FfH2 Bug Thread

Uhh.... Into the Desert and Fall of Cuantine start with improvements and they are loading correctly. Are you sure you are saving the file?

Bug confirmed: All improvements INSIDE cultural borders are deleted on running the scenario. Improvements outside cultural borders are left alone and well. As far as I could see, all Fall of Cuantine's improvements are outside existing city borders. There is none inside any city border.
This also explains why I thought world improvements were immune to the bug: They are all outside cultural borders in my map.

EDIT:
Checking Into the Desert, it's only improvements in the first ring around cities that get scrapped, not cultural borders.
 
v0.40k

Guybrush Threepwood sings no songs

He seems to work for me. You have to zoom in to hear him.

Bug confirmed: All improvements INSIDE cultural borders are deleted on running the scenario. Improvements outside cultural borders are left alone and well. As far as I could see, all Fall of Cuantine's improvements are outside existing city borders. There is none inside any city border.
This also explains why I thought world improvements were immune to the bug: They are all outside cultural borders in my map.

EDIT:
Checking Into the Desert, it's only improvements in the first ring around cities that get scrapped, not cultural borders.

Ahh... that makes sense. That code is in there to keep random lairs from starting right beside cities. I'll change it to only delete improvements that spawn monsters, not all improvements.
 
[to_xp]Gekko;7622086 said:
it is impossible to cure dragons of disease and wither due to their magic immunity.

Thats known for some time already & maybe intended or put at the bottom of the todo list. Access to the Pool of Tears is the way to heal the magical immune! (at least it was in the past!)
 
I read through Xienwolfs log & couldnt find fixed team issues:

Already reported by me playing with patch G:
Into the desert as Malakim player, whichever teammember got a new religiontech & its accompanying disciple, the other teamplayer gets one aswell!

Patch L, Splintered Court:
Playing as one of the Ljosalfar, the GPP counts teamwide & not for a single member!
Sort of difficult to get a GP, the more members are in a team.

I already read that some or all wonders dont distribute inside the team, so I suggest teameffects should either count for almost everything (Manaressources shouldnt ever be shared, but what about certain "Mana wonders"?) or the team only shares their external affairs & keep their own internal ones!

All mention of Scenarios were removed since Kael wants bugs with scenarios reported in the scenario threads. However, in this case, neither of those are bugs, they are just how teams work.
 
Patch "m" is linked in the first post. It will break save games and could possibly cause herpes. It includes the following fixes:

1. Added 10 new events.
2. Bronze Working, Construction, Horseback Riding, Sailing, Archery, Warfare, Code of Laws, Writing, Knowledge of the Ether and Philosophy are all Classical Era techs instead of Ancient Era techs (so they won't be automatically given by Classical starts).
3. Fixed a CtD with the March of the Trees spell.
4. Sphener and Yvain regain the ability to cast Cure Disease and Heal.
5. Removed the Tracking tech (hunting cost increased slightly, Animal Handing and Poisons tech cost increased).
6. Archery can be researched through Hunting or through Mining.
7. River trade moved form Sailing to Fishing.
8. Scrubs will now be cleared with Vitalizing a desert to Plains.
9. Added a game option that places all the Unique Features on the map.
10. Fixed an issue where improvements around cities were deleted.
11. Fixed an issue that kept forts from upgrading if they were inside your borders but not being worked.
12. The Cult- the mountain block will be removed when the player completes the dungeon portion.
13. The Splintered Court- added the Parith event.
14. The Black Tower- Falamar no longer starts with Bronze Working, Construction, Horseback Riding, Archery, Warfare, Code of Laws, Writing, Knowledge of the Ether and Philosophy.
15. The Black Tower- reworked the starting island, shrunk it a bit, added some rivers.
16. The Black Tower- the AI gets bonus units depending on the difficulty.
 
Patch "m" is linked in the first post. It will break save games and could possibly cause herpes.

Will N carry an antidote? :P
 
All animals in the world already gain Heroic Strength/Defense 1&2, and all animals who come into existence in the future will also have it. I believe this even applies to summoned tigers and sand lions.

Yes, I noticed that, although the spawn rate of animals in the game at this point is minimal.

I'm wondering about the WorldSpell of the Doviello then. Those many Wolves it creates would be much more powerful AFTER he built Nature's Revolt.

Again, I ask about the Three Stooges, which I think are considered animals (hunters, etc. get a bonus against them). They did NOT get the Heroic Strength/Defense after I built Nature's Revolt. Come to think of it neither did my War Elephants which I think retain their animalness even after they are upgraded from Elephants.

It's been a while since I built Nature's Revolt and these all kinda caught me off-guard.
 
Patch M

No idea if this is something that is common to regular game or other scenarios, but I've been playing The Cult scenario and on random turns my troops seem to be held in position with no possible explanation as to why. I noticed the same thing when I was going after the lone Sheaim city and their own troops being stuck in place.
 
Patch M

No idea if this is something that is common to regular game or other scenarios, but I've been playing The Cult scenario and on random turns my troops seem to be held in position with no possible explanation as to why. I noticed the same thing when I was going after the lone Sheaim city and their own troops being stuck in place.

I'm seeing it in the main game. Hadn't seen it before this patch. It seems to happen after constellation events, but I'm not sure if I'm right on that.
 
I think the held bug is related to the herpes. 8) I had a game to finish off before downlading the new patch anyways. =D
 
It seems the held bug have something to do with FoodSickness event (2 turns of immobile and damage to a unit), but have absolutely no idea how and why.
Playing on Vista with Big and Small and Raging Barbarians, Wildland, Living World, and All Unique Features options enabled.

Edit: Actually, I tried to say that the effect of FoodSickness seemed to be triggered whenever some event occur. Sorry for being short in words:blush:
 
Yes, I noticed that, although the spawn rate of animals in the game at this point is minimal.

I'm wondering about the WorldSpell of the Doviello then. Those many Wolves it creates would be much more powerful AFTER he built Nature's Revolt.

Again, I ask about the Three Stooges, which I think are considered animals (hunters, etc. get a bonus against them). They did NOT get the Heroic Strength/Defense after I built Nature's Revolt. Come to think of it neither did my War Elephants which I think retain their animalness even after they are upgraded from Elephants.

It's been a while since I built Nature's Revolt and these all kinda caught me off-guard.

you're right, hill giants still suffer penalties when fighting recon as if they were animals, even if they are actually beasts. it could be the same with war elephants, which are actually mounted...
 
I'm also seeing the damadge/held effect from events. Just had the strange advisor even, the one where she is planting crops on roofs and such. All units held, even ones in cities. Also, my units outside of borders are showing damadge. It's the second time since start up, out of two events. Sorry, didn't jot down the first ones name.
 
Since the held/damage bug was too much of a pain, I erased whole description of EVENT_FOOD_SICKNESS in CIV4EventTriggerInfos.xml and CvRandomEventInterface.py. There must be smarter ways to deal with such problems, but since I am not so much acquanted with pythons and xmls, that was the best I could do, and luckily, it seems to be working well for now! (No bugs for about 10 events in a raw with Living World)

Edit: Not sure if here is a right place to say, but there was a typo in <TriggerText> of werewolf_morality in CIV4EventTriggerInfos.xml; misspelled as werwolf.
 
Near as I can tell, all events are causing units to take damadge and be held. Not only player units, but AI units as well. 0.0 Playing on living world, it's a bit of a nuisance.
 
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