FfH2 0.34 Bug Thread

No, they only check when they upgrade. So when you make them into mages they will check again and get any applicable free promotions.

They're all mages *currently* (started as Adepts, then went up one tier from there). So, it should check again when I get the next upgrade above that, yes?

Thanks!
 
On three occasions I have recieved the "enraged" promotion from a lair. In all three cases my unit turned into a barbarian on the next turn. The promotion says a 3% chance of converting. Am I just having terrible luck or is the calculation working right?

Another place I've seen this is the high frequency of new Freaks that become enraged and go barb before you even get a chance to move them.
 
It should just be a fluke. When it comes to probabilities, it's hard to tell since people tend to forget the times it came out "right" (high chance) and never forget when that .1% chance came true.

However, there's no guarantee of that - Kael just found and fixed an error with the Armageddon chance of killing units. It's just that there's no reason to look unless there are some hard numbers to back up the effort.
 
im sorry if this has mentioned before, and im sorry for my bad english (im german): me and my friend often play in mp, going into one allience. when we are neighbours, the culturell influence of my town doesnt work properly against my friends culturell influence. he steals (sometimes) parts of the city fields i need for my city, but they are not in his city (so not needed for him). hopefully you got what i mean.
 
@Zechnophobe: yeah, I'm pretty sure that withdrawal chances only work when you attack.

btw, #7 of "reported as a bug but actually a feature" : "Deepening has no effect on tiles with Features or Improvements (ie - Forest, Mine)" also applies to the End of Winter option. is this really an intended feature? if yes, why so? it looks really really weird to see a huge grassland forest with a few tiles here and there of unforested tundra :\
 
I have a question regarding 'flexible difficulty' with raging barbarians.

I'm playing a game as the illians but at a curtein point the game crashes. The difficulty is at diety before the game crashes, so I'm geussing its the same bug as reported in patch about increasing difficulty not stopping at diety.

So the question is, if I download the updated patch, will I be able to continue playing my saved game, or do I have to start over?

Also, just as a curriosity what happens with 'flexible difficulty when there are 3 or less civs left?
 
Yeah, Id love to hear if other Vista users are able to reproduce your crashes.

If that is the case, they are really hard problems for me to troubleshoot since I dont have Vista. But we've tackled a few issues like that before. Vista is a lot less tolerant of improper calls than XP is. So a command that XP ignores without incident can causes crashes on Vista.

I'm running Vista 32 bit and AmBusam save crashes for me also, this is the error log:

event name problem: APPCRASH
application name: Civ4BeyondSword.exe
application Version: 3.1.3.1
Timestamp application: 48317e8a
module name with errors: CvGameCoreDLL.dll
module version with errors: 0.0.0.0
Timestamp module errors: 48f10f1e
Code exception: c0000005
Offset exception: 00009020
OS Version: 6.0.6001.2.1.0.256.1
ID impostazioni locali: 1040
further informations 1: 3164
further informations 2: f31c530d3d12785f4cca5eb2cbce0d8e
further informations 3: 5f87
further informations 4: 01bff28ec018e5af7a10ed0e25a03bbf
 
I also get a crash with AmBusam's save. As with other CTDs I've posted about in the past, this crash can be resolved by deleting flame effects in WB (so apparently the flame effect fix that was put into .33 didn't work--which makes sense as I don't believe this is a graphical bug).

This save is particularly interesting because there are only two flame tiles on the map, so it's easy to narrow down which is the source of the crash. Specifically, I find that deleting the flames on the desert tile next to Acheron prevents the crash, but deleting the flames to the NW does NOT prevent the crash.

I hope this is helpful in narrowing down the source of the crash. I get this crash at some point in most of the FfH games I play--it's always resolvable by deleting flames, but it's still irritating.

Also, I have a crazy theory that this issue may be the source or be related to some of the OOS complaints, especially the Vista-XP OOS issues. If you're looking for things that run differently in Vista and in XP, this Vista-only flames crash is certainly a candidate. Also, some of the ways that OOS issues are described to appear (resolved easily by reloading at first, but increasing in frequency until the game becomes unplayable) parallel the appearance of this bug.
 
Did a quick test, of 20 Chariots vs 20 Phalanxes.

Win odds: .1%
Withdraw: 24.9

Of the 20 Charriots attacking, exactly 5 withdrew (25%).

Oddly, when I reversed the situation, and had the phalanxes attack, and did 40 iterations, not a single chariot retreated. Do withdrawing units no longer do so on defense?

Z, some time ago I charted 100 attacks from barb Wolf Riders and Goblin Chariots. I found that in 60+% of the battles the attacking unit withdrew.

Now, that was several versions ago, but I am seeing more of the same in this version.

I find it very difficult in wars against the Hippus, Illians and Sider as they all have withdrawing/fleeing odds built in. Add to that the penchant for the AI to add promotions that make the rate higher and you have a real comedy on your hands as units are constantly fleeing/withdrawing. In my current game I had one damn Illian unit withdraw three times when I attacked him with three different units - that is just plain crap!

By the way, the withdrawing/fleeing is for defending as well as attacking units. I don't tend to build a lot of mounted units, but I go to war it seems often with civs that do. I am seeing many, many DEFENDING units withdraw and flee from battle more than the stated rates.
 
You have one of the scenario flags set to disable t4 units. Open up your victory screen and then click settings to see what game options you have on.

You can unselect it by loading fall further and unselecting the custom game options. Course that doesnt help you with this game. If you want to recover this game the best option is to export the game to a worldbuilder save, use a text editor to remove the game option that block t4 units, then reload that worldbuilder save.

OK, thank you for that. I saw previous posts mentioning FF options affecting the new version of FFH, but didn't think it would affect me.

I have gone back into FF and unchecked ALL options. It would definitely be a good idea for anyone with FF on their HD (and there are billions of us:)) to go back into FF and take out the options checked.

Thanks for the answer.
 
I saw previous posts mentioning FF options affecting the new version of FFH ... . I have gone back into FF and unchecked ALL options. It would definitely be a good idea for anyone with FF on their HD ... to go back into FF and take out the options checked.

I think it would be an even better idea to switch off the game options saving mechanism by default. If you play different mods (and I think most of the people here do), it causes more trouble, than it's worth.
 
I also get a crash with AmBusam's save. As with other CTDs I've posted about in the past, this crash can be resolved by deleting flame effects in WB (so apparently the flame effect fix that was put into .33 didn't work--which makes sense as I don't believe this is a graphical bug).

This save is particularly interesting because there are only two flame tiles on the map, so it's easy to narrow down which is the source of the crash. Specifically, I find that deleting the flames on the desert tile next to Acheron prevents the crash, but deleting the flames to the NW does NOT prevent the crash.

I hope this is helpful in narrowing down the source of the crash. I get this crash at some point in most of the FfH games I play--it's always resolvable by deleting flames, but it's still irritating.

Also, I have a crazy theory that this issue may be the source or be related to some of the OOS complaints, especially the Vista-XP OOS issues. If you're looking for things that run differently in Vista and in XP, this Vista-only flames crash is certainly a candidate. Also, some of the ways that OOS issues are described to appear (resolved easily by reloading at first, but increasing in frequency until the game becomes unplayable) parallel the appearance of this bug.

Thats great information. Can you try the attached CvGameCoreDLL.dll and see if it resolves the crash?
 

Attachments

Thats great information. Can you try the attached CvGameCoreDLL.dll and see if it resolves the crash?

That did the trick. Thanks. Are there any mechanical changes we should be looking for with this new file?
 
That did the trick. Thanks. Are there any mechanical changes we should be looking for with this new file?

Nope, just a fixed line of code. I'll put patch "g" out tonight with this fix in it.
 
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