FfH2 Bug Thread

Found a python error when I used my air elemental to attack an enemy unit (patch N):

Spoiler :
File "CvSpellInterface", line 67, in postCombatWon
File "<string>", line 0, in ?
NameError: name 'postCombatHeal5' is not defined
ERR: Python function postCombatWon failed, module CvSpellInterface
 
Found a python error when I used my air elemental to attack an enemy unit (patch N):

Spoiler :
File "CvSpellInterface", line 67, in postCombatWon
File "<string>", line 0, in ?
NameError: name 'postCombatHeal5' is not defined
ERR: Python function postCombatWon failed, module CvSpellInterface

In UNITCLASS_LIGHTNING_ELEMENTAL class in file CIV4UnitInfos.xml

Should be postCombatHeal50

<PythonPostCombatWon>postCombatHeal5(pCaster,pOpponent)</PythonPostCombatWon>

Alternatively, CvSpellInterface could be changed to postCombatHeal5, either way
 
1. Lunotars cannot be created from Dragon Slayers.
2. Lunotars cannot use inquisition function because there is no state religion. But that's the point, isn't it? To remove the state religion?
 
More of a balance thing: should the Ride of the nine kings really require horses, when several civilizations do not use horses for their mounted units? As the Lanun I miss it for my turtles, but it also goes for the Doviellos (knights), dwarves, Kurios, Malakims and Svarts...

Those civs can get horses as a resource too, but it doesn't make that much sense that they need horses to celebrate their XXX riders.
And if you're making that wonder you must have what you need to make mounted units anyway, so why the bias towards horse-mounting civs?

Make it require stables, maybe, so you can say there's a prerequisite... (or maybe a mounted unit of sufficient level?)
 
Playing as the Doviello, I recieved an adventurer but was only able to upgrade it to a scout, later on a hunter but nothing else. Also, when I killed Orthus in a city and captured the city, I was given the option to return it to another civ which I did (and had open borders with) However afterwards, the axe was nowhere to be found.
 
2 issues which my searches could not find mentioned

i attacked an enemy settler with a cultist who had command 1, i got a worker and a settler from the encounter. i'm guessing thats not intended. i also attacked a worker with a command 1 cultist and got 2 workers out of it.

I took my 4 speakers up to command 3, command 1 says 10 percent, command 2-4 say 20 percent chance. the actual command percentage doesn't display in the little mouse over description of all the abilities, and while i assume its cumulative(i.e. command 3 equals command 1 +command 2+command 3 for 50%) i'm not getting anywhere close to odds that good, ofcourse that could just mean the RNG isn't coorperating.
if its not cummulative, that means you gain nothing from command 3 or 4.

edit: Patch L.
 

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I had the event happen to me. All you need is a disciple unit to create a great work in the city and end the anarchy.


Agreed, in fact I always accept that one simply because I can do a free culture bomb without any side effects.

As it was noted though the AI doesn't know this...
 
Agreed, in fact I always accept that one simply because I can do a free culture bomb without any side effects.

As it was noted though the AI doesn't know this...


Well, Kael's put AI work in his "Things to Do" list in the first post of this thread, so maybe this is one of the things that will get fixed at some point.
 
Playing as the Doviello, I recieved an adventurer but was only able to upgrade it to a scout, later on a hunter but nothing else. Also, when I killed Orthus in a city and captured the city, I was given the option to return it to another civ which I did (and had open borders with) However afterwards, the axe was nowhere to be found.

Master_Hugian, make sure you had the tech to upgrade the adventurer to a ranger (that is, animal handling) and that you had enough money to pay for the upgrade.

Best wishes,

Breunor
 
Axe disappears if on another man's territory and you have no open boards/war.


I want to report a bug: when immortal units turn barbarian they duplicate themselves in your capital (are revived).

I've got a pack of priests with Command and Rozier with crown of command and got double bridgit after she turned barbarian (burning blood spell from infernal grimoire).
 
A crash occures when the galley moves to the north (follow the coastline).

Move it to the tile shown on the screenshot.
 

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playing as clan last night, patch o, standard size map, marathon speed, had a warrior cast the world spell "for the horde", got this error, moved around the units I got from it, and then went on to the next turn which caused a ctd

reloaded, cast the spell later in the game and it worked fine
 

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I want to post this for a while now, but I didn't think it was importand. Anyway, the "connection through rivers" and "connection through coast" works from the beggining of the game, not when the respective technology is researched.

The crash I reported on my previous post was not corrected with patch o.

I would suggest to have a message like "the earth is being cooled", or something, when the deepening is completed, before the loop for the terraforming begins, since it takes a long time in huge maps to do and, in the meantime, the computer seems to have been frozen...hehe...just like the world that is being cooled down... It is alarming, though and it would be nice to avoid frustrating thoughts of the kind "Oh my god, I hope this time is recoverable! I had been trying for 6 hours to reach this position!!"
 
I want to post this for a while now, but I didn't think it was importand. Anyway, the "connection through rivers" and "connection through coast" works from the beggining of the game, not when the respective technology is researched.
This might actually be intended, but it's only within your borders before you get the techs, I believe. (I think it works like this in the vanilla game too)
 
Playing as Patch o, the Malakim. Incense has no effect on me - even though I have researched Calendar and have the Incense road linked with a plantation in my borders. No effect with or without Desert Shrine. I even started a new game, went into World Builder and made sure the incense was linked and worked. No effect on happiness. The game says I have 0 incense instead.
 
I keep getting a CTD in the Black Tower scenario. I posted a save in this post in the scenario thread. I apologize that it is a previous patch, but with all the "will break saves" updates, I didn't want to patch until I had finished the scenario. I am now near the end and can't finish due to the recurring CTD. I have loaded the autosave several times and it repeats every time I attack Hyborem. If I click end turn without attacking it will CTD on the following turn when I attack. It has CTD seven times now from the same point.
 
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