FfH2 Bug Thread

As illians can't build samhain but can build white hand. Maybe i built it but don't remember but I honestly don't recall ever seeing it in the buildable box. Maybe another illians in game and they built it? But don't remember ever seeing frostlings...
The Illians are now required to have four cities before they can begin Samhain. I don't see this change mentioned in the patch notes, and the 'pedia entry for Samhain does not reflect this change. The change could be intended to help the AI avoid hurting itself by starting the ritual too early, or it might be a bug. I don't see any specific benefit to preventing a human from choosing to build it with fewer cities, but if the change is intentional then the 'pedia needs to be updated accordingly.
 
Got another OOS while playing multiplayer. However, this time it happened on the same turn as a random event with an option, so maybe that's it:

I had the option of getting 100 culture in a city, or 300/400 (I forget) in return for cash. OOS as soon as it popped up on my screen.

So maybe that's it?

(Khazad, quick, LAN, .41j)

EDIT: Hm. After this happened, we've been getting an OOS every other turn, if not every turn. I save the game, start a new LAN game, everyone downloads my save, and in a couple turns BAM another OOS.

This is really annoying. I like AI/game updates, but not when they break multiplayer...
 
I'm getting CTD's with the following situation--I convert a unit with an invisible unit from/onto a tile that has enemy units on it.
Accomplished using Druids in my own land while owning Nox Noctis.
Much more common now that the ai is deploying lost of units and lots of stacks to attack.
 
Patch 0.41j
...
4. All leaders xml settings reviewed compared to WildMana (mostly involving AI changes).
...

When you changed Civ4LeaderHeadInfos.xml you seem to have changed all the <iNoTechTradeThreshold> values to -25 (except the barbarians, for some reason). That makes it impossible to trade techs with any AI controlled civilization. They will "fear you are becoming too advanced" throughout the whole game. From base BtS the minimum value is 5 for leaders reluctant to trade to someone who has traded many techs, 10 is average, 15 for the diplo-whores and a single one is set at 20 (everybody's favorite tech slut, Mansa Musa).
 
Bug report: I'm getting a repeatable CTD after accepting another civ as a vassal. I'm playing with Wild Mana, and I can't tell if this is caused by the base FfH2 mod or by a Wild Mana change, so I'm posting it here and will also mention it in the Wild Mana subforum.

I have a habit of saving way too often, so I have two saves from the same turn. One from the start of the turn, and one from the same turn after the Amurites asked to become my vassal (and I accepted, gaining my first vassal of the game). The post-vassalage save CTD's every time I try to load it, as do all my saves from that point onwards. The pre-vassalage save loads just fine.

In case it matters, I'm playing the Ljosalfar, with Arendel Phaedra as my leader, and am currently at war with the Hippus.

Version numbers: Civ BTS with patch 3.19; FfH2 version 0.41j; Wild Mana version 5.0.

Zip file with both saves: View attachment vassal_ctd.zip. I can provide other saves if needed to help track down the bug.
 
That was changed, but it was reverted because it caused stability issues in MP games. As far as increasing the AC goes, try just spreading AV around normally

Ok, that makes sense. I have 2 alternate suggestions on fixes (beyond my programming ability to implement, but I think they're feasible):

1. Get rid of the Infernal's auto-spread of Ashen Veil, and replace it with a spell castable by any Infernal unit to spread Ashen Veil, only castable in their own cities, similar to the Spread Esus spell. Don't know how easy it would be to teach the AI to use that, but should be easy enough for a human player.

2. Add an increase to the AC for every manes created from the Infernal's razing a city. Even a +1 AC per 2-3 manes would mean you could still bring about armageddon with scorched earth tactics, the way it seems you should.

Alternately, leave it as it is, as the Infernals seem crazy powerful anyway (this is my first game using them). :lol:
 
Bug report: At least two known units, the Balseraph Freak and the Calabim Hero Losha Vala are quite broken. There is no civilopedia entries, and both unit's models have outstretched arms and their action buttons are completely blank...making them totally unusable.

Version numbers: Civ BTS with patch 3.19; FfH2 version 0.41j

No saves included because I don't think it would be necessary, these two mentioned units are broken in every game I play.

Thanks in advanced for any possible help!
 
Version 0.41j.

There's no pop-up warning you that casting an area of effect spell might cause you to declare war. I had a mage cast Maelstrom and ended up declaring war against a rival that I didn't want to fight, since I was already in a war with two other civs.

Posting this here rather than in the cosmetic issues thread because I think it's serious enough to be considered a bug -- generally speaking, you should know when you're declaring war on someone.
 
Bug report: At least two known units, the Balseraph Freak and the Calabim Hero Losha Vala are quite broken. There is no civilopedia entries, and both unit's models have outstretched arms and their action buttons are completely blank...making them totally unusable.
These units, and their 'pedia entries, are fine for me using 0.41j. I would suggest reinstalling the mod.
 
When you changed Civ4LeaderHeadInfos.xml you seem to have changed all the <iNoTechTradeThreshold> values to -25 (except the barbarians, for some reason). That makes it impossible to trade techs with any AI controlled civilization. They will "fear you are becoming too advanced" throughout the whole game.

So essentially every game is set to No Tech Trading against the human player only? Good grief, well that's nice to know.
 
Nope. I've been trading techs with the AI just fine.

Sometimes the AI loops out of WFYABTA status only to loop in it again. Friendly AI's never WFYABTA you.

When reading the XML, I've found some parameters missing from the leaderhead's code. For example, most leaders don't have a iDifferentReligionAttitudeChange, there's also lack of divisors and change limits. Is this intentional?
 
Version 0.41j.

There's no pop-up warning you that casting an area of effect spell might cause you to declare war. I had a mage cast Maelstrom and ended up declaring war against a rival that I didn't want to fight, since I was already in a war with two other civs.

Posting this here rather than in the cosmetic issues thread because I think it's serious enough to be considered a bug -- generally speaking, you should know when you're declaring war on someone.

I can confirm this with snowfall.

In regards to tech trading I have also noticed they seem more likely to :):):):):) about the "too advanced" but they also do pop out of it on occasion. Although I've had AI who are far more advanced then me refuse to trade.
 
Although I've had AI who are far more advanced then me refuse to trade.

"We fear you are becoming too advanced!" message has nothing to do with the AI being advanced.
 
CvCityAI::AI_stealPlots() hasn't been updated to the higher value of NUM_CITY_PLOTS in FFH compared to BTS. This causes some odd issues when cities steal other cities plots even though they are in the third ring and not useful to the city.
This here should hopefully fix it.
Code:
/*************************************************************************************************/
/**	BUGFIX (modified CityRadius) Sephi                                      					**/
/**																								**/
/**	makes sure an AI city only steals plots it can actually use        							**/
/*************************************************************************************************/
/** orig code
    for (iI = 0; iI < NUM_CITY_PLOTS; iI++)
**/

    int iNumCityPlots=21;
    if (getPlotRadius()==3)
    {
        iNumCityPlots=37;
    }
    for (iI = 0; iI < iNumCityPlots; iI++)
/*************************************************************************************************/
/**	END	                                        												**/
/*************************************************************************************************/
 
When you changed Civ4LeaderHeadInfos.xml you seem to have changed all the <iNoTechTradeThreshold> values to -25 (except the barbarians, for some reason). That makes it impossible to trade techs with any AI controlled civilization. They will "fear you are becoming too advanced" throughout the whole game. From base BtS the minimum value is 5 for leaders reluctant to trade to someone who has traded many techs, 10 is average, 15 for the diplo-whores and a single one is set at 20 (everybody's favorite tech slut, Mansa Musa).

Pre-41j every leader had a base value of 5, should every leader have the same value?
 
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