FfH2 Bug Thread

As Ghost Ranger above I played Perpentach and when the Insane Trait kicked in (it did) and I okeyed the Textbox I got a Python Exception and the traits didn't change.
 

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Patch b: the Insane trait doesn't seem to work, that is my traits are always the same.

While playing the Grigori last night the Adaptive trait failed to function as well. I could select my extra trait but it had no effect. I switched traits the next time I had the option just to make sure that it wasn't one specific trait and both times it had no effect.
 
Okey this is the Python Exceptions that happened when I tried to start an Ereb game.
 

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Just played 300 turns into a patch B game, and I think the AI has a problem with researching religious techs (i.e. they don't).

I spent most of the game following the Overlords, but I noticed that every single AI I ran across was faithless (though they were happy to convert to OO after I gave them the tech manually). Keelyn, for instance, had Hunting and Mysticism but not Way of the Forests like you'd expect. Having nothing else to research after Arcane Lore, I founded almost every other religion without competition, and while this will make for an easy religious victory, I doubt this was intentional.
 
I don't know MrUnderhill but my AI was very good with founding religions during my first patch B game. OO and RoK were really fast and FoL a Emp not too away. Only Order came late around turn 350 (standard speed) and CoE is not presented as I am aware. Although there is no civ favoring CoE still living. ;)
Btw. Keelyn is not too much of Leaves girl. :)

And I've got question. I don't know anything about 3.19 patch, but was something done to unit graphics? It seems that only dying units get damaged. Winning units stays always looking as in full strength. Even with 0.1 strength. :confused: Is it WAD? If so I don't really like it and can something be done to change it? Like some options...

To all who have exceptions with patch b: Excuse me for my question but do you have 3.19 patch installed?
 
@Vitek: If you attempt to launch FfH2 0.41b without v3.19 installed the game immediately crashes. The Python exceptions related to trait changes happen with patch B + v3.19, but of course you have to have enabled python exception popups to see them.
 
Barbarian civilizations can hire scorpion clan wolf riders from goblin forts with 4 str + 1 poison,
however if you hire a scorpion clan goblin and then kill a wolf with it, that goblin will upgrade into a normal wolf rider with just 4 str, somehow losing the + 1 poison strength. Shouldnt scorpion clan goblins upgrade into scorpion clan wolf riders?
 
Hello all. On installing both patch 3.19 and patch b for ffh2 I keep getting a CtD. I am running Ubuntu 8.10. Patch 3.17 with FFH2 up to patch 0.41a was running smoothly (and once I downgrade, everything works fine again). Has anyone else had this problem, or any suggestions? Thanks a ton.
 
Barbarian civilizations can hire scorpion clan wolf riders from goblin forts with 4 str + 1 poison,
however if you hire a scorpion clan goblin and then kill a wolf with it, that goblin will upgrade into a normal wolf rider with just 4 str, somehow losing the + 1 poison strength. Shouldnt scorpion clan goblins upgrade into scorpion clan wolf riders?

is that really FFH .?? and not FF ...
 
AI are still failing to research religions in my games. They are of course perfectly willing to switch to any religion that spreads to them. Is there any way to disable the spread of religion myself? Given the way that religion drives the armageddon count and sets up the good vs evil conflicts the game isn't much fun to play without it. It is even less fun when Falamar and his merry band come rolling out with dwarven religion heroes. Particularly when he builds them before the founder of the religion can. It seems to me that founding a religion should give you a bit of control over where it spreads. Manually spreading it with disciples might be a pain but it would be a hell of a lot better than this. The mod is effectively unplayable as is in my opinion.

I would also like to see there being a point to AI having alignments. I get really tired of Einon Logos being best friends with Alexis, Keelyn, Tebryn Arbandi and Auriv Ulvain. The AI always likes another AI more than the player even if that other AI has gone to war with em. I don't know what can be done here, but giving a bit more weight to "You are good" and "You are evil" would help. If anything can be done to make friendship with an AI matter beyond whether they attack you or not as well that would be nice.
 
Playing my fist game with 0.41b, AI players are researching very weird. Amelanchier hasn't try to found FoL. Os-Gabella, my closest neighbor, was researching straight to Ballistics, so she is attacking me now with longbows rather than pyre zombies while even unable to build roads in their lands...
 
Patch b multiplayer game
Cassiel of Lanun (unrestricted leader)
I was double tricked:
1) Cassiel has "hidden" agnostic trait. Lanun under him can't adopt religions, although I thought that agnostic was Grigori civilization trait (and Cassiel doesn't have it listed).
2) Adaptive doesn't work, popup comes but it doesn't change traits.
 
1) The Agnostic trait actually doesn't prevent the adopting of religions. It is from Cassiel's leader XML, because he has every religion weight set to -100 he himself can't adopt any religion. Also I'm pretty sure that any leader could lead the Grigori with a religion as I did back in .30.
 
I'm not sure if this unique to me, but as the Illians, I'm not gaining the aggresive trait when I move into Letum Frigus. I chose the right option (I tested it again, having thought I chose the wrong option the first time)

Hmm, just tested it, and the Amurites DO recieve their golden age. Maybe its because I modded the game a litte, but I doubt it...

EDIT: Reinstalled patch B. They still don't recieve aggresive.
 
I get really tired of Einon Logos being best friends with Alexis, Keelyn, Tebryn Arbandi and Auriv Ulvain.

Einion and Ethne are very open, seek redemption of anyone, see the best in everyone, and give a +4 diplomatic bonus to everyone else, AI and player. So they will be Pleased with characters like Alexis. Alexis and co. are unlikely to be Pleased with them in return, though.

The AI always likes another AI more than the player even if that other AI has gone to war with em.

Not in my experience.

If anything can be done to make friendship with an AI matter beyond whether they attack you or not as well that would be nice.

Well, Friendly AI's never refuse to trade a tech with you (unless they are Amurites).

Is there any way to disable the spread of religion myself? Given the way that religion drives the armageddon count and sets up the good vs evil conflicts the game isn't much fun to play without it. It is even less fun when Falamar and his merry band come rolling out with dwarven religion heroes. Particularly when he builds them before the founder of the religion can. It seems to me that founding a religion should give you a bit of control over where it spreads. Manually spreading it with disciples might be a pain but it would be a hell of a lot better than this. The mod is effectively unplayable as is in my opinion.

I posted files which change the spread of early religions and change the AI's religious weights in the "best good-vs evil custom settings?" thread in FFH strategy subforum and files which reintroduce religion beelines earlier in that thread. The religions are now more diverse and lore-like in my games. Since complains about religions are rather frequent, I'll post my modmod in the modmod thread when the internet on my own computer will work again, adding another AI mod to existing AI mods.

Also, I can confirm the bug of wounded units (both AI's and player's) not appearing as wounded.
 
By not appearing as wounded, do you mean they don't ever have fewer units showing when you select multiple units to appear per individual built unit? If so, that is a conflict between Firaxis's 3.19 tracking of number of units to show and Kael's previously set up tracking so that Hero reduces you to a single model. Solution is pretty simple in that case, you just have to rename Kael's function slightly so that there is no longer a conflict.
 
do you mean they don't ever have fewer units showing when you select multiple units to appear per individual built unit?

Yes.

that is a conflict between Firaxis's 3.19 tracking of number of units to show

Did they change it in 3.19?
 
When the option comes up to switch the leaders abilities the game does not change to them. A similar problem occurs with the Illians when they get the aggressive trait from Leturn Frigus.
 
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