FfH2 Bug Thread

Governor's Manor and Warrens pages don't show History pane (saying "not entry yet.").
But "TXT_KEY_BUILDING_GOVERNORS_MANOR_PEDIA" and "TXT_KEY_BUILDING_WARRENS_PEDIA" exist at CIV4GameText_FFH2.xml.

CIV4BuildingInfos.xml assigns "TXT_KEY_BUILDING_SCULPTORS_STUDIO_PEDIA" to Sculptor's Studio.
But CIV4GameText_FFH2.xml has "TXT_KEY_BUILDING_SCULPTORS_STUIO_PEDIA".

Rob Graveyard spell is similarly.
"TXT_KEY_SPELL_ROB_GRAVE_PEDIA" and "TXT_KEY_SPELL_ROB_GRAVEYARD_PEDIA"
 
Playing with different numbers of friends, ranging from 2 to 6 players, and multiple AI.

We tend to get through 70+ turns and then it desyncs, reading numbers sometimes one person is out of sync sometimes more. In our 6 player game 3 did, unsure what three.

We never saw this under patch H, and now when we re load a game it waits a turn or 2 and desyncs again.

In our 2 player game we played to turn 190, saved, and took it up again 2 days later, after 2 turns it desynced. Re loaded from the original save, desynced 1 turn later. So I loaded alone, played 2 turns, saved then had the other player come in, within 2 turns it desynced.

Every MP game we have all played since the patch has started doing this. When we never saw it asside from a player switching to hyborem/basium before.

Currently reinstalling entire game and mod.

Has anyone seen this or know what may be causing it? a problem with patching over old patches?

Errors frequently cause OOS's. So my first step in fixing this is to get all the other SDk and python errors fixed. If those are all resolved and we still have OOS's then I'll add some code to help track down the OOS's.
 
Governor's Manor and Warrens pages don't show History pane (saying "not entry yet.").
But "TXT_KEY_BUILDING_GOVERNORS_MANOR_PEDIA" and "TXT_KEY_BUILDING_WARRENS_PEDIA" exist at CIV4GameText_FFH2.xml.

CIV4BuildingInfos.xml assigns "TXT_KEY_BUILDING_SCULPTORS_STUDIO_PEDIA" to Sculptor's Studio.
But CIV4GameText_FFH2.xml has "TXT_KEY_BUILDING_SCULPTORS_STUIO_PEDIA".

Rob Graveyard spell is similarly.
"TXT_KEY_SPELL_ROB_GRAVE_PEDIA" and "TXT_KEY_SPELL_ROB_GRAVEYARD_PEDIA"

All fixed, thanks.
 
I checked in a lot of your XMl changes where I found them. I'll check these out. Im especially interested to see your feedback and updates to AI (of course) so keep letting me know what can be improved.
If you haven't already, you might want to modify the religionweights in the leaderheadinfos since the DLL is using these values now very different. As a rule of thumb the values should scale between 0 (indifferent) and 100, negative value means the AI will never pick this religion as their favorite one. -100 is like before.
 
patch i. I explored a barrow and found the Rod of Winds. Went to the next barrow and found another one. Shouldn't such items (Jade Torc, Timor Mask, etc.) be available for discovery once per game for both human and AI civs?
 
I was able to determine that the having the Kurotaes in the game is causing an OOS. Played a multiplayer where I was playing as the Kurotaes. We had an OOS at least once every ten turns, starting around turn 50 or so. After getting to turn 200, OOS's had been increasing to at least one every 5 or so turns.

I figured that it was the Kurotaes (they are known to cause OOS in FF), so I chose each of the leaders for a new game (no Kurotaes in the game). So far we have gotten to turn 250/300 with only 1 OOS around turn 130 that after reloading never appeared again.

-Colin
 
Same deal with the OOS in multiplayer. I'm playing as Calabim and my friend as the Malakim. The game desyncs every second turn pretty much. We tried over hamachi and over gamespy so it's definitely not hamachi alone causing this.

I was able to determine that the having the Kurotaes in the game is causing an OOS. Played a multiplayer where I was playing as the Kurotaes. We had an OOS at least once every ten turns, starting around turn 50 or so. After getting to turn 200, OOS's had been increasing to at least one every 5 or so turns.

I figured that it was the Kurotaes (they are known to cause OOS in FF), so I chose each of the leaders for a new game (no Kurotaes in the game). So far we have gotten to turn 250/300 with only 1 OOS around turn 130 that after reloading never appeared again.

-Colin

I agree with Readercolin that it might be the Kuriotates that caused the OOS, so I uploaded the save.

If someone with access to world builder and another friend available (mine went to bed, he lives in Australia), they could try and remove the Kuriotates from the game (they are directly south of my empire) and see if that fixes the OOS.
 

Attachments

A bug? found as well. The Enter the Desert, Malakim episode has no units when the scenario starts and then the game crushes on the second turn.
 
Hmm... It seems that I can no longer ask AI to convert religions. Is there a reason for this, or some glitched code? It's annoying that I can't get my vassals/allies to convert to my religion...
 
Withdraw seems to not be working properly. Large stacks of Hippus longbowmen and warriors retreat when I kill the top defender. That defender does not withdraw; rather, that defender dies a miserable death, and the REST of the stack withdraws for no apparent reason.
 
[...]
I agree with Readercolin that it might be the Kuriotates that caused the OOS, so I uploaded the save.

If someone with access to world builder and another friend available (mine went to bed, he lives in Australia), they could try and remove the Kuriotates from the game (they are directly south of my empire) and see if that fixes the OOS.
The worldbuilder is unavailable in multiplayer saves. Sorry if it's stating the obvious, but if it's unavailable to you, what makes you think anyone else would have access to it? :p

Been trying to find a way to activate the worldbuilder in multiplayer or convert multiplayer saves->singleplayer (and back) for ages now. :sad:
Withdraw seems to not be working properly. Large stacks of Hippus longbowmen and warriors retreat when I kill the top defender. That defender does not withdraw; rather, that defender dies a miserable death, and the REST of the stack withdraws for no apparent reason.
I think that's working as intended. It's called "The French Effect". :D

No seriously, that's a horrible bug. I feel for you. *cough*
 
Withdraw seems to not be working properly. Large stacks of Hippus longbowmen and warriors retreat when I kill the top defender. That defender does not withdraw; rather, that defender dies a miserable death, and the REST of the stack withdraws for no apparent reason.

Your attackers don't have Fear, do they?
 
In my last patch H game I was also unable to ask for AI conversion. First i thought it was due to some of the usual reasons (ie the AI has recently conversed (is that the proper verb form??) etc.), but not once in an entire game?



btw now I can automate some Priests of Leaves but not others (or rather, one but not the rest), very confusing, perhaps I'm missing something.
 
I have found a very strange AI behaviour which I don't want to post in the AI behaviour thread because it is too specific.
The Khazad found RoK as usual. But since the new patch neutral or evil civs never seem to keep RoK as their religion if they can choose something more evil. So the Khazad always switch to Fellowship or OO as soon as they can.
 
I have found a very strange AI behaviour which I don't want to post in the AI behaviour thread because it is too specific.
The Khazad found RoK as usual. But since the new patch neutral or evil civs never seem to keep RoK as their religion if they can choose something more evil. So the Khazad always switch to Fellowship or OO as soon as they can.

That's vexing. The Khazad should be happy to stay RoK at least, especially if they have the holy city.
 
The worldbuilder is unavailable in multiplayer saves. Sorry if it's stating the obvious, but if it's unavailable to you, what makes you think anyone else would have access to it? :p

Yeah I just found out after searching for ages on the forums for a converter.

Christ, it would make things a lot easier if we could convert.

Anyway, testing a game with my friend tomorrow without the Kuriotates. Will let you all know the results. If we play to turn 500 without desyncs then we can conclude they are the problem.

*edit*

Yeah, Kuriotates aren't the problem here. OOS again at turn 290.
 
In my last patch H game I was also unable to ask for AI conversion. First i thought it was due to some of the usual reasons (ie the AI has recently conversed (is that the proper verb form??) etc.), but not once in an entire game?....


Yea I mentioned this a few pages back...
 
6 person game desyncing every 2 turns(ish), we do not have Kurio in some of these games.

After the 5th attempt we decided to break up for the night and 2 of us, who had re installed the entire game, deleted our vanilla folders in docs, started a game up. Huge map, 12 total players, Kurio not one of them. Turn 184, desync, re-joined, turn 186 desync. Was getting late so we ended for the night.

Going to try tonight to back up to about 180 and try again. I included that saved game here. Pay no attention to the crazed Grig Hero, he is upsetting enough without desyncs.

EDIT: Adding a second game we started tonight, desync at 107, we rolled back to 100, and it did it again at 107, this time we had living world turned off, and new seed on load turned on.
 

Attachments

The following line is in Runes of Kilmorph entry in CIV4ReligionInfo.xml:

<ReligionTech2>TECH_MIND_STAPLING</ReligionTech2>

Don't think that is intended :), but not sure it causes trouble either.
 
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