FfH2 Bug Thread

Question, probably stupid:
I'm reistalling. Once installed 041, can i use directly patch g (the latest at the present) or should i install all the previous? Usually the latest contain the olders, but...
 
You only need to install the main FfH2 installer and then the latest patch.

This thread should be only for bug reports. To ask questions unrelated to bugs it is better to create a new thread in the main forum, or else post in the frequently asked questions thread.
 
Just got the dwarves-vs-lizardmen event. Decided to go with lizardmen this time. The problem is, the lizardmen you get from this event have bonuses to marsh movement and combat. Is there ever marsh in FfH2? Isn't that supposed to be jungle boni?
 
Orcs have Jungle bonuses, Lizardmen have Marsh bonuses. The regular Civ4 mapscripts won't place Marsh, but if you play on Erebus or ErebusContinents (or any other mapscript intended for FfH2, I imagine) then Marsh can appear on the map.
 
I just patched from d to g and the Tectonics mapscript (lakes 30% water) seems to have more water than before. Can anyone confirm this or is it just me?
 
Mine c-pedia entry says "1 in 1240156% chance of discovery".
[0.41g]
Creation of new ressources works, albeit with low chance it seems.
 
AI should be more aware of culture
[0.41g]
Some AI seem to have severe trouble producing culture in the early/early-mid game. Makes it easy for the player to squeeze them in and eventually flip cities, especially with creative trait. AIs observed: Bannor, Calabim
This is more of a vanilla issue, but might be taken care of in FfH2 ...:
Furthermore, they're actually getting less pissed because the "close borders" state is removed by losing the city. I would expect some "recent/past events" negative modifier upon city flipping?!
 
Privateer turning barbarian ?!
[0.41g]
As the Ljosalfar, I build a privateer, which turned into a barbarian unit and proceeded to raid my own fishing boat improvements, then roamed around killing AI and human player ships alike.
 
Too many bears (and dens) !
[0.41g/Erebus.py + ErebusContinent.py]
With both the Erebus map and the ErebusContinent map script, I'm getting mostly bears roaming the countryside. Either
A) the animal generation is heavily weighted towards bears, or
B) bears are the only ones building dens, and therefore increasing in numbers.

As I've never seen any Lion or Polar bear dens, I guess it's (B) ...

edit - add:
Giant do not generate a Baby Spider upon eating a living elven scout - at least not at a high enough %age that one would expect from the help text!
Looking at the XML file, the chance is a paltry 5% per combat; combined with may 2-3 Giant Spiders generated on a huge map (never seen more), means that maybe one Baby Spider might be generated per game.

Wolves aren't any better off: With strength 2, they're unlikely to win a combat, and never will win a 2nd one - negligible chance of forming a wolf pack, either.

Now compare that to the bears, which I have seen setting up 3 lairs on a peninsula of ~6x8 squares ...
 
Erebus map with too many cut-off valleys
[0.41g/Erebus.py]
At least for SP gaming, the Erebus map script should generate more "permeable" mountain ranges - all too often, there are cut-off parts of the map, and -more important- the AI pathfinding has severe issues with such a map.

I suggest using at least
Code:
line 80       self.SoftenPeakPercent = .22
as preset value.

Btw., I do not agree with the author that "it diminishes the illusion of differing climates between valleys and looks bad." - rather, long-strung out ranges of mountain peaks look extreme unrealistic to me, while the hills generates with by softening them make the terrain much more believable (foothills, etc.). As the hills often form -quite realistic- 1-square wide mountain passes, the "illusion of different climates" still holds, imho.
 
@Arralen: you should really edit your previous post instead of making a new post when you have something new to say but you were the last one to post before that. Five short posts in a row are too many.
 
Chariot (maybe others) missing ancient forest ATT modifier
[0.41g]
They have "-25% attack strength in Forest & Jungle", yet not in "Ancient Forest", means they're just great to cut down elves in droves ... .

Inserting the following lines in CIV4UnitInfos.xml @ line 22419 seems to work fine:
Code:
		<FeatureAttack>
                    <FeatureType>FEATURE_FOREST_ANCIENT</FeatureType>
                    <iFeatureAttack>-25</iFeatureAttack>
                </FeatureAttack>
 
I am able to start all of the scenarios that I have unlocked from the Civ IV interface except Blood of Angels and Against the Wall. They CTD. I hope this is useful info.
 
Privateer turning barbarian ?!
[0.41g]
As the Ljosalfar, I build a privateer, which turned into a barbarian unit and proceeded to raid my own fishing boat improments, then roamed around killing AI and human player ships alike.

Is it possible it was captured (by a Lanun Boarding Party or similar method)?

Best wishes,

Breunor
 
As shown in this thread, there is a problem with the Hall of Mirrors duplicating equipment. It also seems that Hall of Mirror Illusions can be immortal and can cost you your traits upon death (if they are copies of Basium, Hyborem, or Auric Ascended). I'm thinking it may be best to just not allow this building to make copies of world units.
 
I hereby wish to make love to the Sephi patch .... can I please have my patch match made in heaven sometime this weekend? :3
 
Privateer turning barbarian ?!
As the Ljosalfar, I build a privateer, which turned into a barbarian unit and proceeded to raid my own fishing boat improvements, then roamed around killing AI and human player ships alike.

Is it possible it was captured (by a Lanun Boarding Party or similar method)?

I never got to "touch" the ship - the very moment it was finished and the city queue turned empty, the ship left harbour and started its rampage.
So unless
- privateers can desert good nations (would be an nice feature), or
- some can capture ships as soon as they're build,
something went really wrong I think ...

I have savegames available from several turns, so I could try building another one; Sadly I don't have a savegame with the ship queued up but unfinished ...
 
Sorry, let me know which post you have it on and I'll take a look, but I'm not the best troubleshooter out there.

Best wishes,

Breunor

from what i gathered his posts were in the FF and FFplus bug lists. Either that, or he's referring to a post from over 2 months ago.
 
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