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FfH2 0.33 Bug Thread

Discussion in 'Civ4 - Fall from Heaven' started by Kael, Aug 15, 2008.

  1. shrike2005

    shrike2005 Chieftain

    Joined:
    Nov 21, 2005
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    Location:
    aalborg, denmark
    Patch g: the hippus UB does not grant the horselord promotion when the ai is playing them.

    edit: it seems to work when it's not the ai playing them. also i double checked that "ai no building requirements" option was'nt enabled

    edit 2: savegame attached - View attachment Shrike AD-0155.CivBeyondSwordSave
     
  2. Chip56

    Chip56 King

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    Austria
    Already in his list.
     
  3. bladios7

    bladios7 Chieftain

    Joined:
    Feb 26, 2008
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    9
    hmm, can't load my 0.33f ljosalfar savegame anymore now that I've installed patch g, CTD c++ runtime error every time

    Maybe I'll try going back to f and see if it works then


    Edit: nm, was the flavourmod that did it of course.
     
  4. Jean Elcard

    Jean Elcard The Flavournator

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    @bladios7: Were your using the FlavourMod before upgrading from f to g or did you try to use the current version of FlavourMod for FfH patch g? If the former is the case, wait for the updated version of FlavourMod later today (if you can). You should be able to continue your saved game then.
     
  5. bladios7

    bladios7 Chieftain

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    Feb 26, 2008
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    Yeah, that's right.
     
  6. hafensaengerx

    hafensaengerx Chieftain

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    Jul 7, 2006
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    24
    sorry, don't know if this problem has been discussed!?

    the battle statistics that are shown, before you attack an enemy unit now don't adds effects for terrain or something else. it reduces the strength of the enemy.

    is it a bug or feature?
     
  7. Chip56

    Chip56 King

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    Location:
    Austria
    Some things like shock and cover always reduced the strength of the enemy (even in vanilia civ4). terrain boni or mali (deserts) however should be added to the defending unit just like combat 1-5.
     
  8. xienwolf

    xienwolf Deity

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    Actually that one happens to be item #16 on the list, reported by Chip56 in Post 222 :p

    EDIT: Damnit, forgot to check for a new page of posts :p Yeah, I suck :p
     
  9. Sarisin

    Sarisin Deity

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    Magister, after you posted about this exploit, I ran a little test as I was playing the Grigori and my game was in its final stage.

    After I built the Eyes and Ears Network I got the disciples, etc. for all the religions - another Grigori exploit IMO.

    I was able to spread FOL, ROK, CoE, Empyrean, and OO in my capital where I was building all my units. The Order and AV failed to spread.

    I built 50 Gregori Medics and here is what I got:

    7 FOL
    5 ROK
    3 Empyrean
    0 OO
    0 CoE (not sure what that would have been)
    35 No affiliation (I deleted those)

    So, it was better than 20% and adding 15 of those units to my army was significant. However, the main things I used them for was summoning Tigers (one allowed me to build the Grand Menagerie as I was missing that animal), Shield of Faith for all of my units, and, of course, the powerful Crown of Brilliance for weakening those attacking stacks I mentioned in the Super Stacks thread.

    Should this exploit be canceled? I'm not sure as it does take a while to get Medicine and build them. Then, you have to have religion spread to your cities to get the affiliations. If you can build the Eyes and Ears Network (later game), that would help too.
     
  10. xienwolf

    xienwolf Deity

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    The result is higher than 20% because it is a 20% chance for each religion in the city. Checked in a set order as well. So your chances of getting ANY religion are far higher than 20%. But your chances of getting a SPECIFIC religion are LOWER than 20% for all but the first religion checked. Esus is the last religion checked, and thus winds up being the rarest religion to gain by random luck in any city with multiple religions (you lose 20% chance of gaining Esus per other religion in the city. So 18% chance if there is 1 other religion, 16.2% chance if there are 2 other religions.... This reduction in chances isn't a hardcoded modification, but the statistical offset due to only being able to happen to 20% of the people who do not make one of the previous 20% checks)


    It really ought to be a 35% check to see if you can get a religion type assigned to the unit, then an EVEN RANDOM among all the religions in the city PLUS your State religion (thus making state religion twice as likely). This would allow Esus to spread better, and make you gain more religious units matching your state religion than ones following random other junk which happened to be in the city.
     
  11. Sarisin

    Sarisin Deity

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    What 'superpowers' would a Grigori Medic with a CoE affiliation get?

    Mask spell?
     
  12. MagisterCultuum

    MagisterCultuum Great Sage

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    Location:
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    The chances are 20% for each religion present so long as the unit does not have a religion yet. That means a 20% change for the first religion in the city, a 4% chance for the second, a .8% chance for the third, a .16% for the fourth, .032% for the fifth, .0064% for the sixth, and .00128% for the seventh; the maximum chance for getting a religion at all is 24.99968%. The order of the religions is FoL, Order, OO, RoK, AV, Empyrean, CoE. This can be easily changed in CIV4ReligionInfos.xml, but unless the gamefont is changed too then doing so will really mix up the icons.



    Any CoE unit can spread CoE, but only Recon units can use the religions other spells. Medics are Melee, so this religion is of no use to them.
     
  13. xanaqui42

    xanaqui42 King

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    Sep 5, 2006
    Messages:
    780
    I would remove or modify the following. They are causing an assert, although I doubt they cause a defect:
    Spoiler :
    Code:
    ######## Toxcatl (Aztec event) #########
    
    def canTriggerToxcatl(argsList):
    	kTriggeredData = argsList[0]
    	player = gc.getPlayer(kTriggeredData.ePlayer)
    
    	if (player.getCivilizationType() == gc.getInfoTypeForString("CIVILIZATION_AZTEC")):
    		return true
    	return false
    
    ######## Dissident Priest (Egyptian event) #######
    
    def canTriggerDissidentPriest(argsList):
    	kTriggeredData = argsList[0]
    	player = gc.getPlayer(kTriggeredData.ePlayer)
    
    	if (player.getCivilizationType() == gc.getInfoTypeForString("CIVILIZATION_EGYPT")):
    		return true
    	return false
    
    def canTriggerDissidentPriestCity(argsList):
    	iCity = argsList[2]
    	
    	player = gc.getPlayer(argsList[1])
    	city = player.getCity(iCity)
    
    	if city.isGovernmentCenter():
    		return false
    	if (city.getCommerceRateTimes100(CommerceTypes.COMMERCE_CULTURE) < 3000):
    		return false
    	if (player.getStateReligion() != -1):
    		return false
    
    	return true
    
    ######## Rogue Station  (Russian event) ###########
    
    def canTriggerRogueStation(argsList):
    	kTriggeredData = argsList[0]
    	player = gc.getPlayer(kTriggeredData.ePlayer)
    
    	if (player.getCivilizationType() == gc.getInfoTypeForString("CIVILIZATION_RUSSIA")):
    		return true
    	return false
    
    ######## Antimonarchists (French event) #########
    
    def canTriggerAntiMonarchists(argsList):
    	kTriggeredData = argsList[0]
    	player = gc.getPlayer(kTriggeredData.ePlayer)
    
    	if (player.getCivilizationType() == gc.getInfoTypeForString("CIVILIZATION_FRANCE")):
    		return true
    	return false
    
    ######## Impeachment (American event) ########
    
    def canTriggerImpeachment(argsList):
    	kTriggeredData = argsList[0]
    	player = gc.getPlayer(kTriggeredData.ePlayer)
    
    	if (player.getCivilizationType() == gc.getInfoTypeForString("CIVILIZATION_AMERICA")):
    		return true
    	return false
    
    def canTriggerImpeachmentCity(argsList):
    	iCity = argsList[2]
    	
    	player = gc.getPlayer(argsList[1])
    	city = player.getCity(iCity)
    
    	if city.isCapital():
    		return true
    	return false
    

    My solution (just have them all return false):
    Spoiler :
    Code:
    ######## Toxcatl (Aztec event) #########
    
    def canTriggerToxcatl(argsList):
    	return false
    
    ######## Dissident Priest (Egyptian event) #######
    
    def canTriggerDissidentPriest(argsList):
    	return false
    
    def canTriggerDissidentPriestCity(argsList):
    	return false
    
    
    ######## Rogue Station  (Russian event) ###########
    
    def canTriggerRogueStation(argsList):
    	return false
    
    ######## Antimonarchists (French event) #########
    
    def canTriggerAntiMonarchists(argsList):
    	return false
    
    ######## Impeachment (American event) ########
    
    def canTriggerImpeachment(argsList):
    	return false
    
    def canTriggerImpeachmentCity(argsList):
    	return false
    
    
     
  14. xienwolf

    xienwolf Deity

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  15. icantcmyeye

    icantcmyeye Peace Through Power

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    Balseraphs can't build orc cages anymore since G
     
  16. xienwolf

    xienwolf Deity

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  17. MiKa523

    MiKa523 Nerdish by Nature

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    You can't build the Shrine of Champions with the Lanun after the Black Wind "dies".
     
  18. xienwolf

    xienwolf Deity

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  19. MiKa523

    MiKa523 Nerdish by Nature

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    Ah ,thanks, that's good to know.
     
  20. Chip56

    Chip56 King

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    Wasn't the chance for your state religion higher then 20%?
    I thought 30 or 35%.
    So your max. chance to get a religion would be higher than ~25% (at least if its the first religion).
     

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