FfH2 Bug Thread

I'm here again with the stupid AI. I'm playing the scenario where you must take the lowest scoring AI.
As i said in my previous post, i'm replaying those scenarios to see how my improved knowledge of the mechanics of FfH works.

Well, in my first attempt i found strctures in cities, well balanced armies and a generally good partners.

Now the AIs build only warriors * tons of warriors * and keep them wandering inside their borders, not even able to fend off a scattered barb pillaging resources.
Not a naval unit to protect the nets.
I'm quitting in disgust.

What the hell have you done with the last patches? An Immortal AI can do nothing to actually win a game or to seriuosly threaten you.
 
What the hell have you done with the last patches?

Merged an incomplete and unfinished version of an AI mod, that had its problems, like building only military units non-stop in Always War.

Since the mod in question is now still in the process of improvement, fixing its own problems, that wouldn't be much of a deal if not for the patching process apparently being on halt now.
 
Does someone have a download link of FFH2 0.40 and patch z? These new bugs and the lack of patches are really annoying in 0.41. :(
 
No need to go back that far. Simply use my quickfix for the AI bug (I posted it in the scenario subforum). If you go back to patch g, atleast use Turins modmod (it's great!) or else you will end up with a very crappy AI.
 
What is Sephi's quickfix for the AI bug?

if the quickfix is to be used for multiplayer games, all players will need to fix the bug in the exact same fashion .... or use one of the previously listed solutions. (or of course, do nothing at all, and play with pure vanilla patch j FFH2 mod)
 
if the quickfix is to be used for multiplayer games, all players will need to fix the bug in the exact same fashion .... or use one of the previously listed solutions. (or of course, do nothing at all, and play with pure vanilla patch j FFH2 mod)

I created a little modmod now that hopefully takes care of most OOS problems in patch J which some seems to experience.

http://forums.civfanatics.com/showthread.php?t=346039
 
yeah, the AI fix is that post (I originally posted it here). It's a collection of fixes to a few things that were broken in the wildmana version Kael merged. Most things are minor, but a bug related to Always War gameoption seems to cause serious problems in the scenarios. I am sure Kael fixes this next patch, but for now it's probably better to use my fix when playing the scenarios.
 
Pretty sure this is not intended, so posting it here, although some might see it as more of a balance issue.

Newly-created werewolves start with the racial promotion of the civ that creates them. I'll be specific:

In my current game, playing as the Luchuirp, I created Baron Duin Halfmorn. So far, so good. Got into a war with the Doviello, during which Duin created some werewolves, who in turn created some more werewolves. All of these werewolves started out not only with the Werewolf promotion, but also the Dwarven racial promotion.

This seems illogical. A human (e.g., Doviello) unit that turns into a Werewolf shouldn't simultaneously also turn into a Dwarf (or Elf, or Orc, etc.).

Some possible solutions:

1) Block Werewolves from having any racial promotion -- they start out with the Werewolf promotion and that's it.

2) IF a Werewolf is to start with a racial promotion, it should retain the racial promotion of the original unit -- so a Dwarven unit that becomes a Werewolf would retain the Dwarven racial promotion, an Elven unit would retain the Elven promotion, etc.

3) I'm not sure what makes sense for civ-specific but non-racial promotions (e.g., Winterborn, Nomad, Sinister, Dexterous). The Werewolf could a) retain its original civ-specific promotion, b) start with the civ-specific promotion (if any) of the new civ, or c) be blocked from all such civ-specific promotions.

I'm guessing this was something that was simply overlooked by the team, and I only just noticed it in my latest game. Hope this is helpful.
 
Hi!

First of all I want to say thanks for an excellent mod. I love FfH and I think those who've made it have made a wonderful job!

I have one ARGHplxHELP inquiry and a more general one -

- the easy one first, I would love to find out what music is used in some of the wonders/projects scenes! I'm a bellydancer and am as such especially interested in what music is in the Nature's Revolt clip. Names, links, torrents, a friendly file sharer anything. :)

- Secondly - I play in the Terra map usually, but when founding a city on the new world continent I don't automatically get my resources. Is this supposed to be? Because some resources, like Mithril, I would like to have in my main empire... otherwise it's like having two separate empires. I know I have gotten the automatic share before with some coastal city in the new world (and yes, the city I found is a coastal one) but now it just doesn't seem to work. :(

(And isn't Duin supposed to have the Hero promotion?)

Can anyone help me with this? :<
 
(...)

- Secondly - I play in the Terra map usually, but when founding a city on the new world continent I don't automatically get my resources. Is this supposed to be? Because some resources, like Mithril, I would like to have in my main empire... otherwise it's like having two separate empires. I know I have gotten the automatic share before with some coastal city in the new world (and yes, the city I found is a coastal one) but now it just doesn't seem to work. :(

(And isn't Duin supposed to have the Hero promotion?)

Can anyone help me with this? :<
In FfH you can sail trough oceans with Optics, but you need astronomy to connect over oceans. If you plan to conquer/found cities in the new world, you must go for it.

No, Baron Duin is a hero without the Hero promotion. I've read somewhere that he's powerful enough to not need this. And i agree, probably.
 
2) IF a Werewolf is to start with a racial promotion, it should retain the racial promotion of the original unit -- so a Dwarven unit that becomes a Werewolf would retain the Dwarven racial promotion, an Elven unit would retain the Elven promotion, etc.

I imagine that would be tricky to program. You're not actually 'converting' units to werewolves, you're creating new units. And part of the creation process involves assigning race-specific promotions.

In order to make this suggestion work, there would need to be some communication between the unit destroyed function and the unit creation function that tracks the promotions from the destroyed unit, and uses any previously existing racial promotions to over-ride the normal racial promotion, but only if the attacker was a werewolf and the attack resulted in a successful infection.

It could be done, but at first glance it seems like quite a bit of work.
 
I imagine that would be tricky to program. You're not actually 'converting' units to werewolves, you're creating new units. And part of the creation process involves assigning race-specific promotions.

In order to make this suggestion work, there would need to be some communication between the unit destroyed function and the unit creation function that tracks the promotions from the destroyed unit, and uses any previously existing racial promotions to over-ride the normal racial promotion, but only if the attacker was a werewolf and the attack resulted in a successful infection.

It could be done, but at first glance it seems like quite a bit of work.

That's why I said "if." The most logical approach seems to be to block werewolves from getting any racial or other civ-specific promotions.
 
This whole discussion has veered well off the topic of bugs, but doesn't this code already exist for the case of capturing a slave worker? Elf -> elf slave, orc -> orc slave, etc.
 
I declared war and eventually vassalized Thessa. Since I pushed her down to one city near the permafrost line, I decided to help her out and sent my mage down into her area to scorch the ice in her territory to tundra. Everything was fine, and I logged off and went to bed.

Today, I tried to convert another of her squares into Tundra and I got a warning that this is now considered a hostile act and I declared war on Thessa when I cast it.

I haven't changed my patch or anything. Why could I do it in the same session I vassalized her, but not after I restart?

And shouldn't there be a provision if you're improving her land?
 
I'm playing FfH since the beginning of 2008 and i always thought the lack of the flag was a wished by the modders.

Now i'm playing for the first time as Perpentach and when he changes traits, a message say to mouse-over the flag to see the new traits.

Impossible, i can't see the flag. To open the Capital city screen i use F10, i never seen the flag in FfH.

2 screenies (merged to ease the reading) to compare another mod with FfH:

attachment.php


any help will be appreciated.
I can toy with the python or the XML if someone can give me a drift.
 
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