FfH2 Bug Thread

Out of curiosity what caused #5 for patch 'L'?

I was playing a FoL game and noticed something was up and would love to finish it. I can hack it if it is just a python/XML change.
 
Out of curiosity what caused #5 for patch 'L'?

I was playing a FoL game and noticed something was up and would love to finish it. I can hack it if it is just a python/XML change.

Its not, its a source code problem. Basically a new line was added to check the chances that feature growth would occur. But the old line was left in. So both checks had to be successful before the feature would spread, making it very unlikely.
 
Patch "l" is linked in the first post. It won't break save games and fixes the following issues:

1. Fixed the Vampire and Vampire Lord icons.
2. Fixed the Kuriotate Recon line animations.
3. New Druid model by WarKirby.
4. Removed a block that was keeping barbs from summoning.
5. Fixed an issue causing feature growth to be at 1% the normal amount.
6. Removed barbarian strength growth (it slipped by in the wildmana merge).
7. Fixed an issue that caused fireballs (and other bombardables) to always bombard instead of attacking cities.
8. New icons for all the high priests.
 
Thanks a lot !,
but please let me understand, why was the game looping due to a Barbarian wolf outside of Dis ?

I don't know, I can't read a line of code. I fix games by using the worldbuilder to delete units and get the game stable - the hard part is eliminating the minimum number of units.

Most of the WoC's are caused by barbarians or summoned tigers, it probably has something to do with a bad AI command that causes the code to go into an infinite loop.

Best wishes,

Breunor
 
To Kael:

The NoTechTradeThreshold on all leaders is still -25.
Sephi's leaderheadinfos is still not merged.

BTW, the leaderheadinfos.xml of Wild Mana is obsolete and doesn't load, Sephi's current tweaks to leaders are included in FFH Wild Mana\Assets\Modules\NormalModules\FFHPLUS\Civs. So you have to go though all civs there, collect the FfH leaders and then merge it in one XML.

Also, what happened to tags from iDifferentReligionAttitudeDivisor to iFavoriteCivicAttitudeChangeLimit? And BuildUnitProb for that matter, though it looks like it's made irrelevant by the Conquest mode, or is it?

Also, what's going on with the schema? Sephi's new tags are there, but in different order then in Wild Mana...
 
CvCityAI.cpp::AI_doHurry()
Spoiler :
Code:
							if (iHurryGold < (GET_PLAYER(getOwnerINLINE()).getGold() / 3))
							{
/*************************************************************************************************/
/** BETTER AI (better AI gold management) Sephi                                                 **/
/**						                                            							**/
/**	only hurry when we have saved up the gold for it                   							**/
/*************************************************************************************************/
/** orig
								hurry((HurryTypes)iI);
								return;
**/
								if ([COLOR="Blue"]GET_PLAYER(getOwnerINLINE()).AI_getGoldTreasury(false,true,false,false)[/COLOR]>[COLOR="Purple"]iHurryGold[/COLOR])
								{
									hurry((HurryTypes)iI);
									return;
								}
/*************************************************************************************************/
/**	END	                                        												**/
/*************************************************************************************************/

							}
[LIST=1]
[*]
iHurryGold is the Amount of :gold:cost to hurry current production.
[*]GET_PLAYER(getOwnerINLINE()).AI_getGoldTreasury(false,true,false,false) is intended to the amount of disposable treasury for hurrying (I guess).
[/LIST]

But GET_PLAYER(getOwnerINLINE()).AI_getGoldTreasury(false,true,false,false) is always 0.
This means that AI does NEVER hurry production.

I have no idea how to make a valuation of disposable treasury for hurrying, so this is my approach to fix this problem.
(Rolled back this gold management process and merged BtS unofficial patch 1.4 .)

How do you think?
 

Attachments

you think it is better for AI to use their gold to HURRY_GOLD, rather than for tech trading/events/increase research when below 100%?
 
you think it is better for AI to use their gold to HURRY_GOLD, rather than for tech trading/events/increase research when below 100%?
I guess the idea is there should be a threshold... so if they've somehow gathered an enormous stockpile of gold, then yes, they should probably use some of it for hurrying. Question is how high that threshold should be.
 
To Kael:

The NoTechTradeThreshold on all leaders is still -25.
Sephi's leaderheadinfos is still not merged.

Well, looks like NoTechTradeThreshold will be fixed in the next patch. :goodjob:

BTW, the leaderheadinfos.xml of Wild Mana is obsolete and doesn't load, Sephi's current tweaks to leaders are included in FFH Wild Mana\Assets\Modules\NormalModules\FFHPLUS\Civs. So you have to go though all civs there, collect the FfH leaders and then merge it in one XML.
Does this just involve copying and pasting, or is it more complex to merge into one XML file?

Also, what happened to tags from iDifferentReligionAttitudeDivisor to iFavoriteCivicAttitudeChangeLimit? And BuildUnitProb for that matter, though it looks like it's made irrelevant by the Conquest mode, or is it?

Do you mean these tags are currently only relevant for Wild Mana, or are they already compatible with the latest version of FFH2?


And one reply to WCH's post on the threshold for hurrying production:

I guess the idea is there should be a threshold... so if they've somehow gathered an enormous stockpile of gold, then yes, they should probably use some of it for hurrying. Question is how high that threshold should be.

Like one quite common way of getting a big stockpile of gold - a Great Merchant Trade Mission. :)

Best regards,
Steven.

PS: The regular smilies are back. :king:
 
I'm playing a game on an Erebus map, rather peaceful, and three of the computer opponents are changing their religions every few turns, possibly on each opportunity they get. Basium has just one city with fellowship of leaves and order, but he's changing between those two religions and RoK! The Hippus and Amurites are the other two offenders.
 
you think it is better for AI to use their gold to HURRY_GOLD, rather than for tech trading/events/increase research when below 100%?

I have no idea how should AI manage his treasury, and say nothing about it.
I read that this code tries to judge AI treasury condition whether should hurry or not. (The second argument of AI_getGoldTreasury() hints me.)
I have not thought that you intend to block AI hurrying.

If you want to block AI hurrying completely, and Kael agrees that idea, ignore my post please.:)


I guess the idea is there should be a threshold...

Exactly.
My approach is first-aid ad hoc.
 
I went through all the places that AI_getGoldTreasury was called and I ended up creating a new function called AI_getGoldReserve that looks to see if the AI player wants to sit on his gold (mostly for the Khazad who should be building up a gradual stash as Sephi had in his gold treasury function).

Im play testing it now and we will see how it works. I really appreciate all the feedback form all sides. Gives me lots of good ideas to consider. Keep them coming. :D
 
Do you mean these tags are currently only relevant for Wild Mana, or are they already compatible with the latest version of FFH2?

I mean that they are mysteriously absent.

Does this just involve copying and pasting, or is it more complex to merge into one XML file?

Just copyin' and pastin', baby. :)
 
I went through all the places that AI_getGoldTreasury was called and I ended up creating a new function called AI_getGoldReserve that looks to see if the AI player wants to sit on his gold (mostly for the Khazad who should be building up a gradual stash as Sephi had in his gold treasury function).

Sounds great! Your working is too quick. :eek:
 
I mean that they are mysteriously absent.
Is there a tag link to the DLL? (In other words, can those tags be added by copy and paste, or would they currently not work at all in the latest version of the FFH2 DLL?)

Just copyin' and pastin', baby. :)
Copy and paste them to the "FfH Editor.xlsm" file in Excel, or one of the XML files in the "Fall from Heaven 2" mod heirarchy (with Notepad++ for example)? I'm willing to add the LeaderHeadInfos of the standard FFH2 leaders to one XML file, but I need to know how to add them, which ones to skip (if any), and which program to use to do the copy and paste. :)

Best regards,
Steven.
 
Is there a tag link to the DLL? (In other words, can those tags be added by copy and paste, or would they currently not work at all in the latest version of the FFH2 DLL?)

I don't know. Does, say, Sabathiel give penalties for not following his faith? If so, then it's a total mess.

but I need to know how to add them, which ones to skip (if any), and which program to use to do the copy and paste.

Just compare WM with FfH files and add the tags that are absent in FfH. I just use good old Notepad - "the more functions a product does, the worse it does these functions".
 
I don't know. Does, say, Sabathiel give penalties for not following his faith? If so, then it's a total mess.

Well, I know that vanilla Civ4/BTS gives a diplomacy penalty for having a *different* religion to the particular AI, however I don't think there is a penalty for having no state religion and the AI leader having a state religion. I don't particularly think this would have changed in FFH2 from vanilla Civ4, unless it has been confirmed otherwise.

Just compare WM with FfH files and add the tags that are absent in FfH. I just use good old Notepad - "the more functions a product does, the worse it does these functions".

Well, I find Notepad2 works fine, and can be used as a Notepad replacement (it enhances Notepad without changing it greatly).

AFAIK XML can be edited and saved in a regular text editor. =)

Best regards,
Steven.
 
Well, I know that vanilla Civ4/BTS gives a diplomacy penalty for having a *different* religion to the particular AI, however I don't think there is a penalty for having no state religion and the AI leader having a state religion. I don't particularly think this would have changed in FFH2 from vanilla Civ4, unless it has been confirmed otherwise.

I meant "having a different faith".
 
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