FfH2 Bug Thread

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.

I don't think that is unique to "p". I usually turn goodies off, but when playing scenarios, I have found myself getting startled when I see a goody hut "explored" thinking "oh no, I missed it", then it appears again.

17. World units can't cast Lichdom anymore.

I suppose that means religious heros. Oh well. No more having Hemmah the lich, to avoid him leaving when you switch religions.
 
I'm not sure if this is bug or intentional, but my hawks/ravens can't see shadows or angels of death. Did this get changed recently? Perfect sight doesn't find them either, so umm...how does one see them now?

Edit: To clarify, this is in my borders no Nox involved.
 
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.



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.

-------------

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.


Does this happen in 'normal' BtS with privateers? If it does, it is a major bug of the core game.

Best wishes,

Breunor
 
It's not even possible to remove a privateer's nationality in BtS, I thought.

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

Treated as being in enemy territory no matter where they actually are, if memory serves.

That means base heal rate of 5%, poison penalty of -3%, +10% bonus from march (and before patch p, another +10% bonus from combat 5.)
 
In UNITCLASS_LIGHTNING_ELEMENTAL class in file CIV4UnitInfos.xml

Should be postCombatHeal50

<PythonPostCombatWon>postCombatHeal5(pCaster,pOpponent)</PythonPostCombatWon>

Alternatively, CvSpellInterface could be changed to postCombatHeal5, either way

This is still an error. Simple fix, just change the 1 number and it will work again.
 
I don't think that is unique to "p". I usually turn goodies off, but when playing scenarios, I have found myself getting startled when I see a goody hut "explored" thinking "oh no, I missed it", then it appears again.



I suppose that means religious heros. Oh well. No more having Hemmah the lich, to avoid him leaving when you switch religions.

It was happening multiple times per turn, just by moving units about. I was playing the luchirp and occasionally would move on a hill.

I know that in rare occasions this would happen if you messed with world builder over the course of a normal game, and I think i saw it once or twice elsewise. However this happened on every hut I encountered during the game.
 
It's not even possible to remove a privateer's nationality in BtS, I thought.



Treated as being in enemy territory no matter where they actually are, if memory serves.

That means base heal rate of 5%, poison penalty of -3%, +10% bonus from march (and before patch p, another +10% bonus from combat 5.)

I think then there is a bug or something else going on.

I have 'normal' units damaged with poison often in enemy territory and while they do take some turns to heal, the HN units are much, much more. For example, I had an HN Spider have 36 turns to heal when it defended against another Giant Spider. The Spider was fully promoted through Combat 5. I never saw that many turns with a poison-damaged non-HN unit in Enemy territory.

I try to avoid ALL combat with units with poison damage with my HN units for this reason, but it is tough now with the sometimes spamming of Scorpion Clan barb units by the AI.
 
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.

Please post OOS logs from 2 computers who had different SYNC numbers so we can figure out the exact cause :) Also please post those logs to this other thread
 
Another CtD with the Shaeim caught. It appears that, when I have a save 3 - 4 turns away I can get around this kind of CtDs (phew! I might be able to finish a Shaeim game on a huge map for the first time !). For this reason I have started keeping 5 saves at a time. So that I can both catch a CtD to post when it occurs, and be able to get around it when it does, so that I can go on with the game.

Still patch o, though. I will be upgrading after I read the posts :)

EDIT: About the upgrading of Archery units to Horse Archers by the AI. I fought against Thessa in this same game, and it appears she was full of longbowmen, but no Horse Archers... Hmm, perhaps there is a way to convince the AI that they have different purposes, Horse Archers being offensive units and Archers/Longbowmen defensive? Cassiel, as I had mentioned earlier, was full of Horse archers but no Archers or Longbowmen, but I did not check at that time to see if he had researched the Longowmen prereq tech. However, I checked that Thessa did have the Stirrups Tech.
 
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.

This is not unique to FfH. I get the disappearing and reappearing goodie huts in Vanila BTS all the time.
 
i don't know if this is intended behaviour or not, bur when i build a freak and he started with enraged, as soon as i clicked on him he "dissapeared".
i searched for him, thinking he ran off to somewhere but couldn't find him.
i then noticed that he build a freakshow in the city where i build him on his own.
 
Bug, feature, I don't know, but a settler can become the XP target when a "guide" dies. Posted a "funny" screenshot of it in this thread.
 
As I posted elsewhere

I consider withdrawal to be bugged. Why? Because the limit won't always work the way it's done now. You CAN get over it so what's the point in a limit that's not enforced?

Not to mention if you have 80% and a promotion would put you at 100% you can't pick it because you'd go over the limit (90%). I find that ridiculous, you should be able to pick it and get 90%.

Spoiler code for fixing it, including AI :

My changes in green
CvUnit::isPromotionValid(PromotionTypes ePromotion)
Code:
[COLOR="#00ff00"]//[/COLOR]    if (promotionInfo.getWithdrawalChange() > 0)
[COLOR="#00ff00"]//[/COLOR]    {
[COLOR="#00ff00"]//[/COLOR]        if (promotionInfo.getWithdrawalChange() + m_pUnitInfo->getWithdrawalProbability() + getExtraWithdrawal() > GC.getDefineINT("MAX_WITHDRAWAL_PROBABILITY"))
[COLOR="#00ff00"]//[/COLOR]        {
[COLOR="#00ff00"]//[/COLOR]            return false;
[COLOR="#00ff00"]//[/COLOR]        }
[COLOR="Lime"]//[/COLOR]    }


CvUnit::resolveCombat(CvUnit* pDefender, CvPlot* pPlot, CvBattleDefinition& kBattle)
Code:
if (getDamage() + iAttackerDamage >= maxHitPoints() && GC.getGameINLINE().getSorenRandNum(100, "Withdrawal") < [COLOR="#00ff00"]std::min(GC.getDefineINT("MAX_WITHDRAWAL_PROBABILITY"), [/COLOR]withdrawalProbability()[COLOR="#00ff00"])[/COLOR])

Code:
if (GC.getGameINLINE().getSorenRandNum(100, "Withdrawal") < [COLOR="Lime"]std::min(GC.getDefineINT("MAX_WITHDRAWAL_PROBABILITY"), [/COLOR]pDefender->getWithdrawlProbDefensive()[COLOR="#00ff00"])[/COLOR])


CvUnitAI::AI_promotionValue(PromotionTypes ePromotion)
Code:
iTemp = [COLOR="#00ff00"]std::min([/COLOR]GC.getPromotionInfo(ePromotion).getWithdrawalChange()[COLOR="#00ff00"], GC.getDefineINT("MAX_WITHDRAWAL_PROBABILITY") - withdrawalProbability())[/COLOR];


Note: this requires adding two new text values, TXT_KEY_UNIT_WITHDRAWL_PROBABILITY_SHORT_MAX and TXT_KEY_UNIT_WITHDRAWL_PROBABILITY_MAX. I was thinking both should have (max) at the end of the string, to show it is the maximum withdrawal you can get. Ofc, you could change this without making new text strings too.
CvGameTextMgr::setUnitHelp(CvWStringBuffer &szString, const CvUnit* pUnit, bool bOneLine, bool bShort)
Code:
		if (pUnit->withdrawalProbability() > 0)
		{
			if (bShort)
			{
				szString.append(NEWLINE);
				[COLOR="#00ff00"]if (pUnit->withdrawalProbability() >= GC.getDefineINT("MAX_WITHDRAWAL_PROBABILITY"))
				{
				    szString.append(gDLL->getText("TXT_KEY_UNIT_WITHDRAWL_PROBABILITY_SHORT_MAX", GC.getDefineINT("MAX_WITHDRAWAL_PROBABILITY")));
				}
				else
				{[/COLOR]
				    szString.append(gDLL->getText("TXT_KEY_UNIT_WITHDRAWL_PROBABILITY_SHORT", pUnit->withdrawalProbability()));
[COLOR="#00ff00"]				}[/COLOR]
			}
			else
			{
				szString.append(NEWLINE);
[COLOR="#00ff00"]				if (pUnit->withdrawalProbability() >= GC.getDefineINT("MAX_WITHDRAWAL_PROBABILITY"))
				{
				    szString.append(gDLL->getText("TXT_KEY_UNIT_WITHDRAWL_PROBABILITY_MAX", GC.getDefineINT("MAX_WITHDRAWAL_PROBABILITY")));
				}
				else
				{[/COLOR]
				    szString.append(gDLL->getText("TXT_KEY_UNIT_WITHDRAWL_PROBABILITY", pUnit->withdrawalProbability()));
[COLOR="#00ff00"]				}[/COLOR]
			}
		}
 
Acheron and Orthus killed by Grigori culture. I guess it's more of a balance issue, but a major one, imo.

EDIT: Posted new save with unit by the city they were in. Check over on the continent to the right.
 
a couple odd things I noticed in my current game (Splintered Court ) , patch P :

1) Amelanchier wanted to research Rage, even though it gives him absolutely nothing.
2) when I tried to tell Thessa to research Precision, she said "we'll switch right away" but then continued to research astronomy. it's weird cuz until this point she always switched to what I wanted, and AFTER this point she would say "well switch right away" and keep researching what she wanted :D
 
I think then there is a bug or something else going on.

I have 'normal' units damaged with poison often in enemy territory and while they do take some turns to heal, the HN units are much, much more. For example, I had an HN Spider have 36 turns to heal when it defended against another Giant Spider. The Spider was fully promoted through Combat 5. I never saw that many turns with a poison-damaged non-HN unit in Enemy territory.

I try to avoid ALL combat with units with poison damage with my HN units for this reason, but it is tough now with the sometimes spamming of Scorpion Clan barb units by the AI.

Again... base heal rate of 5% in enemy territory. Poison penalty of -3% per turn.
That means 2% healing per turn. It would take you FIFTY TURNS to heal off the most damage the unit could take without dying.

As of yesterday, there are no healing boosts from the combat line.
 
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