FfH2 Bug Thread

Maybe you should set Enraged to only cause AI control if the unit is capable of attacking?



Loki is now mortal btw. Logic Reversal in the SDK:
Code:
                    if (pDefender->getImmobileTimer() > 0)
                    {
                        if (!pPlot->isCity())
                        {
                            if (GC.getGameINLINE().getSorenRandNum(100, "Withdrawal") < pDefender->getWithdrawlProbDefensive())
                            {
                                pDefender->setFleeWithdrawl(true);
                                break;
                            }
                        }
                    }

This states that only units who ARE immobile may retreat defensively.



Adding a command in the AI Control settings which removes the unit from their current group would be nice. I am guessing issues arose with the commands to prevent adding a unit to a group with an enraged unit (thus the massive crashes earlier? I think both came in the same patch)


For enraged, wouldn't AI_summonAttackMove be more viscious than AI_barbAttackMove? Honestly there is far too much guarding and too little range with Barbarian attack moves, unless your own Area AI happens to be Offensive and you happen to be playing Raging Barbarians. Though with Summon Attack you miss out on any commands to pillage. Also a much larger range on the initial attack check would result in the unit being less likely to sit around doing nothing (I'd personally say let it check 1/5 of the current mapsize).
 
Not sure if this has been reported but I can confirm that Shadows can be used to displace all of the units in an enemy city if, when moving, you select a grid square beyond the city so that the Shadow paths through it. Thus, you can run a shadow through a city of 50 units and then walk a single unit in behind him for an instant take over. The units are simply shunted to an adjoining square.

I have yet to test this with masked assassins.
 
Not sure if this has been reported but I can confirm that Shadows can be used to displace all of the units in an enemy city if, when moving, you select a grid square beyond the city so that the Shadow paths through it. Thus, you can run a shadow through a city of 50 units and then walk a single unit in behind him for an instant take over. The units are simply shunted to an adjoining square.

I have yet to test this with masked assassins.



this happens to me with my best fortified city (posted on site 25)
this bug is instant game over
 
Can you give me a little detail around this. Whats the situation? Are you ashen veil? Is Basium on your team? Did you just summon Basium? Any details which I can use to reproduce would be good.

Ah yeah I see that post. I will quote Kael's reply.

Shadows can be used to displace all of the units in an enemy city if, when moving, you select a grid square beyond the city so that the Shadow paths through it. Thus, you can run a shadow through a city of 50 units and then walk a single unit in behind him for an instant take over. The units are simply shunted to an adjoining square.

I have yet to test this with masked assassins. EDIT: I have also noticed that you can shunt stacks anywhere on the map if your shadow has already attacked and then selects to move into the occupied square.

Actually, I have another possible bug. Twice in my current game I have been fighting Ljos on diety and even with one city and about 4 priests of leaves, they managed to attack me two turns in a row with over 50 tigers. I then managed to capture 14 tigers with one mez animal attempt by a saytr. Could there be an issue with cloning? Could one tiger be actually appearing as multiple units? All of the units can attack and move as normal though.
 
Some things I noticed in Python & XML while updating the manual:

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.
I have had a few lightning elementals appear. Surely more than 1% of my Air Elemental fights. The heal rate doesn't matter much for them because they only have 3 hp (so die from combat) and disapper quickly as a summon.
 
Could you please make it so that unique features still appear with their proper resources, even when preplaced in a scenario that has randomized resources on? It is mostly a nuisance right now, but if I end up modifying some scenarios like I intend to it could make some unwinnable.
 
[to_xp]Gekko;7599640 said:
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

I am beginning to think this is a feature :confused: seeing as to how often it comes up and the number of versions it came up in...
 
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:

Yes, please fix this bug that has been around for a few versions.

It is only a few of the units like Chariots and Griffons. Just make that model in the lower left hand corner a bit smaller so you can see the stats without having to spin the model around every time.

Thank you.
 
One event that often doesn't make much sense is the 'torturing prisoners event.'

I happened to get it three times in my last game with a high XP Hunter. OK, it only cost me 3 XP, but why the same unit three times? Random? haha

And, the thing that doesn't make sense was that I had not been at war in the game with anyone to that point. Yes, I had killed my share of barbs, so are we talking about torturing barb prisoners. ;)

Maybe somehow save that event for civs that are actually at war. Maybe Evil civs too, because we know 'good' civs (aka the USA) would never do that.

Sorry for the political comment. :D
 
I found a small bug with an event. In the Enchanter event (when an enchanter offers to enchant the blade of some unit undre your control), if you hire the Enchanter as an Adept, the unit is promoted to Enchantment I (which is useless on a swordsman, although I imagine it would be a huge boon if the target were Chalid, for example) instead of Enchanted Blade. The Adept itself correctly spawns with Enchantment I as well.
 
Got the attached python error when starting a new game. The game continued and appeared to be fine. Patch J.

That's the erebus map script, likely on a very small or crowded map or some such. It couldn't find suitable places to put players I believe. The exception showing up like that is a bit buggy, but I don't think it's something you have to worry about.
 
not a bug....

Temple of hand should get bonus from Religion civic.
Illian should still get +1 commerce from river (think of ice fishing and easier transport via sleds).
 
Y'know, I'm starting to think there is something deeply wrong with incense. I don't think I've seen a city governor that will intentionally work an incense tile with a plantation on it.

I started noticing this when I'd have incense on plains, and maybe on nearby square I'd build a cottage. Incense was giving something like 6 trade, the cottaged plain only 1. Even with the cottage maxed out, it gives less than the incense. OK, though, because I can at least understand wanting to work the cottaged square.

Later on though, I realize that the governor is working fully upgrade cottages (Producing 4 trade) and still not the incense. That's just silly.

In a recent culture blitz game with the Tates, I noticed a size 36ish city that was working basically every possible square, and had a slew of specialists too. There was one tile in its radius the governor would not assign to... the incense/plains square producing 1/1/8 (Financial, on a river).

Is there some weighting in the AI for values of tiles that is somehow special-cased to hate incense? Does it assume it is on desert all the perhaps?
 
A barbarian Azer killed one of my swordsman and claimed Orthus' axe. Then it attacked one of my cities from over the water, died, and the axe was on the water tile. The following turn, the axe was gone. It did not reappear over the land; I checked.

I'm running on the latest version, k.
 
I know that this isn't a bug per se, but I went from patch f to patch k and I noticed a major AI issue. I'm running a deity game, normal speed, pangea, aggressive ai. The game is now on turns 200+ and none of the AI's have built a single cottage improvement, which is a pretty significant issue, especially considering that on patch f the AI was actually challenging and competent. Just a heads up.
 
@PotatoOverdose
This happened to me in my first game before patch "f", although "only" on monarch.
And other ppl are reporting similar things.
It's not patch-related, but it seems that in some cases the AI is in some kind of "war-mode" (also without having war, only Barbarians) and totally ignores economy techs.
At least in my game it was pretty crowded, which might also contribute to the "war-mode".
 
Y'know, I'm starting to think there is something deeply wrong with incense. I don't think I've seen a city governor that will intentionally work an incense tile with a plantation on it.

Noticed the same issue with dyes on a river tile. The Gov opted to work a village tile, which would have yielded less (or perhaps equal) commerce even when developed fully to a town (this was in the Barbarian scenario).

So it seems to be that sometimes cottages are preferred over special commerce tiles, not just incense. This would make sense for Bannor and Kuriotates perhaps but not for the rest.
 
I had a couple of questions/statements: Has anyone noticed that their units doing weird stuff. For example in the game I'm playing with my friend I order a 25-40 unit stack to move to one of my cities, and I check on the stack a few turns later and it not only should have been in the city (and its not) but its split up and moving to areas near the city but NOT to the city. The stack split and parked to the square just north of the city. Its defenitely wierd and probably user error somehow, but I was curious to see if it wasn't.

Also I was wondering if there was anything that could be done to stop the gray box that is under/around the score/players names from preventing the player from selecting units.
 
I know that this isn't a bug per se, but I went from patch f to patch k and I noticed a major AI issue. I'm running a deity game, normal speed, pangea, aggressive ai. The game is now on turns 200+ and none of the AI's have built a single cottage improvement, which is a pretty significant issue, especially considering that on patch f the AI was actually challenging and competent. Just a heads up.

I remember you saying you play on aggressive AI, right? That might be the problem, it caused this kind of thing in normal Civ4.
 
Repost from "The New Crazed" thread, since a couple posters suspected what I saw might be a bug. Think it could be summarized as "Enraged unit drags his non-Enraged stack with him."

...

I am not sure if it is an intentional side effect of Enraged, but I found that one wacko unit in a big stack, could drag his whole army along with him.

Came up in the Blood of Angels scenario, I was "softening" an enemy civ by killing all kinds of Blood of the Phoenix promoted Arquebuses who kept re-garrisoning a city enroute to my goal, but which I didn't really care to keep. Basically, just depleting defenders, gaining XP, waiting for the final sprint to the objective. Very methodical approach, buffing each turn, pillaging with various summons, slow march on only the highest defense tiles available, etc.

I think I had an Arquebus unit who went bonkers and dragged my whole stack into the city I didn't want... instant win of the city, since again, I'd been softening it up with things like Snowfall and Shadows chipping away at it. Still, it seemed to mean more than just my nutty Arquebus attacked, all his friends got dragged in as well.

Happened further along a few turns, trying to beeline to my objective, and the Arquebusier seemed to drag the whole army on a detour.

Am I alone in this experience? I don't mind the new Enraged, kind of a neat idea to have certain units go off foaming at the mouth (I shelved a few in out of the way cities, no enemies in their line of sight, it seemed to keep them chill), but if they can corrupt a whole "stack of doom", then they may become fodder / last resort type troop.
 
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