FfH2 0.34 Bug Thread

[to_xp]Gekko;7365952 said:
umh, there is an event where a hill giant demands pigs. if you tell him to piss off, he will spawn next to the city as a barbarian unit. is it supposed to just stand there and do nothing? cuz that's what it does right now ..
I guess that's the animal AI..just like with bears spawning in a den within your borders.
 
An item that gives 'fear' to the user, doesn't seem to work at all.

Are you referring to Timor's Mask?

I've found that it DOES work, but not consistently.

If I attack a stack of enemy units with my unit (Axeman) with the Mask some living units, but not all will be pushed back. The units that remain do not have Courage, and certainly are not high-level units, so I'm not sure why they are not pushed back too.

I've read that Fear doesn't affect all living units, but in my experience when attacking a unit with Fear it pretty much does affect them unless they have Courage.
 
@ MagisterCultuum: I guess my comment was a bit misunderstandable, basically i agree with what you said about combat 1 and extension. Both things (spheres and free promotions) sound fine the way they are. Liches / Death 3 are powerful enough as is... :)

Regarding fear: That has been toned down a bit (now comparative strength plays a bigger role. Also by my ingame experience) as needed in 0.34 i believe. Take a peek at the changelog again. :)
 
[to_xp]Gekko;7365952 said:
umh, there is an event where a hill giant demands pigs. if you tell him to piss off, he will spawn next to the city as a barbarian unit. is it supposed to just stand there and do nothing? cuz that's what it does right now ..

This is (as stated) due to the AI_Animal behavior of never entering owned territory. The code just needs to be tweaked so that if they ever find themselves completely inside of owned territory they will either change AI types, or push a travel mission to the nearest unowned tile.

A couple of oddities with Hell terrain:

1- When retreating or being sanctified, hell terrain will change all resources to a default one:
- corn, wheat rice > rice
- any plantation resource > cotton
- any pasture resource > cow
- marble correctly comes back since it's the only quarry resource

If hell terrain spreads to these tiles with resources again, and it is again cleansed, the resources will revert to their original status. So it takes two cleansing to bring them back right, but not always you will get that chance.

2- The turn after completing Genesis, in the lands of the player who completed it, Hell terrain will spread to some tiles it originally didn't spread to. When this happened to me, Hyborem had even been eliminated... and I was playing a Good Civ (originally Neutral - Amurites).

It is actually a random chance to revert to any of the valid resources which may have become that particular Hell variety. No tracking of what used to be on the tile is done at all, so it is pure coincidence that it happened to revert on the second attempt for you repeatedly.

For Genesis, I assume you mean Tundra/Snow tiles. Since those have no Hell Equivalent they do not convert, but the plot counter DOES incremement, just like Ocean tiles. So the tile was already Hell, it just happens that when Hell freezes over it looks a lot like Erebus.

An item that gives 'fear' to the user, doesn't seem to work at all.

All units have at least a 10% chance to attack units with Fear capabilities. The base chance to be allowed to attack is 50%, and it is adjusted by comparing the Strength and Level of each unit. So a strong, high level unit with Fear will only be attackable by 1 in 10 Living, non-Courage units, but a weak Level 1 unit may as well not even have the item.
 
Should the pieces of Barnaxas (sp?) show up in a game without the race that can actually build him?
 
I noticed that when Priests of the Hand are upgraded to High Priests of the hand, they loose their ability to move the storms. I don't think that should be...

As a side note it is highly micro-management intensive to move those storms with the priests. Is it possible to have the storm move with the priest after he 'captures' it?
 
Version G - and possibly not a bug

A couple of captured spiders I got that were spawned from Dungeon results do not have Hidden Nationality.
 
Got this error twice in a row when I tried the dragon roar with Eurabates.

EDIT: Oh - I'm running the .34 version with Patch G installed.

Civ4ScreenShot0000.JPG
 
Version G - and possibly not a bug

A couple of captured spiders I got that were spawned from Dungeon results do not have Hidden Nationality.

that seems to be on purpose. Other "created" units that are HN "in nature" also come out that way.
 
It is actually a random chance to revert to any of the valid resources which may have become that particular Hell variety. No tracking of what used to be on the tile is done at all, so it is pure coincidence that it happened to revert on the second attempt for you repeatedly.

nope, it's not random on the first occurrence and it wasn't random on the second one either. (at least in MP)

For Genesis, I assume you mean Tundra/Snow tiles. Since those have no Hell Equivalent they do not convert, but the plot counter DOES incremement, just like Ocean tiles. So the tile was already Hell, it just happens that when Hell freezes over it looks a lot like Erebus.

cool, this is indeed what happened, thanks for the explanation.
 
a bug with resources that I witnessed is an elven priest of the leaves casting bloom on a pasture made the resource disappear.
 
Got this error twice in a row when I tried the dragon roar with Eurabates.

EDIT: Oh - I'm running the .34 version with Patch G installed.

More details on the Dragon Roar error. I tried it a few more times over the next several turns. The error didn't occur ALL the time - but it did occur more times than not.

After the I clicked on the OK button of the Python error window, I also noticed that some of the units DID run away in fear...
 
nope, it's not random on the first occurrence and it wasn't random on the second one either. (at least in MP)

Yes, it is random.

Code:
			if iPlotCount < 10:
				if iBonus == iToad:
					if CyGame().getSorenRandNum(100, "Hell Convert") < 50:
						pPlot.setBonusType(iSheep)
					else:
						pPlot.setBonusType(iPig)
				if iBonus == iNightmare:
					if CyGame().getSorenRandNum(100, "Hell Convert") < 50:
						pPlot.setBonusType(iHorse)
					else:
						pPlot.setBonusType(iCow)
				if iBonus == iRazorweed:
					if CyGame().getSorenRandNum(100, "Hell Convert") < 50:
						pPlot.setBonusType(iCotton)
					else:
						pPlot.setBonusType(iSilk)
				if iBonus == iGulagarm:
					if CyGame().getSorenRandNum(100, "Hell Convert") < 50:
						pPlot.setBonusType(iBanana)
					else:
						pPlot.setBonusType(iSugar)
				if (iBonus == iSheutStone):
					pPlot.setBonusType(iMarble)
				if iImprovement == iSnakePillar:
					pPlot.setImprovementType(iFarm)
					iCount = CyGame().getSorenRandNum(100, "Hell Convert")
					if  iCount < 33:
						pPlot.setBonusType(iCorn)
					else:
						if iCount < 66:
							pPlot.setBonusType(iRice)
						else:
							pPlot.setBonusType(iWheat)


Each one is a complete 50/50. As I said, you just had a coincidence in which it happened to revert to the original resource on the second try.
 
This is (as stated) due to the AI_Animal behavior of never entering owned territory. The code just needs to be tweaked so that if they ever find themselves completely inside of owned territory they will either change AI types, or push a travel mission to the nearest unowned tile.

I see, thanx for the clarification. :) a travel mission to the nearest unowned tile sounds like the best fix... and imho it should be applied to all units that suddenly find themselves in "forbidden" ( i.e. no open border treaty ) cultural borders due to borders expanding that turn... usually the unit just gets moved 1 tile and it's not an issue, but sometimes there is no nearby tile to move it to ( happens a lot with Erebus mapscript cuz of all those mountain ranges ) and the unit finds itself very far away... it's very weird. and now that I think of it, this should be applied to units that are in cultural borders when you declare war, instead of getting zapped back instantaneously they are forced to walk back, which sounds a lot more reasonable to me.
 
Found a python error (Patch G)

Traceback (most recent call last):

File "CvSpellInterface", line 16, in cast

File "<string>", line 0, in ?

File "CvSpellInterface", line 1485, in spellInquisition

AttributeError: 'NoneType' object has no attribute 'getStateReligion'
ERR: Python function cast failed, module CvSpellInterface
 
There was something else I ran into, which I doubt is a bug per se, but ends up pretty strange. I had a kraken with Immortality that was defeated and subsequently teleported back to my capital. . . which is landlocked. That smelly kraken sure looked good on the town square!
 
possibly not a bug, but I'm guessing it is.

Life magic nodes require Divination, but the Tower of Alteration requires Life mana.

Alteration also has 3 available node types while Divination provides appx. 3 zillion.

I'm guessing that Life should be in Alteration.
 
hi

patch g, multiplayer:

ffh2 goes out of sync every time infernals capture a city. since rejoining after and out of sync never works with ffh2, someone has to save, everybody has to then drop and that someone needs to restart the multi player game from that save.

if one of the "others" saves and restarts, the newly captured city does not have the demonic citizen building (which then makes it bugged for infernals). if the one playing infernals saves and restarts, the building is there.

(guessing that's the out of sync there. inf player's civ client adds the inf building. the others don't know about that and then have a different game state)


also multiplayer: stephanos seems to destroys everything in his path, even when the player is at peace with barbs. if he happens to ride through an allied player city, it's just gone.

ps: awesome work
 
Welcome to the forums, nimbus011! :)

I guess Kael would be happy if you could help here. ;)
 
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