FfH2 Bug Thread

Did you try finding what was causing the CtD (such as going into WB and looking for anything on the map out of the ordinary)? Sounds like one of the AI civs is doing something that causes the crashes.

If you do, delete the "suspicious item", exit WB and end the turn -- if there's no crash, then you've isolated the source of the error. This can be a really tedious process, but I've solved some CtD issues that way. It will make the designers' life easier if you can report the actual source of the problem.
 
I used the spell Rust on several groups of enemy warriors which did not have metal upgrades over the course of a game. Every time the spell was reported as resisted, but the Rusted promotion was applied to every eligible enemy unit in range anyway.

Then, an enemy warrior with the Bronze Weapons promotion came in range and I attempted to rust it. The spell was reported as resisted, the unit was marked as rusted, but bronze weapons was not removed from the unit. I cast rust on the unit a second time and the spell was not reported as resisted, and the bronze weapons promotion was removed.

It seems like Rust is too easy to resist, although perhaps I was just unlucky that it was resisted 20 or so times consecutively. When it is resisted, however, the rusted promotion should not be applied to the unit.

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If a damaged unit that is also Diseased uses a Healing Salve then the unit is cured of the disease. However, a diseased unit at full health cannot activate the healing salve in order to cure the disease. If possible, it should be possible for a unit to activate healing salve if it will receive any benefit from it, rather than only if it is injured.
 
Did you try finding what was causing the CtD (such as going into WB and looking for anything on the map out of the ordinary)? Sounds like one of the AI civs is doing something that causes the crashes.

If you do, delete the "suspicious item", exit WB and end the turn -- if there's no crash, then you've isolated the source of the error. This can be a really tedious process, but I've solved some CtD issues that way. It will make the designers' life easier if you can report the actual source of the problem.

Yes. I used WB to try to see anything out of the ordinary. The only thing I noticed was Orthus Axe lying on the ground. I deleted it and the game still crashes. I did not see any AI players that were about to finish building something. I did not see any special features that looked like they might cause a problem. I don't think the AI explores lairs. Maybe the AI is getting a random event?
 
A crash occures when the galley moves to the north (follow the coastline).

Move it to the tile shown on the screenshot.

This will be fixed in the next patch.
 
I upgraded to patch "o" and I keep getting a CTD in my current game.

Small map, Erebus map, Six (I think) players.

Laptop is running Vista. It occasionally crashes due to Vista, but this particular game crashes every time I click end turn on turn 247.

No crash for me (it may have been fixed in one of the prior fixes).

I keep crashing a ton with the "o" patch - I crashed maybe once an hour tops with "m".

It's a huge erebus map, marathon speed, noble difficulty, playing as CoE. Turn 500ish. I can't pinpoint it on anything since when I load an autosave of the same turn, it doesn't seem to happen again until a few turns later. If I had to take a guess I'd say it's something that the AI randomly does which crashes the game. I included the last autosave in case anyone wants to try and see what's causing it.

No crash with this one either with patch "p".
 
Yes. I used WB to try to see anything out of the ordinary. The only thing I noticed was Orthus Axe lying on the ground. I deleted it and the game still crashes. I did not see any AI players that were about to finish building something. I did not see any special features that looked like they might cause a problem. I don't think the AI explores lairs. Maybe the AI is getting a random event?

Your savegame didn't crash on my PC either (I run old Windows 2000). May be related to Vista then.

Try narrowing down the problem this way:

Delete one of the AI civ entirely and finish the turn. If its still crashes, reload the old save and delete the other civ instead. If it doesn't crash, then you know which civ is causing the problem.

Go back, and start deleting that civ's cities one by one, ending the turn for each city, until you find the one that has a problem. If it's not one of the cities, then it's one of that civ's units running around... follow the same process.

If it's none of the AI civs, try the barbs of course. I did say it was tedious, but at least you have a small map to contend with! :)
 
I don't think the AI explores lairs.

The AI does explore lairs. Once, an AI scout ran up and explored a lair under a unit of mine (I was letting it heal up before exploring the lair myself). I think this gets the AI into trouble sometimes. When I see an AI eliminated in the first few turns I'm pretty sure that it has unleashed something nasty from a lair.
 
The permanent blockade bug I reported in an earlier post is exploitable. If hidden nationality is removed from a privateer while it is blockading then the blockade remains permanently. This includes situations where a player has the privateer cast Declare Nationality to remove the hidden nationality status at will. It is not necessary for the privateer to be in another player's territory, nor is it necessary for the privateer to be displaced out of another player's territory - the simple act of declaring nationality while blockading will leave the blockade. I have only tested with privateers, but I assume that any ship with HN would be able to do the same.

The only way you can clear this blockade is to get another ship to blockade you from the exact same square, then move it out somehow.

I tried clearing a bugged blockade using another HN ship, using a non-HN ship, and using the same (now non-HN) ship that originally created the blockade. None of these attempts was able to remove the blockade. It appears to be permanent.

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If possible, the blockade action of a naval unit needs to be cleared as part of the HN removal process, before the removal takes place. If that is not possible then it may be necessary to restrict the blockade action to non-HN naval units.
 
I'll break it down more specifically.


Base healing rate in friendly territory = 15%
Poison penalty in friendly lands = -8%
Final healing rate = 7%

Base healing rate in neutral territory = 10%
Healing bonus from combat line = +10% in neutral/enemy territory
Poison penalty in neutral lands = -5%
Final healing rate = 15%

15 is over twice as much as 7.

Proposed solution: Make combat 3 boost healing in friendly lands by 10%. As it is now you don't even need poison to make neutral land healing faster than friendly land healing, though it inflames the problem.

This is very useful, MF, thank you for posting. :)

This is for 'normal' units. Would you or anyone know the healing rates for HN units?

I think the rate of healing for a poisoned HN unit is way out of whack regardless of any promotions the unit has.
 
Okay. By deleting both Orthus axe and the highlighted unit that is one square SW of Orthus Axe I was able to continue the game without crashing. Maybe the unit that killed Orthus is getting a promotion that causes the crash. Maybe something else is going on. The save game is posted above. A picure of the unit and Orthus Axe is in the spoiler below.

Spoiler :
GameCrash0000.jpg
 
Tonight or tomorrow. Im going through xienwolf's list now.

Are you going to look through your Things to do list too? I can't really see any reason why switching to FF volcanoes would take 16 patches.

While you are at it it may be a good idea to deal with the issue of how clearing features not valid on both the normal terrain and hell terrain can delete volcanoes, and of course makes Obsidian Plains never appear.


I am in no rush for the next patch anyway, as I have 2 papers (in a class I've dropped twice because of never getting the first papers done) and a lab report due next week. I just decided to take out my Civ IV disk to reduce the temptation of playing my version of FF instead of doing the work. Frankly, I'd prefer if you take over a week and release a bigger patch.


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Not really a bug, but may I suggest giving equipment units 1 movement (but keeping them domain_immobile)? Some pieces of equipment are supposed to be able to build buildings by themselves, but this cannot happen unless the unit has a movement point.
 
Okay. By deleting both Orthus axe and the highlighted unit that is one square SW of Orthus Axe I was able to continue the game without crashing. Maybe the unit that killed Orthus is getting a promotion that causes the crash. Maybe something else is going on. The save game is posted above. A picure of the unit and Orthus Axe is in the spoiler below.

There you go! Fixed the problem after all. It seems that there are a lot more random CtD's with the last few patches (the sort that aren't reproducible by reloading/replaying) than there used to be.
 
I am playing the "Into the Desert" scenario as the Calabim -- I know there are separate threads for the scenarios, but I think this issue affects the game as a whole and not just the scenario.

So I am running Octopus Overlords, but Council of Esus is also in a few of my cities and I have a Nightwatch unit running around hacking away at Malakim improvements. Fun, the cottages and towns bring in a lot of $$$$!

Problem happens when the Malakim convert to Empyrean and get Vicars. The Vicars use their spell (forget the name) that strips units of Hidden Nationality. My HN unit is still stuck in Malakim territory, but can't move to any adjacent square to leave the territory without declaring war. See attached save. I guess I could try to get open borders, but the Malakim at this point aren't exactly enamored of me.

Shouldn't HN units be booted out if stripped of their nationality by the Empyrean spell and within a rival civ's borders?

EDIT -- Oops, I should have just waited until the next turn! The Nightwatch Unit got kicked out.

Is there any way to restore Hidden Nationality or is this it, gone forever, Nightwatch is just a somewhat weak archer unit with no city defense or hill bonuses?
 

Attachments

Patch "p" is linked in the first post. It won't break save games and makes the following changes:

1. New Dwarven Arquebus model by seZereth.
2. iAttacker is now correctly passed to the scenario onUnitKilled function.
3. New Arquebus model by seZereth.
4. New Balseraph Courtesan model by seZereth.
5. New Asssassin model by seZereth.
6. New Malakim Assassin model by seZereth (and the Malakim can now build assassins).
7. Diseased, Plagued and Plague Carrier no longer effect the heal rates of other units in the plot.
8. March gives +10% heal in Neutral and Friendly tiles (it used to only effect enemy tiles).
9. Combat 4 no longer effects heal rates (it used to give +10% heal in neutral tiles).
10. Combat 5 no longer effects heal rates (it used to give +10% heal in enemy tiles).
11. T3 units (Mages, Assassins, Rangers, Champions, Horse Archers, Longbowmen, Priests, etc) never obsolete.
12. Marksmen no longer require Mithril to build.
13. Fixed a very weird visibility CtD (game crashes when a unit moves into a plot).
14. Fixed an issue that was causing damage resistance to not be calculated correctly (thanks Snarko!).
15. Fixed an issue that caused Council of Esus civs to be kicked out of vassal lands when declaring war.
16. Fixed an issue that would allow you to ressurect a hero another civ was in control of.
17. World units can't cast Lichdom anymore.
 
Patch "p" is linked in the first post. It won't break save games and makes the following changes:
17. World units can't cast Lichdom anymore.

And there was much rejoicing.

:P
 
My friend and I have been playing with the o patch, and we keep getting desync issues whenever Orthus spawns (100% reliably) and periodically thereafter (unpredictable). We've been playing teamed together in a 2v2v2v2 format--has anyone else had this issue? (We're playing over direct IP connection with me hosting)

This happens with both simultaneous turns turned on and off.

Clarification edit: the other 6 players are computers, there are only the two of us humans.
 
Patch P: Whenever the visibility of a goodie hut changes, it shows the 'explored' animation (Where the hut dissappears). Then the goodie hut reappears. Exploring works as normal. I'm guessing the fix for the 'very weird visibility ctd' caused it.
 
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