FfH2 Bug Thread

Could you then post your WinMerged file? And out of interest, how do you use WinMerge to get from the patch m FFH2 Civ4LeaderHeadInfos.xml to the version with the relevant WildMana changes?

Best regards,
Steven.

I loaded your file and the FFH LeaderHeadFile and then just went through line by line using the WinMerge Difference feature. I only imported over the lines that were changed from your Wildmana file, I did not import any new lines. (Well, I did the first time as I said above but redid it after schema errors while loading.)
 

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NSIS integrity check error when installing!

Currently happening to all mods I try to install... yes I do have BTS 3.19.

I've tried clearing my cache, updating the NSIS installer thing from Microsoft, (didn't work out "not enough memory" even though I have plenty) downloading it again and again from different sites & mirrors, nothing at all works. Please help. :badcomp:
 
Gamebreaker Worker AI Bug (For me)

(I've looked and read a few comments about Worker AI but, haven't been able to find solutions to this bug:)

Workers placed under AI control continually build over Terrain Features (resources). They'll alternated between building a plantation, for instance, and a workshop or, whatever the tile would normally be preferred by the AI for development if the resource wasn't there. IOW - They don't lock-out the tile for further development when the resource is obtained through whatever tile development is supposed to be used. (ie: plantation for rice/mine for gold/etc)

I'm running Patch M for BTS with no other mods.

I do not micromanage my workers and find that to be a somewhat tedious task. I experienced this bug in previous patches as well and, IIRC, reported it for patch "j". It's making the game unplayable or, at least highly frustrating, for me. It's simply a question of breaking the worker unit AI with no possibility of a workaround. You can't even put one worker on AI control or it will bum-rush the nearest resource and ignore the development in favor of a mundane tile improvement. Frustrating... Especially when you have a civ that is depending upon a particular resource or keeps losing lucrative trade agreements because the AI'd workers destroy access to the extra resources you were trading.

If there's anyway I can help squash the bug, I'll be glad to try.
 
Patch M:

The pedia says that Yvain has +100% Field of Perdition strength?! I think he should have +100% Ancient Forest strength! And why he has +50% Tundra strength?!
 
Patch M:

I'm playing as Balseraph and a worker gots mutated (due to chaos mana). I think it is senseless to mutate a worker.
 
Workers placed under AI control continually build over Terrain Features (resources). They'll alternated between building a plantation, for instance, and a workshop or, whatever the tile would normally be preferred by the AI for development if the resource wasn't there. <snip>

I do not micromanage my workers and find that to be a somewhat tedious task. I experienced this bug in previous patches as well and, IIRC, reported it for patch "j". It's making the game unplayable or, at least highly frustrating, for me. It's simply a question of breaking the worker unit AI with no possibility of a workaround. You can't even put one worker on AI control or it will bum-rush the nearest resource and ignore the development in favor of a mundane tile improvement.
Automating workers is a terrible decision, because of the terrible way in which the AI chooses the order of plots to develop and what improvement to place.

However, if you really must use automated workers, then the problem you described is easy to fix. There is an option (on the right side of the Game tab of the Options window) called "Automated Workers Leave Old Improvements". If you turn this option on, automated workers will never touch a tile that has an improvement in place.
 
Patch M:

I'm playing as Balseraph and a worker gots mutated (due to chaos mana). I think it is senseless to mutate a worker.

Some promotions are useful for workers; for example I've seen a mutated worker get mobility. (Does the mutation spell normally work on them?)
 
If automated workers are resource flipping then AI workers are probably doing it too. Its a bug that was in BTS that needs to be addressed.

Emptiness's solution should work for you for now Morkonan
 
Patch 0.41m (will break save games)
<snip>
8. Disciples of Acheron/Sons of the Inferno will no longer be capturable by For the Horde (will fix a python error).
This fix does not appear to have worked:

Spoiler screenshot :
civ4screenshot.jpg


Saved game attached.
 

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Hi all,

I have a WoC error happening in my game. I'm on patch "m". Load the save, then UNPAUSE the game and press next turn. The stasis world spell ends, but the turn does not.
 

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Im not actually certain that I feel the "Orcs with Sons of Inferno" needs to be fixed.

Would it be a stretch for the Clan of Embers UUs for Mage/Archmage to be Disciple of Acheron and Sons of Inferno? I mean... I know they are supposed to be bhall orcs, although basically Disciple's of Acheron ARE magister's Bhall Orcs with different art.

just a thought.
 
Im not actually certain that I feel the "Orcs with Sons of Inferno" needs to be fixed.

Would it be a stretch for the Clan of Embers UUs for Mage/Archmage to be Disciple of Acheron and Sons of Inferno? I mean... I know they are supposed to be bhall orcs, although basically Disciple's of Acheron ARE magister's Bhall Orcs with different art.

just a thought.

I think I was the one who first pointed out that the Clan's world spell was doing this. I didn't know at the time if it was intended or a bug, so I posted it here in the Bug Thread to flag it for Kael, in case it in fact was a bug. Kael's decision to change it in patch "m" indicates that it wasn't intended.

I could go either way on it, actually. I thought it was kind of cool to gain a Disciple of Acheron via For the Horde, but it looks like that's not what Kael had planned.
 
Im not actually certain that I feel the "Orcs with Sons of Inferno" needs to be fixed.

Would it be a stretch for the Clan of Embers UUs for Mage/Archmage to be Disciple of Acheron and Sons of Inferno? I mean... I know they are supposed to be bhall orcs, although basically Disciple's of Acheron ARE magister's Bhall Orcs with different art.

just a thought.

Or a 'Priest of Bhall' Druid UU.... :mischief:
 
I could see the worldspell granting those units if only it didn't give the clan such a realistic chance of archmages at turn 100...
 
Is the Balseraph AI building Arenas? I've seen them in possession of 90 Freaks and 5 mimics but 0 swordsmen. They didn't have copper or iron available.

Edit: All the other AI seem to be upgrading like mad, so I thought it unusual. Related to that is now that the AI has a much better grasp of making money and building training buildings, how about increasing their unit maintenance and upgrade costs? FFH singleplayer is currently about beating superstacks and AIs that trade to be 10 techs ahead of you. They've got excess money.
 
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