FfH2 Bug Thread

Sure, maybe the 15 turns of disorder is worth keeping the bard for, but... If you don't want the disorder, you can chose between declining the bard and getting nothing or taking the bard, immediately bombing him and getting 4000 culture.

Under no circumstances is declining the bard the best option.

Yeah, pretty much my thought. As I said, I love this event. ..fritz..
 
I keep crashing playing Faeryl Viconia....I don't crash as Auric, almost completed a game with him in fact (patch q), but every game I start with Faeryl CTDs on me after some point in the game. My most recent game crashes at the as soon as I end my turn from Turn 112 to Turn 113. I'm running no modmods or other changes, straight FFH install plus patch q, no media pack even. Any ideas as to why this keeps happening with the Dark Elves? Are the Light Elf pansies trying to keep us down again? :)

CM,

Did you recently build Alakazan (sp)? I think that mirror can be tricky, I'm wondering if he is the cause?

Best wishes,

Breunor
 
Playing as the Elohim & capturing a Balseraph city to build an Arena in there (replacement of the Trainingyard), doesnt provide the +1:) under Nationhood for this city!

This is actually a problem with how Assimilation is set up in the DLL. In a few places the game checks for certain buildingCLASSes, but you can only ask a city if they have a specific buildingTYPE.

Where this happens, most of the code is set up to figure out what building you should have (asks for your Civ's UB), then loops over all cities and checks if they have that building.

All of these need to be found (there are quite a few) and changed to instead start a loop over all cities, ask that city what building matches that class, then ask the city if it has that building.

(or just write a function allowing you to ask a city for a buildingclass being present)
 
Just built the Great Lighthouse on a small archipelago (tiny islands) map and only see +1 trade routes in other cities. The city with the lighthouse has +2 routes.

I re-loaded the auto-save before the GL was built to double check.

Is this intended? If so, the description for the lighthouse is out of date now.

Didn't see a response to this, but make sure that you actually have enough routes open to you. You might just need more open borders.
 
My ocean grid has been messed up like that for a while, I cant recall when it started but it makes navigating the high seas a bit more annoying.

Its something I'd like fixed =D
 
I submitted a game save with a CTD a day ago. Another poster put up a CTD subsequently. He received a response, I have received none.

Is it safe to assume when you don't receive a response (Kael is very good about mentioning he did NOT get a CTD when he ran the save), that, yes, there is a problem...we just don't have an answer yet?

The reason I ask, is I am debating whether to wait to see if there is a fix, or just go ahead and start a new game.

Suggestion: Why not a separate sticky thread for submitting game saves with CTDs? Mostly, only the submitter is interested and it would organize them all together for the team to review. I think xienwolf has them in his section on the first page, but I think this would be a better way to separate them from the bug thread. :)
 
Didn't see a response to this, but make sure that you actually have enough routes open to you. You might just need more open borders.

Yes, this does seem to be the issue. I added another city using WB and voila, I get another trade route in the city that didn't have enough. Funny, I'd never noticed this before.

Thanks Zechnophobe.
 
The game seems to take some trouble to hide that people have membership in the Undercouncil, but the Undercouncil icon does show up in the tiny icon in the diplomacy window. I guess its arguable that this might be considered a cosmetic bug.
 
As to the crash I posted under #1244: I did patch from "p" to "q", but it could still be the colony-split-crash. The savegame I uploaded crashed with "q", but when I took an older autosave, this ran smoothly for the remaining 40 turns.
 
The Elohim ability to have 2 palaces by building the ones belonging to other Civs:


First, it confuses me why they can build more than 1, but not more than 2. Haven't found the section of code which blocks you building a new Gov Center if you already have 2 of them.

Second, I do think it would be appropriate if buildings which require a certain number of cities required that many cities which have a matching buildingType for that buildingClass (ie - if you have 4 Khazad Cities, you may build the Khazad Palace, but not until then -- This would however require a considerable re-write of how it is handled, for minimal gain)


And finally, here is what I think solved the double palace issue (I made a few other changes, but this one ought to be "the one")

Code:
void CvPlayer::removeBuildingClass(BuildingClassTypes eBuildingClass)
{
	CvCity* pLoopCity;
	BuildingTypes eBuilding;
	int iLoop;

	for (pLoopCity = firstCity(&iLoop); pLoopCity != NULL; pLoopCity = nextCity(&iLoop))
	{
		eBuilding = ((BuildingTypes)(GC.getCivilizationInfo(pLoopCity->getCivilizationType()).getCivilizationBuildings(eBuildingClass)));

		if (eBuilding != NO_BUILDING)
		{
			if (pLoopCity->getNumRealBuilding(eBuilding) > 0)
			{
				pLoopCity->setNumRealBuilding(eBuilding, 0);
				break;
			}
		}
	}
}

And this next one is just a clean-up which makes your new Palace be the right one for the city it appears in should you be forced out of your old one:

Code:
void CvPlayer::findNewCapital()
{
	CvCity* pOldCapital;
	CvCity* pLoopCity;
	CvCity* pBestCity;
	int iValue;
	int iBestValue;
	int iLoop;

	BuildingTypes eDefaultCapitalBuilding = ((BuildingTypes)(GC.getCivilizationInfo(getCivilizationType()).getCivilizationBuildings(GC.getDefineINT("CAPITAL_BUILDINGCLASS"))));

	if (eDefaultCapitalBuilding == NO_BUILDING)
	{
		return;
	}

	pOldCapital = getCapitalCity();

	iBestValue = 0;
	pBestCity = NULL;

	for (pLoopCity = firstCity(&iLoop); pLoopCity != NULL; pLoopCity = nextCity(&iLoop))
	{
		if (pLoopCity != pOldCapital)
		{
			BuildingTypes eLocalCapitalBuilding = ((BuildingTypes)(GC.getCivilizationInfo(pLoopCity->getCivilizationType()).getCivilizationBuildings(GC.getDefineINT("CAPITAL_BUILDINGCLASS"))));
			if (0 == pLoopCity->getNumRealBuilding(eLocalCapitalBuilding))
			{
				iValue = (pLoopCity->getPopulation() * 4);

				iValue += pLoopCity->getYieldRate(YIELD_FOOD);
				iValue += (pLoopCity->getYieldRate(YIELD_PRODUCTION) * 3);
				iValue += (pLoopCity->getYieldRate(YIELD_COMMERCE) * 2);
				iValue += pLoopCity->getCultureLevel();
				iValue += pLoopCity->getReligionCount();
				iValue += pLoopCity->getCorporationCount();
				iValue += (pLoopCity->getNumGreatPeople() * 2);

				iValue *= (pLoopCity->calculateCulturePercent(getID()) + 100);
				iValue /= 100;

				if (iValue > iBestValue)
				{
					iBestValue = iValue;
					pBestCity = pLoopCity;
				}
			}
		}
	}

	if (pBestCity != NULL)
	{
		BuildingTypes eBestCapitalBuilding = ((BuildingTypes)(GC.getCivilizationInfo(pBestCity->getCivilizationType()).getCivilizationBuildings(GC.getDefineINT("CAPITAL_BUILDINGCLASS"))));
		if (pOldCapital != NULL)
		{
			pOldCapital->setNumRealBuilding(eDefaultCapitalBuilding, 0);
		}
		FAssertMsg(!(pBestCity->getNumRealBuilding(eDefaultCapitalBuilding)), "(pBestCity->getNumRealBuilding(eDefaultCapitalBuilding)) did not return false as expected");
		pBestCity->setNumRealBuilding(eBestCapitalBuilding, 1);
	}
}
 
Building the Great Library causes borders to collapse in cities having a sage or great sage. Is this a bug? This seems to be related to the large amounts of espionage building the Great Library grants to sages and great sages. The cities get large negative culture rates. This has happened consistently in several games now (playing using patch 'p'). Several turns later the borders come back. The city that built the Great Library went straight to Legendary Culture. The other cities went to Legendary Culture a few turns later. As I had three such cities the game was abruptly ended by my winning an unexpected culture victory!!
 
Turn on espionage in your bts game so the option isn't carried over.
I thought the recently introduced reset of all options for each new ffh2 custom game, should have fixed that, but maybe only the visible options are resetted after each game??
 
Playing as Hyborem still at peace with the Barbarians. Stephanos is created and walks directly into my city and autorazes it on the next turn. Pretty sure that's not intended. Not sure if the autoraze call is triggered by combat but he did kill my HN nightwatch unit on his way in.
 
(or just write a function allowing you to ask a city for a buildingclass being present)

Its already in on bool CvCity::isHasBuildingClass(int iBuildingClass) const.
 
Playing with Sheaim and having AV religion, Profanes cannot create Hellfire.
I read a reply in another thread that this is only available to Infernals, is this still like this? Then it would be a wrong "cosmetic issue" having it as an option never working.
 
Kael (or anyone who can answer this) under the "To do list" it says:
I want to switch the "Wrath" armageddon event (AC 90) to make all the effected units Always Hostile so they can fight with your allied neighbors.

My question is, how does this work? If they are listed as "always hostile" does that mean if they attack an allied neighbor you go to war with them? (this could be cool IMO, I mean we are talking about AC 90). Also would this also effect the AI, as in their units will attack each other and the player?

And a suggestion to boot, would it be possible to allow the hell terrain to spread to good civs while the AC sits at about 95+? It would be thematic and would still make it worth it to keep it down even after the AC hit 100 (or keep it up if the below applies)... Though I am not sure how this would effect the AI, cause as a player if I am actually fighting to avoid a high AC it will not go over 50. But it would make it even more so worth it if MC's suggestion that Hyborem (himself not his units) be stuck only in Hell terrain was ever implemented - note I like that suggestion very much and it would also be thematic in that doing so Hyborem himself would be sticking to the most loose interpretation of the Compact (as opposed to Sabathiels most strict interpretation). IMO there just needs to be a more lingering affect of an extremely High AC, not just the one time hits.
 
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