FfH2 BtS Conversion Beta

@Kalimakhus

I patched BTS with Solver's patch before installing FfH2. I had forgotten just for a moment that the mod has its own DLL anyway. So it's a superfluous remark from me, really, but it was a late night post. :mischief:
 
Hi,

tested multiplayer a little bit. 2 Players and several AIs with simultaneous turns via VPN on a large hemisphere map with epic speed. We tried 3 games and got synchronisation errors in all those games. They occured all after a while of playing (all after orthus spawned, just to give a timestemp ...). Reconnection to the Host respectively loading didn't solve the problem, instead we got the error message the next turn again. We also loaded an advanced BTS game we played some time ago (same settings as above) to look if we get a sync error there, played only some turns (because without the blue marble mod it looks :cry: ) but got no sync error. Sorry that I cannot give further informations about this, I don't have a clue why this out of sync happens (Armageddon counter? Simultaneous turns? I play BTS since it is released via VPN in multiplayer mode and never had this out of sync thing with the unmodded BTS version).

Furthermore a loaded game seems to close all open civ-slots. Possible that this could prevent Infernal spawning if they still need such a open slot to spawn.

The picture shows the error. The warelephant to the right is just a normal elephant by the way. The model switched between the two models everytime he moved (I assume this happend after the sync error occured).

Sorry, everything quite nebulous so far.
 

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Could you try a multiplayer game without Perpentach, Varn, Cassiel or Kardith (make sure they arent AI players either) and let me know if you still have OOS errors?
 
Crazy combat odds in patch "u" - a warrior in a city (has orthus axe) has 244 strength somehow when fighting a sect of flies, but normal against infernal longbowman (10 strength)

AI units in cities getting fortify bonus of +50% without having the defensive promotion according to mouseover (Noticed this in previous patches but not sure how to easily test combat odds since outcome so random)

When playing as infernals there is no wait at end turn (regardless of how option is set in menu)

When switching to Hyborem it seemed like the AI had taken a turn for me, Dis was already founded and units were spread out and construction on a workboat had started, (I am not sure if he is supposed to start with a settler or not)

Is Hyborem supposed to start with contact with the founding civ?

Also is Hyborem supposed to start with Ashen Veil as state religion?
 
* By first using the skeleton crew promotion, you can get around the restriction of needing a cargo space to choose a longshoremen crew.
* Is it intended that you get no "You granted us independence!" relations boost from your colonies? Ditto liberating cities.
 
Wait, are you saying that you are able to create colonies in FfH already? I've never seen the option, and when I try to liberate a city (or convince someone to liberate one to me), the game crashes.
 
  • liches can't learn new spells; only the enchantment path was open for me (had ~10 mana types)
  • werewolvens aren't created
  • no reagents spawned on the entire map.. maybe just bad luck
  • still get a python error when trying to switch religions. I can provide a savegame if desired
  • i get occasional ctds... never had them before in ffh, nor in bts. After reloading the game, it works fine for another few hours.

And I lost 4 different battles with odds of 100% in favor of me. Here's the combat log of one of those:
Spoiler :
1.JPG

2.JPG

Might have something to do with the poison damage, or the +1 attack from sinister.

Oh, and this is not really a bug but quite often the AI doesn't seem to beeline any military techs. Often there are AI players who are advanced in every way except for a fascinating army consisting of mainly warriors by the time several other players have tier 3 units... of course, these civilizations get torn to shreds pretty fast.
 
...
When playing as infernals there is no wait at end turn (regardless of how option is set in menu)
...

resetting the menu option (remove and readd the cross) solves this issue.

I tried another multiplayer match (settings as described in post 522) without the leaders mentioned by kael. The same out of sync error occured some turnes after orthus spawned as before.

My friend played khazad and whenever he encountered a spider while controling a dwarfen unit the spiders healthbar grew extraordinary. Perhaps a problem with the poison damage/resistance calc.

Picture: http://img521.imageshack.us/my.php?image=strange2hg4.jpg
 
resetting the menu option (remove and readd the cross) solves this issue.
or saving and reloading.
 
update on combat odds:
it seems like resistances add 100-[resistance value] to the opposing units base strength when the opposing unit has the relevant damage type.
So a demon unit (+25% fire resistance) would add 75 to the base strength of a unit with fire attack (e.g. a warrior with Orthus's axe would be strength 79 instead of 3.75)

Immunities seem to work correctly (only tested poison though)

also not sure how vulnerability to fire is supposed to work, it doesn't appear to have an effect (I tested wood golem vs. warrior /w orthus's axe and odds are 6 vs 4, should it be 6 vs 4.5?)

:goodjob:
 
Ok we started a new multiplayer match via vpn on a small map with 2 players (Alexis and Amelanchier) and 3 AI (Garrim Gyr, Falamar, Tebryn Arbandi), epic speed, simultaneous turns, take over AI . We got a OOS around turn 94. My friend captured a city at this turn and the armageddon counter grew. At this turn we got the OOS message - the counter didn't grew in my game ... My friend (host) saved the game and we loaded it. We played some turns (around 4) and got OOS. This time there wasn't something obvious happening. No AC rising or something other we noticed.
 
Playing Patch 'U' as Amelanchier of the Ljosalfar at normal speed and have Fellowship of Leaves as my religion. I'm having an issue with burnt forests not revitalizing. It has been about 70 turns and none of the 100 plus or minus burnt forest squares have changed into new forests. I also noticed that when I built a mine the forests remain which didn't think was supposed to happen. In fact they remain no matter what I build.
 
* Founding a temple in a city doesn't spread the religion there.
* Could just be random chance, but is the treant spawn in Ancient Forests turned on?
 
Treants do spawn in Ancient forests within your territory when it is being invaded, as they are supposed to. The duration of these treants is 3 turns (before BtS they started with summoned 1, meaning duration of 1 turn), while the treants summoned by druids or nature III Summoners is only 1 turn (these used to be permanent summons)
 
Ok we started a new multiplayer match via vpn on a small map with 2 players (Alexis and Amelanchier) and 3 AI (Garrim Gyr, Falamar, Tebryn Arbandi), epic speed, simultaneous turns, take over AI . We got a OOS around turn 94. My friend captured a city at this turn and the armageddon counter grew. At this turn we got the OOS message - the counter didn't grew in my game ... My friend (host) saved the game and we loaded it. We played some turns (around 4) and got OOS. This time there wasn't something obvious happening. No AC rising or something other we noticed.

This is great information. I need more detail though. Could you perform the following tests:

1. Have one player create a few hyborems with the worldbuilder. Make sure that after you exit from the worldbuilder the AC goes up for both players and you dont get an OOS.

2. Have each player raze a big city. Make sure both players armageddon counter goes up and you dont get an OOS.

3. Grant a player Corruption of Spirit and have him adopt the Veil and make sure both players AC goes up and it doesnt cause an OOS.

Also see if there is any relationship between the AC amount and when the OOS occurs. Im wondering if its the AC movement or the events it triggers that causing the OOS (ie: does the OOS occur when the AC hits 40?).
 
Worldbuilder doesn't work if u play a multiplayer game. At least the option is not available in the gamemenu were u enter worldbuilder in a singleplayer game (don't know if u can enforce the worldbuilder somehow in a different way).

By the way: My friend and I played a BTS game for approx. 1.5 h and lost connection without an error message - we waited endless for each other at the end of one turn. Could be that BTS patch 3.03 destabilizes multiplayer games via inet in addition. With patch 3.02 we played severel hours non-stop and had nothing like this.
 
Worldbuilder doesn't work if u play a multiplayer game. At least the option is not available in the gamemenu were u enter worldbuilder in a singleplayer game (don't know if u can enforce the worldbuilder somehow in a different way).

By the way: My friend and I played a BTS game for approx. 1.5 h and lost connection without an error message - we waited endless for each other at the end of one turn. Could be that BTS patch 3.03 destabilizes multiplayer games via inet in addition. With patch 3.02 we played severel hours non-stop and had nothing like this.

Good point. I may add some test spells that do the same things so you can run these tests without the worldbuilder.
 
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