FfH2 Bug Thread

Considering the Grigori can't make Great Prophet specialists (essentially), I think the Luonnatar should be able to build, well, Altar of the Luonnatar. Just make it so only units with the Hero promotion can upgrade to them. You still basically need to finish the tech tree to get the final Altar.
 
But it really wouldn't be any easier a win for the Grigori than for anyone that can build a pagan temple early on to set 1 priest specialist then use that first GP to build the first level of the alter, thus enabling a 2nd priest specialist. Add in anotyher priest specialist for any religious temples and it becomes easier and faster to get 6 GPs than it is for the 6 Adventures. Plus no need for a high level tech to upgrade those GPs before they can make those first 6 alter levels. Thus long before the Grigori can even get their special units to build the alters, some other, non-agnostic, civ could have been reaping the benefits of each of those 6 levels of the alter for quite a long time.

For example in a single player game as the Calabim, I was pumping out the GPs fast enough that I could research the required techs for the alter as well as other techs I needed for defense, my economy and to found all but one of the religions, and had enough GPs to get the alters built and all the special religious buildings built.

When you consider that each priest specialist is +3 GPP and the Grigori at most get +4 Adventurer GPP (1 from the capital, 2 from the adventurer guild and 1 from the Grigori Tavern), that's barely more than 1 specialist to gain GPs of any other type. Then considering it only takes a tier 2 tech, Mysticism, to build the pagan temple to get +3 GPP towards a prophet vs the 1 from the Grigori palace towards the Adventurers, But having to wait for a tier 4 tech for the grigori to build the adventurer's guild just to match the +3 a specialist gives

When ya look at it, letting the Grigori win via the alter is actually more difficult than anyone else doing so. Especially someone that can build all the religious temples and also has the philosophical trait and running pacifism. Sure, they will get their first Great Prophet about the time the Grigori get their 2nd Adventurer, but at this point they can start getting their GPs at least as fast as the Grigori can get adventurers by adding just 1 more priest specialist. Anyone going for the alter win is not going to run just 1 or 2 priest specialists, they're run as many as they can. I've had cities with more than 10 priest specialists.

In any case, I'd say the Grigori's method of building the first six levels of the alter was just as balanced as someone else running a specialist economy getting their alter built. So please put this back in.

I forgot to mention that in the game as the Calabim it was as Flauros, so I didn't have the philosophical trait and wasn't running any civics that boost the GPP.
 
Patch 'Z'. I don't know if it doesn't remove other beneficial spells or not, but it definitely doesn't remove shield of faith, and it doesn't say that "it can be resisted, or has a chance of failure." It failed 3/3 times in my test case.

This will be fixed in 0.41.

1) about Wonder spell
Sometimes Wonder spell summons a creature which has three turns duration by the summoning trait leader, instead of two turns duration.
(And have no Combat I promotion and no Empower promotions.)
These summoning creatures have no duration at default.

This will be fixed in 0.41.

2) about World random event
World random events (Mary, Gaelan, etc.) NEVER occurs in current version.
Because each triggerd flag is changed TRUE at first turn whether it has occured or not.

in CvPlayer::initTriggeredData
Code:
    GC.getGameINLINE().setEventTriggered(eEventTrigger, true);
This code is certainly executed every turns without trigger checking.

Please review these behaviors.
Thanks!:)

This is very interesting. I've changed the way it works. We will see how it works in 0.41.
 
How is dispel magic being fixed? Will it again remove those promotions, or just not be castable when it doesn't do anything.

Edit: Oh, I see the first post addresses it.
 
How is dispel magic being fixed? Will it again remove those promotions, or just not be castable when it doesn't do anything.

It will remove the positive promotions from enemy units and remove the negative promotions from allied units (that are dispelable).
 
0.40z - Few things with Hyborem. The AI gets control of him the turn he is summoned, so by the time the player switches to him, Dis has already been built in any old place. Perhaps give him a turn of leeway, so nothing happens until the turn after. Also, as Hyborem, burning and pillaging the world actually lowers the AC, as AV is given to the city immediately upon capture, so you end up razing an AV city. Once again, a turn of leeway here would be an easy fix.
 
Are the High Priests of Winter supposed not to be albe to cast 'Call Bllizard'? When I upgraded my 3 Priests of the Hand they got only the Heal spell, nothing more. Is this right?
 
[NWO]_Valis;7983812 said:
Are the High Priests of Winter supposed not to be albe to cast 'Call Bllizard'? When I upgraded my 3 Priests of the Hand they got only the Heal spell, nothing more. Is this right?

Don't need High Priests, just normal priests of winter, bull Call Blizzard doesn't summon Blizzards, it only moves them. You can create them with 'The Deepening' ritual.
 
Don't need High Priests, just normal priests of winter, bull Call Blizzard doesn't summon Blizzards, it only moves them. You can create them with 'The Deepening' ritual.

Yes, I know it doesnt create them. I was towing my blizzard from across the whole map to were the fight was taking place. Finally when I did that I also researched theology and upgraded my priests. I was sadly surprised that they lost their ability to tow the blizzards :/
 
Loading games
I started getting an error as of the Z patch.

(paraphrased)

failed to load gameinfo/CIV4EmphasizeInfo.xml

Then a second screen which has more info saying (almost exactly, the box after Schema is not brackets)

Failed loading XML file xml\gameinfo/CIV4EmphasizeInfo.xml.
[.\FXml.cpp:133] error parsing XML file -
File:xml\gameinfo/CIV4EmphasizeInfo.xml
Reason: The element 'bAvoidAngryCitizens' is used but
not declared in the DTD/Schema.[]

Line: 135,25
Source: 1

Looks like I am missing a file maybe?
After hitting both OK boxes the game seems to run fine. Just get the error everytime. This happens on both of my computers (home and laptop).
 
Loading games
I started getting an error as of the Z patch.

(paraphrased)

failed to load gameinfo/CIV4EmphasizeInfo.xml

Then a second screen which has more info saying (almost exactly, the box after Schema is not brackets)

Failed loading XML file xml\gameinfo/CIV4EmphasizeInfo.xml.
[.\FXml.cpp:133] error parsing XML file -
File:xml\gameinfo/CIV4EmphasizeInfo.xml
Reason: The element 'bAvoidAngryCitizens' is used but
not declared in the DTD/Schema.[]

Line: 135,25
Source: 1

Looks like I am missing a file maybe?
After hitting both OK boxes the game seems to run fine. Just get the error everytime. This happens on both of my computers (home and laptop).

bAvoidAngryCitizens doesn't exist in FfH2 or BtS. I suspect you have applied some mod that changed your source files, specifically CIV4EmphasizeInfo.xml. I would reinstall Civ4 and BtS.
 
bAvoidAngryCitizens doesn't exist in FfH2 or BtS. I suspect you have applied some mod that changed your source files, specifically CIV4EmphasizeInfo.xml. I would reinstall Civ4 and BtS.

No need to reinstall Civ4 and BtS. Deleting and reinstalling Fall from Heaven is enough.

A modified version of the file CIV4EmphasizeInfo.xml exits in Fall Further, in Orbis, in the Minor Leaders Mod and FlavourMod. I know, because I made those modifications. If you had one or more of theses mods istalled for a previous version of FfH you will run into issues, if you don't install a compatible version of these mods again after patching to FfH 0.40z, or if you don't reinstall 0.40 completely.

More specifically only the mods changing files in the original FfH folder should be a problem. If the mod copies the FfH folder first, before it applies its changes, no issues should arise. Basically this takes Fall Further out of the picture. I don't remember if Orbis or the minor leader mod does make a copy first, but FlavourMod certainly doesn't. I should change this in the the next version (probably 2.7.3) or provide an unininstaller or something else to avoid any problems.
 
I had tried Fall Further but it didn't work at all.
Flavour is also installed but I haven't installed the latest.

Guess I'll reinstall FFH2 and the patch then.
Hopefully, it won't kill my game but it won't be the first time I have restarted :)


Even better is the last susgestion of deleting the offending file.

Edit: Deleting just caused an immediate crash. Looks like reinstall is in order
 
I know Fall Further plays nice. Does Flavormod place files in the FfH directory? That would not be good. Every patch will backout any schema changes, and not only break the modmod but base FfH loads. I like Vehem's system of copying the FfH directory so that these issues dont occur.
 
Yes, FlavourMod currently does place its files directly in the FfH directory, but I'll make its installer copy the FfH directory first in the future (like Fall Further does it). The old behaviour was ok in the past, when it was modular enough, but the mod has grown too much since then. As you said, at the moment every patch breaks the mod and base FfH, if you don't install an updated version of the mod immediately after patching base FfH.
 
Back
Top Bottom