FfH2 Bug Thread

I'm currently playing ffh2 with the minor civ leader's mod mod in effect. At the end of my turn all battle animations play out and then the war horn is blown. Simultaneously with the war horn my game crashes. Tried reloading 3 times, so this is a recurring error.

Game Info: Patch .40u
Minor Leader Mod Version 1.6

Edit: This address was labeled as the problem by the windows error closing program window.
C:\DOCUME~1\Darren\LOCALS~1\Temp\dffc_appcompat.txt
Not sure if that helps but I'd like to give as much info as I can.

This thread is for pure FFH only. Post bugs for mod mods in their own respective threads.
 
Nvm, I dug a little deeper and found the problem. Sorry for breaking the rules on this one, I'll do a little more research in the future before posting.
 
I have been play-testing the last few patches with the Lanun and pirate ports. It seems that AI enemy privateers or pirates can sail right through your defending ships (without having to engage them) as if they were invisible units. The same goes for your ships protecting pirate ports (which are supposed to give a defensive bonus). Thus, pirate ports rarely survive. Is this a bug or feature? I didn't see it in the features...

It also seems that AI enemy ships can choose which ship in a stack (fleet?) they wish to attack, and so weakened ships are never defended by your stronger units. Is this also a feature?

Moreover, the automated command for attacking enemy ships that enter one's waters also does not seem to work...
 
The Council of Esus religion wonder, called Nox Noctis, makes all of your units invisible while they are within your cultural borders but not in a city. This includes ships. Enemy units can enter the square of an invisible unit and pillage any improvements present in the square.

In patch T the ability to reveal a unit was added. This will cause the unit to forgo Nox Noctis protection and be visible, which will enable it to protect resources. Reveal cannot be reversed, so choose carefully which units you reveal.

As for enemy ships attacking the weakest target in a stack, I don't believe I've seen that. It shouldn't happen, as far as I know. Can you provide additional information about the circumstances surrounding this? (Patch version, ships involved, civs involved, promotions, wonders, in whose borders, and any other details that might be relevant.)
 
Also, the AI is sometimes acting stupid in war. Almost in every game when there's been a war and the AI's army is nearing a city, it stops and starts running back and forth between two squares. Usually lasts for many turns, but eventually they do attack, thankfully. Happened to me 4-5 times now during 6-7 games.

And a smaller issue, when a town turns to your side due to culture, even if you choose to disband the city, the "What do you want to build in this city?" still pops up. Clicking on any building will cause a CTD, the only way is to click "Examine city". I don't remember if this was in vanilla too, but I don't remember that it would've been so at least.
 
Nomad promotion works on Desert and Hills/Desert tiles, but not on Flood Plains/Desert, Oasis/Desert or Scrubs/Desert.

Now that I think about it, I haven't tested Forest/Desert or Hills/Forest/Desert. (Both made with Scorch.) Dwarves get double movement on Hills/Forest, I think, so I suppose it ought to work on those too.
 
Playing FFH2, the most recent build, no mods. Using a wheel map, around turn 138:

Code:
Traceback (most recent call last):

  File "Wheel", line 1304, in minStartingDistanceModifier

NameError: global name 'bSuccessFlag' is not defined

search of the forums didn't turn that up, so I figured I'd post it. I like the Wheel map a lot, but I've had enough crashes with it that I haven't been able to finish a game.
 
Why are Obsidian Plains even still in the game if they never show up (except perhaps in scenarios)? I think they should go back to being the hell version of Flood Plaines (and/or possibly Scrub), and maybe provide +1 :hammers: instead of :food:

If I recall, you removed the change from doHell because it wasn't working anyway. That is because since the terrain changes were moved to the DLL the features are being removed from terrains that aren't in their terrain booleans. It can be easily fixed by making both the hell and non hell versions be valid in both the hell and non hell terrains, and then changing them the same way as bonuses are changed. This may cause a 1 turn delay, but that probably doesn't matter. You should probably stop Burning Sands with features on them from making flames too.


Of course, it might be better to make the DLL handle plot counter based changes for features and bonuses the same way it handles base terrain.


----------------

As for an actual bug, in the last game I played (which admittedly was a modded patch r version) the first colony I (Auric) liberated was Random Evil Leader of the Illians.
 
Latest version, more an exploit than a bug:

If you open a treasure chest with a group of units (selecting the whole group and then clicking the chest button with all of them at once), you will get a single reward for each unit (or different rewards and/or negative effects). I found that by accident while using two Cultists, I guess it will be possible to send 20 Cultists, for 20 rewards, but I didn't try. My chest was both empty and contained the timor mask.

edit: I checked with 10 Cultists, found 4 timor masks, 1 rod of the wind, 3 techs, 1 money and 1 empty, clearly a sploit ^_^
 
About treasure chests, minor bugs : (patch U)

- Very annoying when your chests are destroyed by things like Lanun world spell.
- Being invisible, they cause a 'problem' to AI : it sends settlers + troops on these 1-tile islands, and are stuck there until you open the chest. (Sad to 3 Svartalfar settlers at a same spot)

Edit : even if the chest is destroyed, the settlers (2 Lanuns/1 Luichirp) seem frozen on the tile.

And it seems the AI is stuck in the 'build settlers' mode : "Expand/Build a settler/Create city/Not possible/Build another/etc."
 
A few pages back someone named PanzerWolf posted about the Sidar hidden units being teleported when they engage in combat and also about a bug with a Great Commander being able to be joined by more than one Sidar hidden unit. I have taken a quite extensive look at this phenomenon and would like to share a few additional facts I have learned.

I have only looked at this with the Sidar, though I suppose it is possible that this might be happening with ALL hidden units. The problem is not limited to combat only. I have seen a hidden Sidar (almost always a ghost, sometimes a Shadow) get teleported away when exploring a lair (in this case, it was a goblin fort). Not only that, but I got the message "lair destroyed", yet the lair was still there to be explored again and again, sometimes again with the "lair destroyed" message. I have seen the hidden Sidar get teleported away one or two spaces when attacking, but in these cases since the "y" patch the unit then immediately moves back to where it should be. I have been able to reproduce the Great Commander exploit several times. (The hidden Sidar moves into the tile with the Great Commander, chooses the "join commander" option, gets teleported away with the Great Commander promotion, but leaves the Great Commander unit still in its original tile). This allows for a number of Great Commander promotions limited only by the number of hidden units you own. Further, each unit can later "Split" from its Great Commander (just before shading), creating a new Great Commander unit which can then be joined to any non-hidden unit.

It gets worse than this: The same bug that occurs with the Great Commander will occur with ANY equipment. Imagine every one of your ghosts with its own Nether Blade, then dropping those blades in the city it joins when shading, leaving the blade behind for any other unit to pick up.

With further testing I have shown that this does not occur if the unit is NOT hidden, but if the unit is hidden it will occur every time, no exceptions.

In the saved game below, you can see in the city Celo both a Great Commander and the Nether Blade (I shaded Rathus as soon as he reached level 6, which happened rather quickly as he had......wait for it.....a Great Commander promotion!) And next to Celo are two ghosts, both with the Great Commander promotion AND a Nether Blade. Until these bugs are fixed, it will be possible as the Sidar to maintain an entire army of ghosts; each with the Great Commander promotion, each carrying its own Nether Blade and whatever other equipment you may have acquired (Rod of Winds? Scorched Staff? Both?).
 

Attachments

I would like to confirm the Hide problems Squelch mentions. I was able to duplicate the Dragon's Hoard by having a Hidden ghost pick it up. I also had Hidden units teleporting outside of other civs borders after they attacked, even when I had open borders with the civilization (or the unit was HN). For some reason, Rathus (and only Rathus) decided to jump all the way back into my borders after each attack while he was hidden, regardless of the distance.

A less serious, but still annoying, bug also occurs when a unit is hidden and inside the borders of Nox Noctis, in which a unit will not de-select after it is given a command unless you re-select the unit and give the command again.

edit: One tile, out-of-city jumping also occured when I used hidden units to purchase mercenaries.
 
"Frostlings have been spotted ..." event can occur with a city as its target square:



A city should not be a valid square for this event to trigger upon. Also, turn 2 is probably a little early for an event like this, but that's more of an opinion than an actual bug.
 
Stoneskin Ogres can't recast Stoneskin. So they only get the Stoneskin buff for their first combat, then it's gone forever.
 
A city should not be a valid square for this event to trigger upon. Also, turn 2 is probably a little early for an event like this, but that's more of an opinion than an actual bug.

I thought that was fixed a long time ago?

Stoneskin Ogres can't recast Stoneskin. So they only get the Stoneskin buff for their first combat, then it's gone forever.

That is more a balance issue than a bug, but I think it would be nice if they got the Stoneskim promotion back from combat, the way Losha gets immortal. Sure, it wouldn't work so well against non-living armies, but it is easy to do would generally mean they keep the promotion.
 
You mean that little doggies DON'T go to heaven? That is such a buzz-kill, Kael. ;)

I guess you missed the discussion of this earlier. That joke has already been made.

The change was made mostly because I pointed out how Mercurian Priest of the Leaves' summoned Tigers all returned as angels. Kael didn't think it was right for them to be rewarded for killing kittens. (Plus, animals don't have the divine spark, which is what is processed into an angel/demon after a mortal dies.)
 
I guess you missed the discussion of this earlier. That joke has already been made.

Guilty! :mischief:

The change was made mostly because I pointed out how Mercurian Priest of the Leaves' summoned Tigers all returned as angels. Kael didn't think it was right for them to be rewarded for killing kittens. (Plus, animals don't have the divine spark, which is what is processed into an angel/demon after a mortal dies.)

And a fine balancing act is was! Seems like a waste of anima, though. It would make sense, after both Infernals and Mersurians are in the game, for dead animals and neutrals to reincarnate as allies of the Grigori. Sort of a "nature abhors extremes" and "a pox on both your houses" kind of thing.

And now I'm doubly guilty of chatting in this thread, which I know Kael hates. Sorry, Kael!
 
Actually, a better fix for this IMO, would be to not allow animals to get a religion. If animals are able to get a religion(thus worshiping a god) it would only seem fit if they go to either Haven or Hell after they die.
 
Back
Top Bottom