FfH2 Bug Thread

Some bugs:
6) Illians seem to be handicapped by their Snow tiles. The idea seems to be for Illians to treat Snow tiles as other civilizations treat Grasslands, but Illians don't gain Commerce bonus for clear Snow tiles next to the rivers, although a Lumbermill built on Snow/Forest tile will still give +1 Commerce.

It's the same with the Elfs and forrests. I think it should be like that because being able to work snow/ forrest tiles like grassland/ plains is anyway a very good bonus.
 
[to_xp]Gekko;7628508 said:
this is not a bug, you need a state religion to use inquisition.

Illians are Agnostic and can't have a state religion. It is my impression that this represents their devotion to their own religion (belief in God of Winter). If they have priests they certainly should be able to fight other religions by using Inquisition ability.

I haven't played the Grigori recently, but if I remember correctly they have some units that replace priests and are also able to do Inquisition. Those units might be affected as well.
 
It's the same with the Elfs and forrests. I think it should be like that because being able to work snow/ forrest tiles like grassland/ plains is anyway a very good bonus.

I don't think it's much of a bonus. It only makes your life easier if you start in a snowy area on the map. The point with Illians is that they can turn their lands into Snow by building Temples of the Hand in their cities. If this is intended, then all Illian territories will produce much less Commerce than other civilizations, resulting in much slower research, smaller armies and difficult expansion.
 
Is it possible to go back one patch by just reinstalling the previous one?
I really want to start a game tonight and I don't want all these CtD errors... but I won't reinstall all of FfH for that.
 
If you read a few of the other recent posts, you'll find plenty of confirmations of this problem. ;)

Since I was eager to continue my current game and "still" (:p) no patch N in sight this morning I tried to fix the problem myself.

First I removed the food sickness event from the XML as someone suggested above, but then BTS would crash on loading. Well, I probably messed up somewhere.

Then I went into CvRandomEventInterface.py and commented out
Code:
#pUnit.setDamage(iDmg, PlayerTypes.NO_PLAYER)
#pUnit.changeImmobileTimer(2)
in canTriggerFoodSicknessUnit. This seems to have solved the problem with the damaged/held units for me. :)



Oh gods, that shouldn't be in CANTrigger____, that should be in DO____! Each time it is checking to see if the event is valid for the unit it is applying the effects unless a line before that makes it invalid!
 
Patch "n" is linked in the first post. It wont break save games and fixes the following issues:

1. Fixed an issue that caused held/damaged units.
2. Fixed an error in the Iron Orb event.

Sorry about the problem with patch "m", that will teach me to joke about a patch causing herpes.
 
I was just gonna report the IronOrb3 event, I got the error just as (or turn after) the Doviello captured my Capital. But anyways, I guess I can post this suspicion I have of a bug. I haven't done any extensive testing (I'm hoping someone else can! :p). But I suspect that, at least sometimes, when you attack with a group of units, the game picks the weakest one to attack instead of the best one. This appears to be true for the Nameless One's bug report too as he gets lower odds after he has casted Dance of Blades (I'm guessing on a group of units).
 
yeah, that sometimes seems to happen. a couple days ago I had a nice Calabim stack sitting outside a city ready to tear it down, I selected the whole stack and the combat odds were about 67% . I thought this was weird, selected a single Brujah and in fact he had 99% odds. I guess selecting the whole stack made civ want to attack with Gibbon, or one of my mages...

edit: btw, thanx for patch N :goodjob:
 
I have had a strange pbm with an event, instead of the description I had :

TXT_KEY_EVENT_WERVOLF_MORALITY_GOOD, and no apparent result from the decisions I took.

Some turns later another event with description as above but replacing the end with _BAD, and once again not a clue about what my decisions did.

PS : Whoa, I love the new Clan !
 
Patch "n" is linked in the first post. It wont break save games and fixes the following issues:

1. Fixed an issue that caused held/damaged units.
2. Fixed an error in the Iron Orb event.

Sorry about the problem with patch "m", that will teach me to joke about a patch causing herpes.

thx kael, superfast as always! now im really looking forward to try the new patch, especially the new random events!
 
I was going to update an old map I made in vanilla BTS for FfH2 but when I loaded it, all the rivers were gone. They're still there in other mods and in the worldbuilder save. Here's the file:
 
I was just gonna report the IronOrb3 event, I got the error just as (or turn after) the Doviello captured my Capital. But anyways, I guess I can post this suspicion I have of a bug. I haven't done any extensive testing (I'm hoping someone else can! :p). But I suspect that, at least sometimes, when you attack with a group of units, the game picks the weakest one to attack instead of the best one. This appears to be true for the Nameless One's bug report too as he gets lower odds after he has casted Dance of Blades (I'm guessing on a group of units).

When you phrase it that way it makes sense how it is happening, and becomes a bit of a balance/cosmetic issue instead of a bug.

The deal is that the AI doesn't think that your stack can win without taking unacceptable losses. So it wants to soften up the enemy first. So instead of attacking with the unit who has the highest chances of winning, it is attacking with the unit it assigned the highest "Sacrifice Value" to. This means it think that unit is expendable and is willing to let it die to make the enemy stack weaker.

This area of the AI hasn't been touched yet, and needs to account for Immortality and Duration (it already accounts for XP, but possibly not quite enough, it should probably also check for CasterXP and FreeXP as a further backup defense against losing Heroes and mages)
 
I noticed that AI will sometimes opt to sacrifice weaker units first. I also think it is too reluctant to attack with heroes, even if they have 99+ % chance of winning, which might not be a bad thing considering the availability of Marksman promotion in FFH2.

The bug with Dance of Blades I reported doesn't seem to be connected with this. I checked for each unit on its own (not in stack). To be honest, I even think my units did have a lower chance of victory after I cast Dance of Blades on them, which doesn't make much sense, so it might just be my psychology playing with me. Still, each unit had about 5%-10% lower chances after I cast Dance of Blades.
 
@xienwolf, Remember, this is not stack attack (or whatever the option is called). I know it chooses to attack with Collateral and/or Withdrawal units first this way, but other than that it has always chosen the highest odds unit first in the past for me.
 
I was going to update an old map I made in vanilla BTS for FfH2 but when I loaded it, all the rivers were gone. They're still there in other mods and in the worldbuilder save. Here's the file:
As far as I can tell, if you specify teams and leaders in the worldbuilder save instead of leaving them blank, the map will load correctly (with rivers).
 
Why have my archers Channeling I? I started this game with 0.40m and patched to n an hour ago.

Edit: Now my Chanters also have this promotion...
 
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