FfH2 Bug Thread

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...

I don't think so, it has been already fixed a couple times, but often gets messed up again when a new version comes. right now it's kinda useless.

edit: fixed in the upcoming patch L. yay! thanx Kael :goodjob:

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btw, does the AI still think that Dye is worthless trade-wise, and is always willing to give it away for free? they always seem to gift me dyes when I ask kindly for them... :D

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I'll have to confirm reports of the guys that have seen the AI ignore vital economic techs ( mostly education ) in favor of military techs, which should be fixed. some kind of economy should be the first thing they are aiming for if they are to stand a chance. also, they often build wayy too many troops and often expand wayyy too fast. and civs that start with the pacifism civic often suffer a lot from it due to the additional military costs.
 
Perhaps the dye issue is due to the clumping issue, so they have tons of it, and think it's worth next to nothing?
 
[to_xp]Gekko;7602509 said:
I don't think so, it has been already fixed a couple times, but often gets messed up again when a new version comes. right now it's kinda useless.

edit: fixed in the upcoming patch L. yay! thanx Kael :goodjob:

I must admit I had a neat game with this and the new enraged. I had a Pacifist Military state with ol Perp and lunatics running all over the place. Kinda felt like a Monty Python moment.
 
Sense the Overcouncil has lost some of its rulings with the removal of the compassion civic, can they have a ruling that grants a Radiant Guard unit to all members (or a unit that will not spook away if your not of their religion, I don't remember if the Radiant guards disappear if you don't have the Empy faith)? At the moment you run out of rulings and just keep voting on already passed issues. The Undercouncil has something similar with the night watch This way you can always get/do something with both councils.
 
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."

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Aha! I bet this is what was happening in one of the scenerios where I had a stack that insisted on moving a few spaces back to my capital city every few turns. I guess the good news is that they were not near an enemy city that they could rush.
 
When I load this game (attached) and grab the goodie hut with the horseman, it crashes and Windows says that Beyond the Sword done a bad thing and needs to be put down (I may have paraphrased).
I notice that once when I tried loading the game directly (double-clicking on the save), it worked, and I got a map, but after that I loaded again and got the crash. I've also tried loading a couple turns back, doing the same stuff, and got the same crash.
I didn't notice any difference when I turned python exception hiding off, or I'd have looked deeper for what might be causing this. Anyway, hope we can figure it out!

Edit: this is with patch K, and it is in the Into the Desert scenario (I'm guessing this isn't specific to the scenario... if it is, I apologize)
 

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Aha! I bet this is what was happening in one of the scenerios where I had a stack that insisted on moving a few spaces back to my capital city every few turns. I guess the good news is that they were not near an enemy city that they could rush.

I bet that is what I was referring to on page 27. Darn, I suspected it had something to do with how the crazed promotion was working, but that is quite hilarious. :lol: I'm glad to see, if my assumptions are correct, that it wasn't necessarily my user error causing such wierd things. :borg:
 
I also had the crazed unit taking a whole stack along with him. Since he wasn't the best guy in the stack, he lead the whole stack to killing off many barbs before I even noticed.

It was actually kind of nice. Not losing it, and having the whole stack run around clearing areas without having to worry about them.
 
I'm having a problem with this mod, every time I try to play any kind of game with it, map starts to load, but then it says "beyondthesword has commited a critical error" (or something like that) "and needs to be shut down"
Any hints on what might be going wrong? I think it's installed right, I have the 3.17 patch, and put it in the mods folder for BtS.
 
Sorry if this bug was already reported but when you use a chest with a stack of units they all cast the spell so you get multiple rewards from one chest. I'm not sure if lairs have the same problem.
 
Sorry if this bug was already reported but when you use a chest with a stack of units they all cast the spell so you get multiple rewards from one chest. I'm not sure if lairs have the same problem.

I've had that happen too. It WILL happen on lairs/dungeons as well until the lair/dungeon is destroyed.

I was bringing back a stack of animals I had captured on a 'safari' with two Hunters as protection and put all 7 of the units on the Treasure Chest. It was incredible as I got: 2 free Techs, over 200 in Gold, 2 Healing Salves, and a Timor Mask. The units were also damaged slightly by a trap, but what a windfall.

As few and far between as Treasure Chests are (for me anyway) I say leave it this way and let the player make an expedition of units to the Chest for his rewards. :D
 
Ok, so in the latest DLL update you added a text key for spells with <bDispell> flag which states that they remove promotions from units within range, rather than the current rendition of just resetting mana nodes. Thus right now, Metamagic II states that it both removes promotions AND resets nodes at a range of 2.


Now, to test things out, I loaded up a game and gave myself a druid, then placed a drown on the same tile and on the tile next to him, followed by a Barbarian Drown on the other side of him. I gave the druid Metamagic II and left worldbuilder. Claims I cannot cast, which is good, no mananodes nearby and no dispellable promotions.

Back to worldbuilder, gave each drown Blessed (flagged as <bDispellable> in PromotionInfos). Exit Worldbuilder, Druid is allowed to cast. I cast Meta II.... no Blessed promotions removed from anyone.


Checking Python: reqDispelMagic checks the DLL to see if the spell is castable (for promotion removal I'd assume at this point), then checks for mana resources. spellDispelMagic clears ManaNodes on the plot and resets the manatype.

Checking DLL: CvUnit::canDispell checks for dispellable promotions, I did see this happen ingame.

CvUnit::castDispell checks for dispellable promotions... Didn't see that work so well. So looking closer, it decides if it should remove the promotion based on AIWeightValues, Positive Weight means remove from enemy, negative means remove from ally. So maybe Blessed has a 0 Weight?


Loaded up Promotions on 2 Drowns (one mine, other Barbarian's. This list is every promotion marked as Dispellable):
Blessed
Charmed
Courage
Crown of Brilliance
Dance of Blades
Enchanted Blade
Fair Winds
Flaming Arrows
Hasted
Loyalty
Regeneration
Shield of Faith
Spellstaff
Spirit Guide
Stoneskin
Valor
Withered


None were removed from either Drown. Far as I can see, there is no reason for them to be immune to the spell, and it isn't resistable





Incidentally, it would be nice to have a tag on promotions telling you if they are dispellable now that it is used again :)
 
Governors Manor provides extra hammers from total number of unhappy faces. However the mouseover for production display shows only hammers equal to the number of actual unhappy citizens.
 
I'm having a problem with this mod, every time I try to play any kind of game with it, map starts to load, but then it says "beyondthesword has commited a critical error" (or something like that) "and needs to be shut down"
Any hints on what might be going wrong? I think it's installed right, I have the 3.17 patch, and put it in the mods folder for BtS.

Whenever I've had a problem like that I assumed that something went wrong with the download and redid the download for the FFH main patch, the sub-patch, and the media files as well. You could try that but I am by no means an expert... :(
 
Ok, not sure if this is a bug or not, but the way it works has changed in the last few patches. It used to be that if a Fort was within your cultural borders, it would slowly grow into a Castle and then Citadel.

It was kind of nice, cause you could put that 3 squares away from a city on a tile that would (mostly) not be able to actually worked by a city and it slowly became a citadel.

Now, I get a message saying it has to be worked, and then if I "work" the tile, it says 10 turns to Castle, but only if "really" worked. Is this change on purpose?
 
I believe this is a bug developed when Kael removed the code that made cottages upgrade at 2x speed. The reason it was added was to make castles etc upgrade at all. Just a guess though.
 
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