FfH2 Bug Thread

As for the second, the unit that is being checked isn't moving. The function is looping through all the units in the plot the acting unit is moving into and checking to see if the looping units are invisible in their current plot. So I dont think that fixes anything, let me know if you disagree.

I do disagree because we're checking for the current unit (this) which is the unit that's moving. The case you're talking about is handled before, with this: if (!pLoopUnit->canCoexistWithEnemyUnit(getTeam()))
canCoexistWithEnemyUnit check if a unit is invisible (and only that).



There's also this in CvUnit::canCreateUnit.
if (plot()->isVisibleEnemyUnit(getOwnerINLINE())) // keeps invisible units from CtDing summoning on top of enemies
I can't reproduce this CtDing but I ignored it and had a mage summon a unit under influence of nox noctis on top of an enemy unit.
*Using the previous code the enemy was moved. Totally unnecessary as the summoned unit would also be invisible on the plot.
*Using my code the enemy stayed in place, as it should.

Might still want that check or a similar one, to prevent an invisible unit summoning non-invisible units, thus moving whole enemy stacks. Not sure if it's possible in FfH 2 but if it is and is repeatable it would become a major abuse.



I have not managed to get the game to crash. I have however managed to get it to move units when it shouldn't, which is enough to call it a bug. To easily see this in action use the ctrl + shift + left click to place a unit on a plot where it would be invisible (like by nox noctis). Without my code change the enemies are moved. With it they are not.

Looking over the code more closely I see that a CtD could occur, but I think only with alwaysInvisible units doing one of:
moving into a city
moving into a plot whos owner can see invisible.
(see CvUnit::isInvisible)

This I consider to be a totally different bug. alwaysInvisible should always be invisible - that's what the code intended. As there are no alwaysInvisible units in FfH 2 at all it's a non-issue except possibly in modmods.



Ps CvUnit::changeInvisibleFromPromotion doesn't take into account if we're invisible by other means. This could even kill the unit if no valid withdrawal location is found.
 
I do disagree because we're checking for the current unit (this) which is the unit that's moving. The case you're talking about is handled before, with this: if (!pLoopUnit->canCoexistWithEnemyUnit(getTeam()))
canCoexistWithEnemyUnit check if a unit is invisible (and only that).

Ahh, that makes good sense. Thanks for the correction.
 
@Kael,

I reskin something into Mardero, if you are interested :p

Spoiler :
civ4screenshot0001_crop_f8g.jpg


Download here
 
There's an undefined text string: TXT_KEY_GOODY_EXPLORE_LAIR_SPAWN_SCORPION_BAD

Also got a python exception when loading a scenario:
Traceback (most recent call last):

File "CvScreensInterface", line 678, in handleInput

File "CvEspionageAdvisor", line 439, in handleInput

File "CvEspionageAdvisor", line 511, in loadScenario

File "CvWBDesc", line 1624, in applyMap

File "CvWBDesc", line 1137, in apply

RuntimeError: unidentifiable C++ exception
ERR: Python function handleInput failed, module CvScreensInterface
 
It's still not as efficient as having High Priests of Winter with every considerable army ^^ You can upgrade them at about the same time you get Immortals if not before. The only downside is you can't train more :(

Whoops, meant to reply to a previous comment on black mirror immortals
 
Hi! I've been enjoying your mod a lot. Found a bug. It makes Civ4 crash. I'm not sure what it is, it happens during my opponent's turn. Thought you might be interested, but it might be too much effort to hunt it down. Here's the save file! Just hit "end turn" and watch it crash!

I'd try some debugging myself, but I haven't got a dang clue where to start.

http://www.mediafire.com/?jtjqmtnkytd
 
Hi! I've been enjoying your mod a lot. Found a bug. It makes Civ4 crash. I'm not sure what it is, it happens during my opponent's turn. Thought you might be interested, but it might be too much effort to hunt it down. Here's the save file! Just hit "end turn" and watch it crash!

I'd try some debugging myself, but I haven't got a dang clue where to start.

http://www.mediafire.com/?jtjqmtnkytd

I'll take a look at it, but I couldn't download the file using your link; the site asked for an account. Can you post the save directly in an e-mail, it is a lot easier.

Best wishes,

Breunor
 
Hi! I've been enjoying your mod a lot. Found a bug. It makes Civ4 crash. I'm not sure what it is, it happens during my opponent's turn. Thought you might be interested, but it might be too much effort to hunt it down. Here's the save file! Just hit "end turn" and watch it crash!

I'd try some debugging myself, but I haven't got a dang clue where to start.

http://www.mediafire.com/?jtjqmtnkytd

Didn't crash for me. Maybe something I've fixed.

(The site asked Breunor to make an account but didn't ask me? I feel special :D)
 
I have played several games now in which I enabled a number of game options. It appears that Blessing of Amathaon is not working correctly - none of my games have had doubled bonuses (Combat I would be 40%, rather than 20%, for example). Has anyone else had this issue?

When I get a chance, I'll try to load the SDK up and see if I can debug this myself.
 
I have played several games now in which I enabled a number of game options. It appears that Blessing of Amathaon is not working correctly - none of my games have had doubled bonuses (Combat I would be 40%, rather than 20%, for example). Has anyone else had this issue?

When I get a chance, I'll try to load the SDK up and see if I can debug this myself.

Blessing of Amathaon doubles the amount of bonus RESOURCES on the map, not things like combat bonuses.
 
Couldn't reproduce it Thelo. Hitting W work just fine for me, went through all units a few times.
 
It might be in o or it might not be, to really know for sure someone else should see if it crashes for them.

Promotions are doubled compared to how they are in BtS.
 
Hi, I've been playing on FFH2 0.41n, and I've been getting a 100% crash to desktop with this savegame. I load the game, hit W to skip to another selected unit, then the game silently crashes to desktop.
Couldn't reproduce it Thelo. Hitting W work just fine for me, went through all units a few times.
Might that mean that the fix is already in 0.41o, but that I can't actually use it?
It might be in o or it might not be, to really know for sure someone else should see if it crashes for them.
I am able to load the save and cycle through all the units with movement remaining, without crashing, using base 0.41n. Try loading the save and then manually selecting units instead of pressing <W>. Finish the turn, advance to the next turn, save, and then try cycling through your units.
 
Strangely enough, I tried it again today, and it went without a crash. Not sure what to make of it, but at least I can continue my game now. Thanks to those who checked!
 
Looks like I have a feeling for running into infinity load.:sad:
Just when I was about to own the world as Lanun, the game won't stop loading, even after I re-tried several times.
Here's the file, hoping that something can be done.:confused:
 

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