FfH2 Bug Thread

I hooked up copper after I had Iron (and iron working) and my iron weapons were replaced with bronze. :(
 
Got a CtD due to division by zero. As best I can tell it happend in CvUnit::collateralCombat. Unfortunently I could not remember the exact sequence of moves I had made that turn and only had an auto save so I couldn't recreate it.
 
I've seen catapults withdraw from combat and somehow survive with 0 strength, maybe thats related? you had a withdrawn 0 strength unit somewhere? mine died without probs when attacked, so maybe not though. (yep, a stack of catapults attacked my fortified stack without escorts of any sort, though other stacks had a wood golem along as well)
 
Haven't had time to update first post yet, so may have been reported already. Air Elementals show a 1% chance to create Lightning Elementals instead of a 100% chance, and do not start with flying (when summoned by Gibbon at least). Same no-fly issue with Fireballs.
 
Haven't had time to update first post yet, so may have been reported already. Air Elementals show a 1% chance to create Lightning Elementals instead of a 100% chance, and do not start with flying (when summoned by Gibbon at least). Same no-fly issue with Fireballs.

All chances for convert/create from combat lack 0, so werewolves, wolfs etc. all have 1% chance of creation/convert. If it was 5%, it is still 5%, so I doubt the change is intentional. Probably side effect of removing a lot of text from FfH fields at unitinfos in FfH editor.
Lighning elementals do not start with flying, it is in for some time, but still a bug I think.
 
The same happend again a turn or two later.

It wasn't an issue with zero strength units, as is turns out an AI had a couple -1 strength units (mutated workers with weak). Problably shouldn't allow units with negative strength.

The crash was indeed in CvUnit::collateralCombat.

The lunatic at (21, 9) attacks the workers at (21, 8).

iCollateralStrength for the lunatic is 2.
iTheirStrength is -1.
iStrengthFactor is (iCollateralStrength + iTheirStrength + 1) / 2 = (2+-1+1)/2 = 1.
iCollateralDamage is (GC.getDefineINT("COLLATERAL_COMBAT_DAMAGE") * (iCollateralStrength + iStrengthFactor)) / (iTheirStrength + iStrengthFactor)

Now as you see above iTheirStrength is -1 and iStrengthFactor is 1. Thus division by zero occur and the game crashes.
 

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Haven't had time to update first post yet, so may have been reported already. Air Elementals show a 1% chance to create Lightning Elementals instead of a 100% chance, and do not start with flying (when summoned by Gibbon at least). Same no-fly issue with Fireballs.

I'm pretty sure the chance to create units is a bug, but the lack of Flying probably means you are playing a scenario. Kael blocked flying when it would allow units to move though dungeon walls.
 
Playing Amurites, I bombed the defense of some Luchuirp Cities to 0%. After conquering them the defense goes up again until it reaches the old (luchuirp) value, even if there is no culture or defensive building in them.

Just having a cultural zone of control (ie - BFC is all available) provides SOME defense. How high did your city defense grow?

I wasnt able to reproduce this. Any ideas where the iron weapons came from? When I tested through the normal process of entering a city it didnt apply both.

Seems that people have already picked up on this, but it is caused by upgrading a unit who cannot use Iron/Mithril weapons to a unit that CAN use them in a city which is able to provide the new weaponry. New unit is created (and instantly gets best available weapon), then the old unit's promotions are all copied over, without making a check for pre-existing weapon upgrade existence. If someone was REALLY careful they could manage to get all 3 weapon types on a single unit this way.

As there doesn't seem to exist a thread for cosmetic issues with the latest version, I'll post it here. Hope nobody minds. :D
Playing in 1024x768, I noticed that the display of the messages at the top of the screen is cut off a bit. And the hover text for the Manabar display isn't showing translations for whatever reasons (triple checked that there is one for German). Screenshot of both issues:


It is because no TXT_KEY is used for that help text overlay. And to fix the partially blocked text on the top, change your resolution to something higher, then it is clear. If you do not like using the higher resolution, you can change it right back and the text is on top. I couldn't figure out how to force this re-order to happen automatically :(

i see duplicate pallas engine buildings?

Is this a question for the person reporting multiple Basium spawnings, or a bug report? (not familiar with that building yet)

I've never played as the Sheaim before, but I am creating units with the mutate spell cast on them with all normally associated effects. Not all units, just some; it's kind of hit or miss. I don't remember that happening before, but I could have missed it.

Windows Vista, patch b installed now (only noticed effect since then: maybe just wasn't paying attention), but started this game with patch a only

Mutation can happen to some units if you have Chaos Mana available, which Sheaim do.

another minor issue: As the Illian, I can build Empyrean temples. Is this intentional? I founded Empy once with the zealot-from-a-dungeon shenanigan, then spread it to all my cities. Really helped my economy! As Illian, I cannot spread the original religions, because I cannot build priest units, but I _can_ spread Empy (and, I assume, Esus) making either a reasonable source of gold if I can build their holy city or capture it. Is this intended?

Yes, you are allowed to build temples and spread the religions even as an Agnostic. It is only the researching & adopting of the religion which is blocked, if you somehow acquire the tech by other means and someone else spreads the religion to you, the temple is available.

I'm pretty sure the chance to create units is a bug, but the lack of Flying probably means you are playing a scenario. Kael blocked flying when it would allow units to move though dungeon walls.

It was in Momus. Odd place to deny Flying, maybe it was blanket blocked for all Scenarios? Really could have used some summons to take out those Krakens, not even The Black Wind could do much to them.
 
With the removal of the old prereq building for the Phalanxes, the only required building is now the training yard.
However, the Doviello cannot build training yards, so I think the yard prereq was left on the Dov Phalanxes by mistake. :lol:
 
Right after posting that I played a Momus game and noticed that my Brigit (yes, I was cheating) and the Fireballs she summoned lacked flying. This does seem odd.

It seems that Kael placed a pUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_FLYING'), False) right after the application of Mutation in this game option when he went back and added the block that existed already in Gift of Kylorin to The Cult. I can think of no logical explaination for placing this block in The Momus (although since we are talking about Perpentach logic is irrelevant).
 
I don't know if this is a bug or not, but I''ll mention it anyway.
As of the latest version, Goblin Forts have become exceptionally rare. Either that, or I'm exceptionally unlucky.
To test this, I started 10 games, standard size, medium sea level, pangea, all standard settings. I went into the world builder and checked how many goblin forts were placed on each map. Here are the results: Out of 10 maps with the above size, the total count of goblin forts, across all of the maps was 7. There was 1 map that spawned 2 forts, 5 maps that spawned 1 and 4 maps that spawned 0 goblin forts. I tested this with some other mapscripts using the same settings. Erebus, a mapscript that iirc generates noticeably more usable tiles, averaged 2.4 goblin forts per map iteration. The problem is, most of the time, if the forts spawn at all, they don't spawn anywhere near a barbarian civ. This being the case, it seems that giving the barb civs the ability to higher scorpion clan is a wasted mechanic seeing as in the current version, they will rarely, if ever, be able to use it. The reason that I posted this in the bug thread is that, to my knowledge, barbarian spawns were adjusted in the latest version. Perhaps this was an unforeseen consequence?
 
I'm playing the Ljosalfar in the Barbarian Assault scenario and have cast the worldspell "March of the Trees". Not sure if it's a bug or a feature, but according to 0.34 ffh2 manual the treants are supposed to spawn forests on empty tiles when the spell expires. This isn't happening in my game. I've tried with both Kilmorph and Leaves religion, although only on tiles within my city radius. I must admit, with the amount of jungle on the map a few more forest squares would do me a world of good :cool:

btw. since this is my first post: :goodjob: ffh2 rocks! :goodjob:
 
I chose the to hide with the Malakim in into the desert, but apparently Decius went to Prespur. Is this intended?

Oh, and then it crashed.
 
I'm playing the Ljosalfar in the Barbarian Assault scenario and have cast the worldspell "March of the Trees". Not sure if it's a bug or a feature, but according to 0.34 ffh2 manual the treants are supposed to spawn forests on empty tiles when the spell expires. This isn't happening in my game. I've tried with both Kilmorph and Leaves religion, although only on tiles within my city radius. I must admit, with the amount of jungle on the map a few more forest squares would do me a world of good :cool:

btw. since this is my first post: :goodjob: ffh2 rocks! :goodjob:

Think they leave them when they get killed in combat but not when they expire these days.
 
These aren't strictly bugs, just some oddities from my last game I'm not sure are intended.

For one, Kuriotate Airships still require iron; I seem to recall that the resource requirements were taken off of other ships. To retain it on the airships sort of defeats the point of having them in the first place, though I'd made sure I had a port anyway.

For another:

Spoiler :
Civ4ScreenShot0004.jpg


Should I be able to do that? Chalid is an awfully persuasive guy (I converted him), and the Kuriotates are quite tolerant and all, but it seems wrong that I can take Auric's Priests of Winter.
 
Military State doesn't seem to have any effect on unit upkeep. For example if you switch to it in this save.
 

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