and cast Inspiration. She's now been doing this for a few turns in a row (with successive Puppets). Surely the AI should understand that we're not friends and stop casting helpful spells for me. (I'm Arendel Phaedra, and she's Annoyed.) More of an AI issue than a bug, I suppose, but I think the Balseraph AI may be having difficulty understanding what to do with Puppets.
 
Probably the usual AI not knowing what to do with spells issue, rather than a specific one. AI tends to just cast the first spell it can, which evidently is Inspiration for Loki-puppets :lol:

Pretty major bug, when I was fooling around in the Worldbuilder: Mirrored Settlers can found cities. Also fairly major, Civs can start next to the Guardian, resulting in turn 1 defeat due to the three 8strength gargoyles that spawn.

edit: further fooling around: is it intentional that units with both the Black Mirror and other equipment cannot cast Mirror? I'm assuming that this is the way you blocked equipment cloning via mirror, but it really would be better if the mirrored illusion simply was stripped of the promotions on creation.
 
I tried it with worldbuilder too and here is my result (with Calabim, don't know if that matters). It still reads Slavery is needed.

I tried it also with Slavery Civic activated and this works.

That's proper. Drafting gives you units for population. What you have in the screenshot is Rushing (whipping), which does require slavery and will complete your production on a building.
 
Oh :)
er... okay, maybe I should read the manual once again *lol*
well there is a big button with big letters that read DRAFT - somehow I managed to ignore this button *smile*
 
Sailors Dirge spawned on turn 3 and killed the ljosalfar on turn 2 with one skeleton (checked world builder).

also the txt_key for the sailors dirge event is missing.

EDIT: the Guardian of the pristine pass spawning mobile gargoils is FAR too deadly, especially in the early game. i suggest making a new 'Guardian' Unit which is either immobile, or can only move x squares away from the 'Guardian of the pristine pass'.

EDIT 2: had the volcanic event 2 turns in a row, each time no volcano feature replaced the peaks. the volcano event could have some very flavourful follow on events as well...
 
In Chalid Astrakhein pedia, his weapon is surrounded by a white/transparent square.
When his weapon lights up, the intensity of the white square increase obfuscating completely its weapon.

The graphic error is clearly linked with the emanation of light from the weapon.
 
Unrelated Bug:
Python traceback:

File "CvSpellInterface", line 16 in cast
File "string" line 0 in ?
File "CvSpellInterface", line 426 in SpellConvertCityBasium.

Basium just showed up a few turns earlier I think. Save attached.

I've not been able to recreate the bug. Anyway i've tested with a new game creating basium (a settler and 2 engineer). The pCity.changeCulture refer to the old city instance, acquireCity create a new one. The culture change were not applied to the new city but to the old city and only the plots update (with the last function, only the plots are update and the city keep 1 ring city radius. With the new function the city create 3 rings like intended).The exception probably comes from that if the old pCity instance becomes invalind for an obscure reason. The fix :

Code:
def spellConvertCityBasium(caster):
	pCity = caster.plot().getPlotCity()
	iPlayer = caster.getOwner()
	pPlayer = gc.getPlayer(iPlayer)
	pPlayer.acquireCity(pCity,false,false)
[COLOR="Red"]	pCity = caster.plot().getPlotCity()
[/COLOR]	pCity.changeCulture(iPlayer, 300, True)

Tcho !
 
In reference to my previous post about the fortified archer that was not blocking barbarian units from passing... Xienwolfs choice of word, 'invisible' made me think. I did have my state religion as Esus and I did have the holy shrine built but my archer was deffinetly outside of my cultural border.
 
Sailors Dirge spawned on turn 3 and killed the ljosalfar on turn 2 with one skeleton (checked world builder).
The Sailor's Dirge can travel back in time? :eek:

EDIT: the Guardian of the pristine pass spawning mobile gargoils is FAR too deadly, especially in the early game. i suggest making a new 'Guardian' Unit which is either immobile, or can only move x squares away from the 'Guardian of the pristine pass'.
Agreed, especially since it's possible to spawn right next to it with effectively zero chance of escaping. I posted this just a while ago, and interestingly enough it was actually the Ljosalfar that died to the Guardian's gargoyles :lol:
 
In reference to my previous post about the fortified archer that was not blocking barbarian units from passing... Xienwolfs choice of word, 'invisible' made me think. I did have my state religion as Esus and I did have the holy shrine built but my archer was deffinetly outside of my cultural border.

Do you have a save game, or your archer was may be on a team cultural border ?

I'am unable to reproduce the bug. I have made an entire game with the same config without problems.

Tcho !
 
FFH never crashed on me before, but with the latest 0.33a it would crash every couple turns or so at the start of a turn, starting from like turn 10 so the very beginning of the game. it was with the sheaim, now I started another game with the good elves and it's working fine so far... I'll see if I still have the affected savegame to post :D

edit: damn it, I don't have the savegame anymore... I'll have to be sure to keep one next time :(
 
1) Invisibility seems wonky. I can see both a Shadow and a Ghost who clearly has the hidden promotion in an oponents city. I don't think any of my nearby units should be able to see invisible.
visible.JPG

2) Puppets summoned by mages with mutation are mutated again, despite being golems. Perhaps the mutated promotion should not carry over (just any effects that adept/mage/archy got when HE was mutated, of course.)
 
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