FfH2 0.34 Bug Thread

Well, its the default AI for the unit. As the Stooges are created in python their AI could easily be changed, but I don't think that is all that important. The restrictions like being unable to enter cultural boarders don't apply when owned by anyone but the Barbarian state. The AI isn't horrible at using captured animals and summoned tigers.
 
He could have gotten lost in the depths while exploring it. That is a result that can happen with dungeon removal.

No, the AI Scout definitely moved on. It was if it caused the Dungeon to just vanish before I got to it. Again, if it did stop to explore, unless it disappeared as you said (which it didn't), it would seem like it would have been stopped on the tile with the Dungeon. Otherwise, the Dungeon should remain. :confused:
 
the "great wall" is the elohim world spell, and should wear off in 30 turns.

the desktop link should be
"your civ folder"\Beyond the Sword\Civ4BeyondSword.exe" mod=\Fall from Heaven 2 034

the 'pedia isn't finished yet, and probably won't be until 0.40. Remember, it's a beta, things are being changed on a weekly basis, and it would be a shame to write a complete pedia entry, only to have the feature in question being taken out a month later. Same goes for tuning the AI to certain mechanisms.
About those 2 questions:
-khazad and ljuchirp living units are dwarven
-Ljos and Svalt living units are elven
-almost all other units have their race depicted with the starting promo's
About building improvements in forests: this was changed to be a civ-only thingy. Only the Ljos and Svalts can build on forests (besides lumbermills, those are buildable by all)

Thanks, most information help me.

But on the "tipp" stands, that elven slave workers or elven workers should be able to build it, so i got an elven slave ;)

By the way:
Why its not possible in a multiplayer game to give a unitto another player, even its a "standard" unit, for examlpe a settler or a builder?


...DX
 
Why its not possible in a multiplayer game to give a unitto another player, even its a "standard" unit, for examlpe a settler or a builder?
Gifting was disabled altogether to prevent exploits including but not limited to infinite XP, infinite national units, infinite promotions, etc.
 
Game crashes on next turn. Ascension might be cause. Running on Windows Vista, version 0.34h; UAC truned off.

(Got it to continue without crashing on my old XP sp2 box [runs very slowly], version 0.34 no patch)

Still crashes on Vista with h patch.
 

Attachments

Note - sometimes the download site will strip off the .exe on the end of the filename. If you've downloaded a file with no extension, try adding a ".exe" to the end of the filename.

This was percisely the problem. Thanks for your help.
 
Noted a number of occasions when exploring a lair, the lair would be cleared with no other messages.

Found that customfunctions getUnitPlayerID() sometimes returns -1, which seems to be the cause.

Now I have only traced this while modmodding, but I didn't change this and can't see why it is misbehaving.
 
Noted a number of occasions when exploring a lair, the lair would be cleared with no other messages.

Found that customfunctions getUnitPlayerID() sometimes returns -1, which seems to be the cause.

Now I have only traced this while modmodding, but I didn't change this and can't see why it is misbehaving.

aha! I snailed it! (which is like "I nailed it!" only it took me longer)

for iUnit in range(pPlayer.getNumUnits()+1):

the +1 did the trick. I think.
 
Hmm, I get a Memory Allocation Failure if I load or start a game after saving one.
So, Save + Load or start new game = Game Crash
 
aha! I snailed it! (which is like "I nailed it!" only it took me longer)

for iUnit in range(pPlayer.getNumUnits()+1):

the +1 did the trick. I think.

What on earth is that function even DOING? It is passed a unit which exists and has an ID, then checks if the owner of the unit has a unit with that ID? The only case where this shouldn't work is if the unit died during the python function leading up to the request to this function.


And adding +1 to the result just invalidates the entire function really, as the 3 places it is used it just checks that the return value isn't -1.
 
What on earth is that function even DOING? It is passed a unit which exists and has an ID, then checks if the owner of the unit has a unit with that ID? The only case where this shouldn't work is if the unit died during the python function leading up to the request to this function.


And adding +1 to the result just invalidates the entire function really, as the 3 places it is used it just checks that the return value isn't -1.

What is does, it works out which of a player's units it is. As in, this is the player's 5th unit.

Adding the +1 just alters the range which is checked. It checks 1 extra unit. I am thinking that the pPlayer.getNumUnits() thing must actually return a number 1 fewer than the number of units? Like, if I have 5 units numbered 0-4, the function returns 4?

So if I am exploring with unit 5, the function checks against the first 4? I dunno, I stopped looking at it. It drove me mental tracking the fault down. When I suspected it was this function I did this:

Code:
	def getUnitPlayerID(self, pUnit):
		pPlayer = gc.getPlayer(pUnit.getOwner())
		iID = pUnit.getID()
		iUnitID = -1
		for iUnit in range(pPlayer.getNumUnits()):
			pLoopUnit = pPlayer.getUnit(iUnit)
			if iDebug == 1:
				sError = 'looking at iID='+str(pLoopUnit.getID())
				print sError
			if pLoopUnit.getID() == iID:
				iUnitID = iUnit

		if iDebug == 1:
			sError = 'iUnitID='+str(iUnitID)+', iID='+str(iID)
			print sError
		return iUnitID

When I saw it was only "looking at" one unit and I had 2 units active, I thought, hullo, that's one unit less than required, I had better shove an extra one in for luck.

Anyway, I didn't add+1 to the result, but to the range which is checked, which is OK. Doesn't ruin the result.
 
Oops, forgot that your +1 was in the loop. That makes far more sense. Now I see what is going on with the return value. I had on the first time through read it as storing iID in iUnitID, so would return the same value as getID() would have in the first place.
 
something is screwing with the barbs in Celo (I now have two units stationed there but earlier with just a hawk looking on it was the same): They have lots of units in there - and they constantly leave the city (apart from a low number of garrison units) only to return the next turn :crazyeye:

edit: somehow they all ended up with AI city defense
 
Hmm, I get a Memory Allocation Failure if I load or start a game after saving one.
So, Save + Load or start new game = Game Crash

I got a lot of those in my last game, Darksaber.

It was pretty graphic-intensive - huge map, pretty full with 12 civs and later game.

I tried dialing down the graphics, etc. and still got the MAFs.

I was able to muddle through though for a 'depressing' Time Victory, but I am a little surprised by the MAFs. My new machine has quite a bit of power and this was the first time in .34 games I ran into this.
 
I thought this sort of funny stuff was fixed in version .34.;)

Just checked on turn 250 and he's still there protecting that Goody Hut!
 
I never got this result from a Dungeon/Lair before. My current game, I got it twice. It is definitely the strangest result I ever got from one. The result?


"Saving game...."

Yep, that's it. My explorer descended into the depths for me so my game could be saved. :lol:

It wasn't the Auto-Save either as my computer was frozen like this until I hit ENTER. Also, the Dungeon/Lair disappeared after this 'event.'

Anyone else get this?
 
I brought this up in the Cosmetic thread without a response, so I thought I would escalate the matter to the Bugs Thread. ;)

Honestly, it is very annoying and I never had these things in .33 or prior versions of FFH or FF for that matter.

After a few hundred turns the artwork for one or more of my units is replaced by red or black blobs - see attached Stooge Larry.

I have the latest driver for my graphics card (512mb ATI 3600) and I have fiddled with all the graphics options without any success.

There doesn't seem to be any rhyme or reason as to which units are replaced by the blobs, but, short of deleting the units, they are pretty much there to stay.

Help!
 
Found a python error with the roar spell

Spoiler :
Traceback (most recent call last):

File "CvSpellInterface", line 16, in cast

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

File "CvSpellInterface", line 2390, in spellRoar

AttributeError: 'NoneType' object has no attribute 'getTeam'
ERR: Python function cast failed, module CvSpellInterface
 
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