FfH2 Bug Thread

i posted a error a few pages back (cnt find it) regarding it not fully completing turns for Sidar Recon units and Sidar Kraken
but i have figured that it does it to ANY unit with the Stealth Promotion (the one which allows the caster to cast Hide) so im wondering if it may be related to the stealth promotion
i think this will only effect Sidar recon units and any civs Kraken units though
and i also found that Hippus hero Magnadines units that he hires can get multiple weapons (Iron and Mithril / Copper and Mithril) which gives them a massive advantage over other Champions / Axemen (swordsmen)
 
There is a bug related to the interaction between the Deruptus Brewing House national wonder and the Warrens building.

Details hidden in spoiler tags to protect the innocent:
Spoiler bug details :
Dwarven units trained in a city which has built the Deruptus Brewing House receive an extra 2 xp, in addition to any xp from other sources. This primarily benefits the two Dwarven civs, however anyone following Runes of Kilmorph can build Soldiers of Kilmorph - which will receive the benefit thanks to their Dwarven race. However there is a problem if the Clan of Embers is following Runes of Kilmorph and trains a Soldier of Kilmorph in a city that has both the Deruptus Brewing House and a Warrens. Two Soldiers of Kilmorph are produced, due to the Warrens, but only the first one receives the +2 xp bonus for the Deruptus Brewing House. The second Soldier of Kilmorph should also receive the bonus xp.
 
Repeating CTD on this save. 2 turns latter. This is the momus scenario...

Quite iriating really, just got a good solid start, set up... heck was even surviving perps crazy "ZOMG EVERYONE ATTACK EVERYONE" when I wasnt quite ready for it...
Just got fire hooked up...

Admitedly my OS is windows 7, but this has yet to cause issues before... well, crash issues anyway.
 

Attachments

Making a Druid while "Good"

Latest version and patch. Playing Amurites, Good alignment, had a Stonewarden, sent Stonewarden to wife's town (she is Neutral), able to upgrade Stonewarden to a Druid even though I am "Good" not Neutral. I believe being Neutral is a requirement for making Druids.
 
Yeah, but it seems that the alignment of who own the town in which the upgrade happens is what matters instead of who owns the unit, at least if it is upgraded in a Permanant Ally's lands. You can get Paladins and Eidola with the wrong alignment this way too.
 
i posted a error a few pages back (cnt find it) regarding it not fully completing turns for Sidar Recon units and Sidar Kraken
but i have figured that it does it to ANY unit with the Stealth Promotion (the one which allows the caster to cast Hide) so im wondering if it may be related to the stealth promotion
i think this will only effect Sidar recon units and any civs Kraken units though
and i also found that Hippus hero Magnadines units that he hires can get multiple weapons (Iron and Mithril / Copper and Mithril) which gives them a massive advantage over other Champions / Axemen (swordsmen)

I wonder if that's realated to my previously reported bug with Brigit not completing her turn due to multiple defensive strikes killing opponents before they die from the normal attack when using a harlequin to taunt a large stack of enemies?
 
How exactly does the hell terrain work? In my game, it's already turn 389, Hyborem has been in the game for quite long, yet I see no hell terrain. Could that be caused by that game options bug, where they sometimes do what they are not supposed to do as well? But looked in my game settings and "No Hell Terrain" wasn't there. I have my CvGameUtils slightly modified, but I have no Python exceptions, so I guess there are no errors in it. That game also features all of Infernal cities having Fellowship in addition to AV.
 
How exactly does the hell terrain work? In my game, it's already turn 389, Hyborem has been in the game for quite long, yet I see no hell terrain. Could that be caused by that game options bug, where they sometimes do what they are not supposed to do as well? But looked in my game settings and "No Hell Terrain" wasn't there. I have my CvGameUtils slightly modified, but I have no Python exceptions, so I guess there are no errors in it. That game also features all of Infernal cities having Fellowship in addition to AV.

Is there hell terrain in Infernal lands?
Whats the AC? I dont remember the numbers exactly, but the higher the AC the more you should see hell terrain in evil civ's lands. I think it needs to be over 25 to spread into neutral territory, but dont quote me on that.
 
What kind of terrain is in Infernal Territory? There is no hell version of Tundra or Snow, so the plot counter there could be at 100 without being visibly hell.


You didn't happen to mod anything that could be messing with the loading of CustomFuctions.py, did you?
 
What kind of terrain is in Infernal Territory? There is no hell version of Tundra or Snow, so the plot counter there could be at 100 without being visibly hell.

It's definitely not Tundra or Snow.

You didn't happen to mod anything that could be messing with the loading of CustomFuctions.py, did you?

The only changes were some XML stuff, and adding some lines in CvGameUtils, some of which just reintroduced some python beelines and some were stolen from an AI mod in the modmods section.

Since it seems that CustomFunctions is responsible for stuff like lair exploration, it definitely loaded - I explored a lair and got the Rod of Winds in the same game.
 
It is also possible that you did something that stopped CvEventManager.py from loading properly, thus stopping it from calling on CustomFuctions.py's doHellTerrain function. (The actual terrain changes based on plotCounter are handled in the DLL, but the changes to the plot counter as well as resource and feature changes are in doHellTerrain.)


Python errors in one file can often stop other seemingly unrelated files from loading too. I suggest you use IDLE to search for errors in an file you change. IDLE is horrible for actually editing python, but it will catch syntax errors. (Note that it gets really upset about using spaces as tabs, and will give a lot of false positives for errors in files that use that but still work. Strangely, it does not show spaces and tabs differently and when it finds spaces and tabs mixed it suggests having it change every tab to spaces.) Of course, it won't catch logical errors for you, and it cannot tell you if any of the units, techs, religions, etc., that you reference are actually defined.


If you changed anything in XML that is referenced in python it could stop the python from working. I believe that I noticed hell terrain not working (among other things) when I removed the Brigit_held unit without removing the part of CvEventManager that places her in the Ring of Carcer.
 
I'm having the same issue too with the game lacking any hell terrain, even though armageddon count is about 40-45. I'm playing an evil alignment as well. I have not made any changes to XML or Python.

EDIT:
Thought I might also add, I'm having problems with the scenarios as well (scripts not activating). For example, when i build grand menagerie in the animal hunt scenario, the script where keelyn tells me to find a elephant never happens. The scenario where I'm supposed to protect the illians from being wiped out, they get wiped out but i dont get a script saying i failed/lost the game.
 
Thought I might also add, I'm having problems with the scenarios as well (scripts not activating). For example, when i build grand menagerie in the animal hunt scenario, the script where keelyn tells me to find a elephant never happens.

Same here.

I have five requests before you report issues:
[...]
4. Please don't report issues for other mods in this thread, even FfH modmods.
[...]

Well, Ricemon appears to have the same problem. And I'll temporarily revert to default files and will make an experiment with hell terrain then.

Also, was not entirely truthful when I said that I've got no Python exceptions - I always get that one on loading: (see attachment). I suspect that it's caused by the absence of a "My Documents" folder in Russian version of Windows and has nothing to do with the problem, but who knows...
 

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  • Civ4ScreenShot0179.JPG
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I've made my experiment. Reinstalled FFH, 7-zipped the patch, Started as Tebryn, worldbuildered a heap of GP's, bulbed Infernal Pact, switched to Hybo. Placed a huge amount of settlers in WB, founded my Infernal cities, the AC went up to 70-something. Played 20 or so turns, still no hell terrain anywhere. During these turns, Tebryn won a religious victory.
 
Yeah, definitely something wrong then - something unrelated to whatever changes you'd made. Terrain within Hyborem's cultural influence should change to the Hell version in one turn. I'll imitate your experiment and see what happens.

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

Hell Terrain is working for me:
Spoiler before & after screenshots :
Spoiler new city founded :
helltest4.jpg
Spoiler next turn :
helltest5.jpg
Could that be caused by that game options bug, where they sometimes do what they are not supposed to do as well? But looked in my game settings and "No Hell Terrain" wasn't there.

What game options are you using? As you say, it is possible that one of the options is also triggering the "No Hell Terrain" effect. If you try your test in a game with none of the options selected, do you still have the same problem?
 
It's a known bug but I can't stress how jarring it is.

The huge blood splatter effect. Chariots, gorilla's, etc. The blood splatter effect across the whole screen just throws the entire polish aspect of the mod out the window. If it could be disabled on units that have the huge effect due to the way they were made it would go a long way.
 
Hell Terrain is working for me:

For me it doesn't. Some people, like me and Ricemon seem to have this problem, some don't. It seems that it's also connected to some scenario scripts not working.

What game options are you using?

In my test Hybo game - none.
 
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