FfH2 Bug Thread

In my last game they had 4 cities, every tile cottaged, supporting 200ish units (mostly Freaks, plus a few Warriors they undoubtedly built before Freaks were available). Their economy was a shambles, but they did have the tech for Swordsmen. None of the other AIs was willing to cross them because of their army, though, so I ended up killing all their units late in the game with 4 Shadows.

Other civs have been doing okay economically. I was just thinking this was an anomaly until I saw your post.
 
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.

I understand that. But, there are times when it simply is incredibly boring or too distracting to manually direct workers. When you have a large civilization and are "on the roll" conquering territory, having to pixel-hunt to place workers and order improvements is distracting. That's why you haven't had to do that in any Civ game after CivII (IIRC). Still, I don't mind doing it a little bit. I just don't like being forced into doing it. Yet, when I do it manually, once done, I can't automate them again because they'll simply over-ride the improvement.

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.

I understand that. But, there are times when it's advantageous, from a gameplay perspective, to have them automated. When, for instance, I discover mining, I can be assured that while I'm busy directing a war, workers will bustle out from the cities to construct the new improvements without me having to personally direct them. I don't have to throw a bucket of water on myself in the heat of battle so I can make it back to the cities and calmly micromanage workers to death. :) As you say, the worker AI is already crappy. But, I'd rather have some consistency and sacrifice a bit of efficiency than have a hoard of micro-managing to do with. That's why the developers chose to have an automation feature in regards to workers very early on - Micromanagement is the bane of any God-Game.
 
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.

I'll keep an eye out for that. However, I haven't noticed any trade notifications coming from other civs that seemed unusual. For instance, if I stop getting cotton from an AI civ, a notice will pop up. That has only occurred when, as far as I can tell, I have lost some reputation with the Civ in question or they have either become a vassal of another or are under particular wartime stress. Though, I haven't thought to see if they are now trading that resource with another.

Yet, I have noticed my own resources being plowed under, so to speak, and received subsequent trade notifications that the agreement has been cancelled, presumably due to my newly acquired inability to access the resource.

Emptiness's solution should work for you for now Morkonan

Yet, it's not quite a "solution." It's a workaround but, one that is distasteful and enters into the category of "gamekiller." It also forces one to micromanage many times during the game as tech advances make new tile improvements available. That's why the developers of Civ put the mechanic into the game in the first place - it was simply too much micromanagement.
 
They also added the option to limit what workers can do when automated because they couldn't solve the improvement flip-flopping problem. I agree that it would be better if automated workers always acted in the best interest of your civ, but we're on the fourth version of Civ and that hasn't happened yet. I wouldn't hold my breath waiting for a 'real' solution. That leaves either managing Workers yourself or accepting the incompetance of automated Workers.
 
I've noticed a minor but weird issue with the behaviour of barbarians under the new AI. Firstly, when a barbarian unit moves adjacent to one of my units, it'll pause for a turn, which they never used to do before. And in spite of skipping their turn, they don't get any fortification bonus. Although it's only one turn, that's an extra turn for you to fortify or heal up, and it's proved to be a significant factor on more than one occasion in my battles.

Secondly, barbarians will occasionally seem to fixate on one of my units that out exploring, and will try to chase it down no matter what, which is cool. However, if the barbarian in question is an animal and my unit moves back within my borders, the animal will sorta glitch out and just stand there doing nothing until another unit moves out into the area which it has a valid path to, when really you'd expect it to just go back to ambling aimlessly about like normal.

As I said, both minor issues, but they struck me as weird.
 
I've noticed a minor but weird issue with the behaviour of barbarians under the new AI. Firstly, when a barbarian unit moves adjacent to one of my units, it'll pause for a turn, which they never used to do before. And in spite of skipping their turn, they don't get any fortification bonus. Although it's only one turn, that's an extra turn for you to fortify or heal up, and it's proved to be a significant factor on more than one occasion in my battles.
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I can confirm that. At first, I hardly noticed it, but after a while it really amazes me.
 
Secondly, barbarians will occasionally seem to fixate on one of my units that out exploring, and will try to chase it down no matter what, which is cool. However, if the barbarian in question is an animal and my unit moves back within my borders, the animal will sorta glitch out and just stand there doing nothing until another unit moves out into the area which it has a valid path to, when really you'd expect it to just go back to ambling aimlessly about like normal.
I think this is my biggest complaint about patch M. It is very odd to have 10 bears strung out along your border, and then to have all 10 turn in unison and move toward a unit that steps beyond it.
 
Hi everybody,

I was playing the Wage of Sin scenario - BTS patch M. During inter-turn calculations, the game seems to enter an infinite loop. The game freeze at turn 224. I have tried it several by changing my actions the turn just before, without changes.

It could be helpful if someone is able to debug it.
 

Attachments

Subdue Animal Bug?

FFH2 Patch M (No other mods)

I've tried unsuccessfully to capture Acheron twice and now Gurid in two different games with no luck. Does this ability have a different mechanic that is not in the description? A percentage chance less than 100% if defeated?

(Edit:Not a bug: The Unit needs "Subdue Beast", a higher level promotion, rather than "Subdue Animal.")
 
Subdue Animal Bug?

FFH2 Patch M (No other mods)

I've tried unsuccessfully to capture Acheron twice and now Gurid in two different games with no luck. Does this ability have a different mechanic that is not in the description? A percentage chance less than 100% if defeated?

It's not a bug. Acheron and Gurid are Beast Units, not Animal Units. Capturing them requires the Subdue Beast promotion, not the Subdue Animal promotion.
 
Hi everybody,

I was playing the Wage of Sin scenario - BTS patch M. During inter-turn calculations, the game seems to enter an infinite loop. The game freeze at turn 224. I have tried it several by changing my actions the turn just before, without changes.

It could be helpful if someone is able to debug it.

Oh man did this take me a long time to fix! Apologies here.

It seems VERY weird. There is an angel right outside the Svartalfar city of Enoreth. This angel is all by itself, half the world away from any other Basium unit!?? How did it get there? I finally saw the angel and I knew he was the cause of the problem.

I suspect the bug is caused by the instruction that sent a lone angel half the way around the world, or something like that. The Svatrtalfar have Nox Noctis inthis game, maybe the angel chased a unit that 'disappeared' with Nox Noctis? Very, very strange.

Anyway, here is your fixed file.

Best wishes,

Breunor
 

Attachments

I can't load the save file, it actually crashes FfH when I try. Is it version m?

Best wishes,

Breunor

Thank you for your help! I reinstalled 41m and now get what you get.
I'm pretty sure I installed 41m but when I look at the readme file for the version, there is no version letter... onlly .41. I open the file and it prompts for Convert File where I select RTF. Do you have to convert or is it that I have an older MS Word (2002) that may be not displaying the version letter?
 
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?!

This bug is from my modmod "More Detailed Civilopedia".
I have already fixed it at the latest version.
Please use it (or BUG merged version) if you like.

I'm sorry to Kael and all players for tainting FfH2 with my silly bugs. :cry:
 
Thank you for fixing it, Breunor !

I saw this angel going close to Svalfartar, but I didn't know it was the cause of bug.

Regards.
 
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