FfH2 Bug Thread

Speaking of old bugs, I've got one that refuses to go away. I am current on all patches thru K w/the new media pack.

The problem I'm having is the mana tool bar and the diplomacy toolbar above the maps are missing. I have the icon to activate the mana tool bar but it doesn't work. I've unloaded both FfH and FF and reloaded them after trying the old stand by of starting games and just doing the "play now" with FF, FfH and even Planetfall to clear out all the settings. Nothing works.

So this sort of puts a kibosh on playing this mod if I can't engage in diplomacy. :(
 
Some things I noticed in Python & XML while updating the manual:

Ars Moriendi has a 1% chance to create Wraiths instead of 100%

Drifa is Magic Immune, but also Vulnerable to Fire & Immune to Cold... Magic Immunity cancels all Fire damage, so the Vulnerable doesn't matter. Same with the Cold Immunity.

Baby Spiders have 2% chance instead of 20% chance to upgrade to Giant Spiders

Black Wind & Pirates get 3 gold from combat, used to be 10, was it meant to become 3 or 30?

Centaur could use a DisableUpgradeTo tag. And unfortunately the only easy way to keep Swordsmen from upgrading to Centaur Chargers would be another DisableUpgradeTo tag and making Centaur upgrade via spell mechanics (Same for Immortal to Lancer I guess).

Boar Rider: Replaces Horseman, but requires Archery and does Defensive Strikes.... a tad strange. Is there a reason why it replaces Horseman instead of Horse Archer? (Issue with letting Warriors upgrade not working across a blocked Unitclass maybe?)

Lightning Elemental's PyPostCombat has changed from postCombatHeal50 to postCombatHeal5, which ought to cause some issues, but fortunately they only spawn 1% of the time from battle by an Air Elemental instead of 100% of the time, so nobody has noticed yet.

Lion Prides have 1% chance to create a lion instead of 10%

Did I miss it, or does the clan not have a Unique Berserker? Ogres are allowed to upgrade to them now, so that is a race change if they don't have an Ogre version (unless you just made a graphical replacement which happens to look like an Ogre...)

Werewolves have a 1% chance to upgrade instead of 10%

Wolf Packs have a 1% chance to create a wolf instead of 10%


EDIT: Arkham, does your own score appear above the map? If so, click on it, all the other scores should appear. Otherwise, there is a shortcut key or a button to click to make it appear again if completely gone. The Manabar is tied to the scorebar, so I imagine you have it completely gone right now. Click all the buttons above the map, should be one of those.
 
I'm playing on patch (h) as the Illians, and I managed to found the Empyrean Religion. By cheating? Oh no. By dungeon diving and rescuing an Ecclesiastic before there were even three religions founded.

Not sure if this is something that was meant to be able to happen or not, but it might be something to check into.
 
I'm playing on patch (h) as the Illians, and I managed to found the Empyrean Religion. By cheating? Oh no. By dungeon diving and rescuing an Ecclesiastic before there were even three religions founded.

Not sure if this is something that was meant to be able to happen or not, but it might be something to check into.


Yep been brought up many a times and the result is intended :p
 
Why does the first page still say that patch k is unreleased, even though it links to it?

I was about to download the patch, but now I'm thinking I should wait for issues in Xienwolf's last post to be addressed.

Also, why has switching to FF's volcanoes taken so long? If you are just going to use exactly what Vehem used you could have gotten around to that in the very first patch, or sooner.

That reminded me, if you don't want the spread/receding of hell terrain to remove Volcanoes you really need to give them more <TerrainBooleans>. When the terrain is changed because of the plot counter all features that are not valid on the new terrain are cleared, including Volcanoes.

Similarly, if you want to actually use the Obsidian Plains as a hell version of Floodplains you pretty much need to make both features valid in both Deserts and Burning Sands. You could make the feature switch back and forth in doHellTerrain like resources do, but since the terrain changes are handled in C++ first either feature would be deleted before this function runs unless they are valid on each other's terrain. (Plus, of course, you'd have to block flames from popping up under Obsidian Plains.)

Of course, it might be better to edit the SDK to stop the features from being cleared, and maybe add <iPlotCounterDown>, <FeatureDown>, <iPlotCounterUp>, <FeatureUp> tags that work like those for base terrain. I personally think that that would be a better approach. For one thing, it would mean the changes would be instant instead of waiting a turn if, say, the terrain was changed by Sanctify or an Entropy Node Flair event. I also think that adding hellish versions of Jungles, Forests, Scrub, etc., could be quite nice.



@ GeoMancer: actually, agnostic leaders can still found the Empyrean and Council of Esus the normal way too, but the other religions are blocked. I think they may now be blocked when founded though dungeon-disciples too. The Deception and Honor techs are more useful on their own than the other religion founding techs (for instance, they are needed for under/overcouncil membership), so they are not blocked. I personally think that it might be best to block agnostic leaders from founding any religion, making it so that if they get the tech first it ignores that and gives the religion to the next player to research that tech. I also think that Agnostic leaders' units should not be given random religions, so that Grigori Medics don't continue to have all the abilities of High Priests. I believe Kael could just borrow the FF code for this.

I also really wish that you could change a unit's religion in worldbuilder, but that might be asking too much.
 
Patch K

All units hired by Magnadine appear in my capital. At least it isn't random anymore...
 
My copy of Call of the Grave contains this:

Code:
	if pUnit.getRace() == iUndead:
		if pUnit.getDamage() != 0:
			caster.setDamage(0, caster.getOwner())

and doesn't seem to heal undead units. Should that be .setDamage for pUnit rather than caster?

(I say "my copy" because I'm a few patches behind - didn't see this in the fix/bug list, though.)
 
Playing with .40k, I got FIVE Rods of Winds. Well, actually 3 as 2 were duplicates so nothing happened there. No Air Mana yet, of course.

The funny thing is that this was from 10 lair/barrow/ruin explorations. Three times my units were killed, one got a horrible disease, and one lair was destroyed with nothing happening.

But, five Rods of Winds - must be incredible odds on that happening!
 
The Momus scenario:
units found in dungeons and lairs (like a thane and an adventurer) that joins you are running around freely in the Momus scenario. Same thing happened with one of the settlers when I reloaded the first turn. How can I regain control of them?
edit: new settlers made also appear to be non-controlleable. deleting the unit in the world builder and replacing it seems to fix it
 
They are probably enraged. They need to win a battle for it to wear off, or the promotion have to be removed in other ways (maybe it wears of over time I'm not sure).
 
EDIT: Arkham, does your own score appear above the map? If so, click on it, all the other scores should appear. Otherwise, there is a shortcut key or a button to click to make it appear again if completely gone. The Manabar is tied to the scorebar, so I imagine you have it completely gone right now. Click all the buttons above the map, should be one of those.

A ha! There needs to be a warning about that verklumpt Toggle Display button that says, "Do you really mean to do this?" :mad:

Thanks, I feel like such a noob, especially since I ended up spending a lot of time trying to fix this and ended up deleting some games that now I could finish. To quote Jack Skelington, "Oooh welllll" :p

BTW, not a HUGE issue, but often the animation that shows which unit you have will cover up the statistics used when you're trying to decided on whether to attack or not. Is there anyway that either certain animations could be shrunk a bit or could that info be moved to a different part of the screen? Or maybe a button that allows you to turn on/off that animation? I've lost some pretty nice units because I thought I had the strength to carry off an attack and it turn out that instead of the 13.75 attack to 10.50 defense it was something like 3.75 to 10.50! :eek:
 
Playing with .40k, I got FIVE Rods of Winds. Well, actually 3 as 2 were duplicates so nothing happened there. No Air Mana yet, of course.

The funny thing is that this was from 10 lair/barrow/ruin explorations. Three times my units were killed, one got a horrible disease, and one lair was destroyed with nothing happening.

But, five Rods of Winds - must be incredible odds on that happening!


Lucky B*****d :) all I ever get is weakness, wilting, and barbarian warlords. I do get them from time to time, but my luck isn't that good. But I must admit Basium enjoyed torturing that AV Savant.
 
patch K , Military State is still bugged. it gives "+x free military units" . it should provide free units, not free military units. otherwise it's only useful if coupled with Pacifism IIRC, which btw is really weird :D
 
They are probably enraged. They need to win a battle for it to wear off, or the promotion have to be removed in other ways (maybe it wears of over time I'm not sure).

yes, they are enraged. Every time I play this scenario my units either starts enraged or I make some/find some that also starts off as enraged. looks like a bug
 
I think it's a feature of that scenario that all units start mutated. This means they can get enraged (settlers should be blocked from it I hope o.O)
 
Got the attached python error when starting a new game. The game continued and appeared to be fine. Patch J.
 
I think it's a feature of that scenario that all units start mutated. This means they can get enraged (settlers should be blocked from it I hope o.O)

Even great men can be enraged in this scenario! It is really an interesting play!

Best wishes,

Breunor
 
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