FfH2 0.33 Bug Thread

In my first game, the barbs, especially Wolf Riders have come early and often. I have had literally several hundred Riders already.

The Civlopedia says they have a 10% Withdrawal rate. However, based on all the combat with them in this game, I'll eat an orc if it isn't at least 50%;)

Also, as mentioned, the early barb activity was manic and lots of fun. However, now into turn 400 of the epic speed game there are no barbs. Why?

I opened the World Builder and have NEVER seen so many Bears. I decided to delete a bunch to see what happened. I deleted 159 Bears (Huge map) and still left some. I thought there would be a sudden onslaught of barbs (plenty of area to spawn), but no. In fact, just 50 turns later, I opened the Builder again, and many of the Bears are back!:eek:

I know it depends a lot on the size and type of map you use, but I think there needs to be some sort of slowdown on the rate at which Bears spawn. Otherwise, you eliminate Raging Barbs and get Blocking Bears. :(

The code is set up so that the numbers of Animals should not count toward the numbers of Barbarians. Might need re-examined to ensure it is working as designed...
 
Had a python error as Hyborem when he was hit by pestilence event. I guess you are immune to it if you are fallow (hence the error - cant loose pop due to starving so sweet! ;)). Clicked ok, and game continued.

Thought i had caught it with a screenshot but apparently its not in my civ4 screenshot folder. ??? The blight also didnt hit at AC 40. Current AC is (45>x<50) or thereabouts for some turns now...

EDIT: 033, patch B
 
11. Fixed an issue that can cause unique events to trigger more than once if new players are added to the game (most commonly seen with a 2nd hit of Blight after Basium or Hyborem enters the game).

Are you sure you got this one? Was playing with a friend and it seemed to still be happening.

I know it depends a lot on the size and type of map you use, but I think there needs to be some sort of slowdown on the rate at which Bears spawn. Otherwise, you eliminate Raging Barbs and get Blocking Bears. :(

Seconded. Bears are just out of control, and nary a wolf nor lion to be seen in all the world. Could there be some individual unit caps instead of working off of a general pool or something? That would probably take too many resources or some such jargon to be checking on all the time, but I'm just hoping.
 
kind of a minor annoyance really, and unlikely to affect many people, but when exp gets to triple digits, the exp needed for next lvl is lost. Looks kinda like: 101/1... very annoying for calabim in particular
 
Nice work on your buglist xienwolf.
But i think you missed the secound part of my post nr. 142.( at least you neither listed it under bugs nor features)
The second bug might be intended/ streak of bad luck, but I report it anyway:
In earlier versions you were supposed to get manes if you sacrifice units on a demon altar (at least I think it was so) however i got not a single mane while sacrificing ~15 units.

Edit: Just found it in the fire devolopment thread: You are supposed to have a 100% chance to get manes when sacrificing units.
And I wasn't able to find any note that this was changed.
 
kind of a minor annoyance really, and unlikely to affect many people, but when exp gets to triple digits, the exp needed for next lvl is lost. Looks kinda like: 101/1... very annoying for calabim in particular

While this should really have gone in the cosmetic thread instead, I concur. The problem is much worse when using Snarko's Options mod with the decimal xp option. (I haven't actually tried with the new version, but I remember it from a long time ago.)
 
v0.33b, game hangs after hitting "end turn". :(

To fix your bug and continue the game. Move your 2 spiders away from the Rhoana units near Adonias.

What happen :
A hunter decide to merge the drow on the enemy spider. AI_group check if the plot is enemy visible (not the case) and return true . The hunter move near the drawn and see the Spider so it can't group the drown anymore ,skip and change group ID (always the case when a move_to mission failed). On the next update, the function AI_groupMergeRange trigger(earlier than AI_group in the function). There is no check for this function if the plot is enemy visible. BtS shouldn't take care of the case enemy units can coexist on the same plot because of invisibility type revealed. So this is repeated in a loop.

This is the 4th time i've seen this WoC and it always involve AI_groupMergeRange.

The best fix i think is in CvUnitAI::AI_allowGroup :

Spoiler :
Code:
bool CvUnitAI::AI_allowGroup(const CvUnit* pUnit, UnitAITypes eUnitAI) const
{
	CvSelectionGroup* pGroup = pUnit->getGroup();
	CvPlot* pPlot = pUnit->plot();

	if (pUnit == this)
	{
		return false;
	}

	if (!pUnit->isGroupHead())
	{
		return false;
	}

	if (pGroup == getGroup())
	{
		return false;
	}

	if (pUnit->isCargo())
	{
		return false;
	}

	if (pUnit->AI_getUnitAIType() != eUnitAI)
	{
		return false;
	}

[COLOR="Red"]// Fix begin
	if ((plot() != pPlot) && (pPlot->isVisibleEnemyUnit((PlayerTypes)getOwnerINLINE())))
	{
		return false;
	}
// End
[/COLOR]

If the case happen again with another function than AI_groupMergeRange, that will be a good track to a better fix. Not sure another unit may target a plot in the same conditions.

Tcho !
 
Possible bug patch b:
I'm on the undercouncil with Flauros and Charadon.
Everything works fine until one turn a new election pops up.
The same (or maybe the turn afterwards) Flauros and Charadon form a permanent alliance.
Since then (approx 100 turns) no more solutions...

i think you need at least 3 members on the council for the resolutions to activate. When the two joined forces, they turned into 1 council member, thus creating a total number of 2 members, not enough to trigger resolutions/elections
 
I'm not sure if it's bug, oversight or intentional design.

However, Stirrups can be researched even without first having learnt Horseback Riding. Stricly speaking, grasping the idea of actually riding a horse in the first place would sort of be a prerequisite to the idea of using stirrups to stand in the saddle.

The Stirrups technology is on the same line as Horseback riding, yes, but just before Stirrups you'll find the Trade tech. Trade requires Horseback Riding OR Sailing, which means that Stirrups too only need one of them.

Using stirrups while sailing is daft though, because everyone knows you shouldn't stand up in a boat. :P

/Forral
 
I think most of the bear issue is because bears spawn from bear caves usually located in tundra, or other uninhabitable areas, so the spawners don't get taken out, so you end up with dozens of bears at the edge of the map.
 
Nice work on your buglist xienwolf.
But i think you missed the secound part of my post nr. 142.( at least you neither listed it under bugs nor features)


Edit: Just found it in the fire devolopment thread: You are supposed to have a 100% chance to get manes when sacrificing units.
And I wasn't able to find any note that this was changed.

Had put that one off so I could figure out if it was actually supposed to work that way or not. Thanks for finding a post on it :)
 
1. phyton error between turns but forgot to make savegame

2. this event did only grant great prophet when you were svartalfar. Is this change intended?
 

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Had put that one off so I could figure out if it was actually supposed to work that way or not. Thanks for finding a post on it

You are welcome.
Maybe you should add a category "unclear whether bug or feature" to your bug list.
 
got python exception on start (crashs on multiplayer games, runs on single player games)

EDIT: happens onyl if i start the game with the german language package, works fine in the english version
 

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2. this event did only grant great prophet when you were svartalfar. Is this change intended?

This never was tied to any civ, but to an Evil alignment. Frankly, requiring you be Svartalfar makes no sense. If there is to be a civ-specific choice it should really be for the Sheaim, as Ceridwen is their patron goddess.
 
Update on the undercouncil bug:
Flauros just got killed and bam the undercouncil resolution to vote for a new leader pops up. And guess what? I'm the only one eligible for president.
Civ4ScreenShot0000.JPG

But Charadon is still member of the undercouncil.
 

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true, you get a tech bonus when you're evil, and a prophet if you're both evil, and willing to pay some gold
 
I don't know if it's a bug or not, but i just got the event where one of my units is rumored to torture prisoners. Only problem is that it happened to my first worker and as i had no money, i had to to disband it. which kind of sucked...
 
deathnodes dont count to death ressources. wonders and buildings do.
added savegame.
 

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