FfH2 Bug Thread

Hi all!

I just started a game as Illians, Fractal-Huge-Map!
i am at turn 192 and everytime i press 'end turn' it loops indefinetly at 'waiting for other Civilisations' ... savegame attached ... hope this helps in killing bugs.

P.S.: FfH2, latest Patch ...

Here is a fixed file:

The WoC is caused by a barbarian elephant outside the (Doviello) city of Mortensholm. there is another elephant in the vicinity: usually, the 'elephant' bug occurs when there are two barbarian elephants in close proximity.

When you first load the file, you get the option of buying a settler for 104 gold. I cannot restore the game to give the option, so I took the option and bought the settler. You can play on from that point.

Best wishes,

Breunor
 

Attachments

Okay, I'm getting a CTD error from this save game. Luckily, I have an autosave on the same turn. It also crashes from the autosave game, so I know it's nothing I did on that turn (and I did a lot, including renegotiating every trade deal and changing civics that would cause a mass desertion of troops).


EDIT: Oh, I forgot to mention: The CTD occurs when I end my turn. I'm sure you already knew that, but just in case....


Here's the save:
 
It is possible for an item to become duplicated. I have seen this happen when an item is controlled by the barbarians (as a unit, not a promotion), and is captured by an AI unit which is then immediately defeated by a barbarian unit. The barbarian unit then appears to try to pick up the item, but instead the item is duplicated (both copies being units, not promotions). I don't know whether this bug makes it possible to duplicate items in other circumstances; so far this is the only situation I've seen in which this duplication takes place.

Attached is a (manufactured) save in which I demonstrate this bug with three items. Load the game and end turn; Orthus' Axe, a Golden Hammer, and War will all be duplicated (in three separate incidents).

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Attached is a save with a repeatable CtD at end-of-turn. The crash is caused by the expansion of the borders of Golden Leane, which pops a tribal village which is guarded by a Goblin. Removing the tribal village or the Goblin prevents the crash. If the Goblin is removed, then when the village is popped the Malakim are awarded a free Scout. I assume that the cause of the crash is a Malakim Scout being placed into the same tile as a hostile Barbarian Goblin. Perhaps the tribal village results that award a free unit need to first check for the presence of an enemy unit in the village's tile.
 

Attachments

Attached is a save with a repeatable CtD at end-of-turn. The crash is caused by the expansion of the borders of Golden Leane, which pops a tribal village which is guarded by a Goblin. Removing the tribal village or the Goblin prevents the crash. If the Goblin is removed, then when the village is popped the Malakim are awarded a free Scout. I assume that the cause of the crash is a Malakim Scout being placed into the same tile as a hostile Barbarian Goblin. Perhaps the tribal village results that award a free unit need to first check for the presence of an enemy unit in the village's tile.

I've had several similar problems. For instance, in Worldbuilder, if you place a unit (under your control) on top of a barbarian unit, instead of the unit you placed forcing the barb unit off the plot (as used to happen, I recall) I get an untraceable C++ exception followed by a crash when I return to the game.

Or, in Fall of Cuantine, a unit moved onto one of the plots where a barbarian was supposed to be created. When the barbarian is created, it's the same thing- C++ exception followed by crash.

I know that this didn't used to be a problem, but since the Wild Mana merge it has become one. It used to be a unit would be forced off the plot, or something like that.
 
hi all,

i have a question:
since i have the j patch installed and playing with a friend in a lan game ( both xp ) i get oss!?
has someone the same problem or is there already a solution?
last patch was g and everything worked supremo.

i am sorry if the question already popped but to read all 143 pages, is to strong für me.

cheers
zecktheman
 
Here is a fixed file:

The WoC is caused by a barbarian elephant outside the (Doviello) city of Mortensholm. there is another elephant in the vicinity: usually, the 'elephant' bug occurs when there are two barbarian elephants in close proximity.

When you first load the file, you get the option of buying a settler for 104 gold. I cannot restore the game to give the option, so I took the option and bought the settler. You can play on from that point.

Best wishes,

Breunor

thanks alot :)

sorry for being late, but christmas stuf got the hold of me ...

regards
HahnHolio
 
This probably belongs in a balance thread, but I couldn't find one so here goes...

Is exploring lairs and dungeons a spell or something else? It immediately ends all the movement of your unit, no matter how many movement points it has. But, if you have a ripe eye for abuses, you can have a unit that just ended turn on that tile explore them, thus saving yourself turns.

I think a better option would be for these to cost either no movement or 1 movement. Personally, I would advocate no movement because then if you strategise right your unit can 'run away' if you wake up something scary. Exploration is dangerous enough in FFH without exploring dungeons and lairs being 'certain death'...

Now, I've never modded before but if you guys don't want to change this could you point me toward the right file?

Sorry for being such a bother and happy holidays to all you guys - see you in 2010!
 
This probably belongs in a balance thread, but I couldn't find one so here goes...

Is exploring lairs and dungeons a spell or something else? It immediately ends all the movement of your unit, no matter how many movement points it has. But, if you have a ripe eye for abuses, you can have a unit that just ended turn on that tile explore them, thus saving yourself turns.

I think a better option would be for these to cost either no movement or 1 movement. Personally, I would advocate no movement because then if you strategise right your unit can 'run away' if you wake up something scary. Exploration is dangerous enough in FFH without exploring dungeons and lairs being 'certain death'...

Now, I've never modded before but if you guys don't want to change this could you point me toward the right file?

Sorry for being such a bother and happy holidays to all you guys - see you in 2010!

It is a spell, or rather several different spells (for different types of lairs). The spells call a python function when it casts, which has this line in it:

Code:
	caster.finishMoves()

As the name suggests, it takes all remaining movement points away from the caster. The unit's moves are finished for a turn.

These functions are found in Fall from Heaven 2\Assets\Python\Entrypoints\CvSpellInterface.py, which can be opened using Windows Notepad (or more advanced tools). To stop this from happening, you need to get rid of this line both under def spellExploreLair(caster) and def spellExploreLairEpic(caster).
 
Hello,

There are desync issues with patch j in LAN multiplayer games. Cannot give further details at the moment, it seems to happen (at least) when a city is captured.
 
I think a better option would be for these to cost either no movement or 1 movement. Personally, I would advocate no movement because then if you strategise right your unit can 'run away' if you wake up something scary. Exploration is dangerous enough in FFH without exploring dungeons and lairs being 'certain death'...

That's exactly why exploration costs all moves - to prevent you from unleashing something really bad on the border of another civ and then running away. For the same reason leaders with the barbarian trait cannot explore lairs (as the results would almost always be good).
 
:clap:We finally have a patch K in the works!:woohoo:
:dance:
:thanx:
 
:clap:We finally have a patch K in the works!:woohoo:
:dance:
:thanx:

Yeap, got seZ's units in. Going to go through the bug posts here, Sephi's OOS fixes and check out Esvath's unit art to see what can be used. :D
 
I know nothing about the kuriotates, really. In the first game I played them on (Hotseat) the capital, when founded was a permanent settlment, but when I restarted a single player later they founded a city fine. Is there something I'm missing?
 
Any chance you could tell us exactly how you plan on implementing the Mustevals? Would like to add them in RifE, and have a plan for them, but want to see how you're doing it first. :lol:

What I'm thinking of doing is giving them a Racial which grants 10% city defense and allows you to inspect foreign cities... Makes them more of a rogue than a ranger, and helps with defending settlements.
 
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