FfH2 Bug Thread

Maybe some religion beelines should be brought back or the weights and flavours of the religion founding techs increased. It were not the religion beelines that were bad for the AI.

I don't know whether it was the religion beelines or what holding the AI back before, but the AI in 0.41 is noticably improved over 0.40z, and if it is somehow related, I'd happily take religions founded later for that improvement.

Though, yes, it did seem odd when the Sheaim adopted Order in my latest game, too.
 
I've got a crash on this one at end of turn.

lockup, sound looping - had to reset and the second time it CTD'd

patch a

also, I don't know how I ended up with this leader(s) as on custom game setup I selected artus thorn I think...:crazyeye:

edit: I was able to play thru that turn by loading from a earlier autosave, so dunno what that was.

edit2: I've had a few other crashes, some on end of turn, and some after just letting it sit for a while. also had one time that it appeared to crash when I mousedover fruit of yrgdsil (sp?)
no other repeatable ones though ... but I also just had hulu crash, so maybe its something on my end
 

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"a" patch installer will not detect ffh .41
i reinstalled .41 beforehand to make sure i had the last revision. installer exits with no option to manually browse.
 
The religion problem is indeed quite serious. I played as Luchuirp and I founded RoK quite late. Some time later Empyrean, FoL and Order were researched by Malakim. No other religion was founded until around turn 450 when I founded rest of them by myself.
I had The Eyes and Ears Network and some civs were already researching Animal Mastery. :nono:
Thanks to this consequences game was quite crazy. Sheim went Order, Clan Empyrean and in my new game Bannor have RoK really fast and with exception of my Overlords founded by myself and Leaves nothing else is beeing worshipped so far. :(

In this game I also encountered problem with liberating cities. I recaptured Clan city from Malakim and when clicked "Return city to Clan" it got razed immediately. It happened twice.
 
I'll second being hit by extraordinarily high health penalties by blight. It rather slows down the game when all your cities get reduced to 1 pop for 30 turns.

The screenshot is ten turns or so after the start of the blight. Khazak's pop was 21 at the start, and I've been through one revolution trying to stall for a short time, but at -1 blight a turn that's hopeless.
 

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In this game I also encountered problem with liberating cities. I recaptured Clan city from Malakim and when clicked "Return city to Clan" it got razed immediately. It happened twice.

Had this problem as well. I retook a city taken from my vassel. I selected the option to give it to them, and it got razed. My vassel then went and stuck a settler on top of the same square.

I also had a nice chuck of time where my gold income was showing as -40 to -50ish a turn for a while, but my bank was actually increasing :confused: And no, I wasn't pillaging for gold or taking cities during this time, nor did any of my units have the "get gold when you win battles" ability.
 
Whilst poring over CustomFunctions.py after installing 0.41a, I noticed a typo. In the function ExploreLairBigGood, one of the possible rewards is "PRISONER_MECHANT" - however, the corresponding line in Civ4GoodyInfo.xml is "PRISONER_MERCHANT". This means that it's impossible for Great Merchants to spawn from lairs and that if they would, the player instead gets no spawn and no "such-and-such happened when you explored the lair" message.

Fortunately, it's an easy fix.
 
I played as Luchuirp and I founded RoK quite late. Some time later Empyrean, FoL and Order were researched by Malakim. No other religion was founded until around turn 450 when I founded rest of them by myself.

Yeah. Couldn't find the AI issues thread, but the removal of religion beelines caused the leaders like Thessa, Kandros, Os-Gabella etc. who are supposed to find religions, but don't have religion flavours, to not found any religions (apparently, favourite techs are not enough), while leaders with strong religion flavours like Capria or Varn start to hoard religions. Nor does Os-Gabella try to summon Hyborem, when given AV through WB.

And the forced Exploration research was good for the AI. I've seen poor Os-Gabella without Exploration at turn 100.
 
I also had a nice chuck of time where my gold income was showing as -40 to -50ish a turn for a while, but my bank was actually increasing :confused: And no, I wasn't pillaging for gold or taking cities during this time, nor did any of my units have the "get gold when you win battles" ability.

I don't know that I'm going to describe what was happening to you, but this is the most likely culprit. If one of your cities has an extraordinary amount of production, the hammer overflow from that city's production turns into gold. Imagine a city with 100 hammers per turn building a 30 hammer military unit.

Turn 1: 100 hammers goes into unit. Unit needs 30 hammers. A max of 30 hammers can go to hammer overflow for next turn because Civ won't overflow more hammers than a unit/building actually costs.
You have 40 hammers of production that can't go into the overflow, so Civ/FfH turns that into 40 gold.

Turn 2: 130 hammers go into the unit because you have 30 hammers of overflow. The unit consumes 30 of those hammers, so 100 hammers are available for overflow. 30 goes to hammer overflow for next turn and 70 goes to gold.

rinse and repeat.

Now, build the Heroic Epic in that city and watch the fun explode.

Sidar, Clan of Embers and Kazad can have some real fun with this trick. If they adopt Runes of Killmorph, they won't get nearly as much gold, but they can build the little mini-engineer dudes so that they can turn those Heroic Epic hammers into buildings/wonders in other cities and not worry about deleting all of those "surplus" units.

This trick is often abused in regular civ with cheap buildings that get production bonuses. Creative Libraries or especially Walls for a Protective Civ with Stone. Put a little production into the Walls and then :whipped: them to completion on the same turn that you chopped down a couple of trees and watch in amazement as several hundred gold drops into your treasury overnight.
 
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And the forced Exploration research was good for the AI. I've seen poor Os-Gabella without Exploration at turn 100.

Well the changes seem to have had the effect of randomly making the AIs either much better or much worse than they normally are, instead of being very predictable and therefore always disadvantaged to a human that knows what they will do. In my current game Tasunke declared war on me when I had a score four times higher than his. Okay, that part by itself isn't too uncommon. What surprised me was that he didn't have a single horseman in his military. After handily beating down his army of axemen and vassalizing him, he finally took up researching Exploration, at about turn 320 (normal speed).

What I don't know is how likely each civ is to be worse than before as opposed to better than before, but they are certainly less predictable in their actions.
 
Well the changes seem to have had the effect of randomly making the AIs either much better or much worse than they normally are, instead of being very predictable and therefore always disadvantaged to a human that knows what they will do.

That's because both beelines that were making the AI worse (the Doviello and the Bannor ugly Bronze Working beeline was the prime example) and beelines that helped it (Exploration, for example) were removed.

If anyone is interested, the file reintroducing all the religious beelines, the Exploration beeline and the Hippus Horseback Riding beeline is in the attachment. Goes to Mods\Fall from Heaven 2\Assets\python.
 

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I also had a nice chuck of time where my gold income was showing as -40 to -50ish a turn for a while, but my bank was actually increasing :confused: And no, I wasn't pillaging for gold or taking cities during this time, nor did any of my units have the "get gold when you win battles" ability.

I don't know if it is the same thing but two times when clicking End turn I got message that I razed some city and got some money. Maybe they got razed by my vassal, but I didn!t noticed it as well.
 
Playing with patch 40.z
(I still post it as it seems the issues has not been mentionned for 0.41 or 0.41a)

-I can't seem to cast hast on worker / settler... I cast but they don't get the promotion.(maybe it's a feature ;) )

-HN units have no benefits for roads in unclaimed territory.... I think it considers that it is in ennemy territory as it is not in my culture boundaries.
if you want I can give a savegame.
 
I'm seeing a lot of nitpicky things which were fixed in the last round of Bhruic's, I think. Things like the fractal map not randomizing, settlers sitting on an island without creating a city (the AI recognizes the island is a good city spot and sends the settler, but when it gets there it just sits), and worse than usual worker antics.
 
Version 41 not patch a. Load, enter, crash.
Something with capturing a unit at 29, 21.
 

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Playing with patch 40.z
(I still post it as it seems the issues has not been mentionned for 0.41 or 0.41a)

-I can't seem to cast hast on worker / settler... I cast but they don't get the promotion.(maybe it's a feature ;) )

-HN units have no benefits for roads in unclaimed territory.... I think it considers that it is in ennemy territory as it is not in my culture boundaries.
if you want I can give a savegame.


Both are features.
 
HN not getting to use roads anywhere is a rather terrible feature. I will always consider this so.

Anyways, there seems to be a bug with the new city capturing dialogue. I thought it was a fluke the first time, but I have now twice razed a city when I selected to return control to a different civ. It's rather bothersome.
 
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