FfH2 Bug Thread

AI - AI relationships and AI - Human relationships are different. It's not a bug, just a pair of dense mechanics ported over from Civ4: peaceweight and warmonger respect. They only affect AI - AI relationships, humans ignore them.

Basically each leader is arbitrarily assigned a value for each of those two variables which doesn't necessarily have to do with how violent they are (Flauros and Basium have the same PW value for instance) Close peaceweights make two AIs like each other more, far apart ones make them hate each other. Meanwhile the lower warmonger respect value between 2 AIs applies as a mutual bonus between them. All these values are hidden and can cause crap like this:

peaceweightissupergay.jpg

peaceweightissupergay2.jpg


It's especially bad with evil AIs because all their peaceweights are in the 0-2 range, meaning they all get a minimum of +2 invisible bonus with each other ON TOP OF the "you are evil" modifiers. Good and Neutral have much wider ranges of PW (2-10 for good, 0-6 for neutral.)

Also, AI's give human players a -1 hidden diplo penalty just for being human on all difficulties above warlord (ported over exactly as it was from BtS... -_-)

Fun fact: This whole mechanic causes the Arendel and Faeryl to have a +1 hidden modifier with each other, and Basium and Tebryn to have +5 (these are all ignoring the good/evil modifiers which are visible). I mean, come on.
 
@Monkeyfinger: it's easy to remove this two things (PeaceWeight and WarmongerRespect). I would suggest to replace them (or rethink them?) with leader-specific diplobonus, like the one I added in my modmod. This way, it will be simpler to keep (starting) relations under control.
 
I was under impression PeaceWeight also dealt with how warlike is the leader's personality? Gotta ask the guys from BetterAI...
 
I believe that I have encountered a bug, which I don't think is on the first page yet.

I just started a game with the Illians on emperor and was delighted to have started right next to Letum Frigus (sp?).

When my units entered the square the event box pops up I can choose the correct option to gain the aggressive trait, and I can also get the right event text to pop up, but I did not actually gain the aggressive trait. It doesn't matter what kind of unit Iuse to go on to Letum Frigus, or if it is in my cultural borders or not.

I have reproduced the same bug on more that one map using the world builder.

This was done using the latest patch and BtS 3.19, and the only game options that I am using are "all unique features" and "living world"
 
(minor) City names in the civ lists can be skipped when settling because conquered cities count as founded cities.
 
In a mp game the adaptive trait didn't work when using unrestricted leaders, more specifically you can choose a new trait but nothing changes.
 
updated beyond the sword to 3.19 and then updated to patch b, my previous game on 3.17 and patch a loaded fine and even played through turns fine. If 3.19 and patch b were suppose to break saved games is this possible?
 
Firaxis uses a nifty trick to dodge breaking savegames actually. I had wondered about it before, but now that I have SEEN a patch happen, I understand it completely. Basically just never expect a Firaxis patch to ever break a savegame, and Kael didn't add enough new things to the patch himself to break it either.
 
At normal speed, all city culture levels have doubled (20 for first border pop, 200 for second). Is this a feature, or did I mess up somewhere?
 
At normal speed, all city culture levels have doubled (20 for first border pop, 200 for second).

Aah. Since in normal game with the "no espionage" option checked, espionage buildings which produce espionage produce culture instead, Firaxis doubled the culture requirements when that option is on. Unfortunately, it has also affected FfH. Since in FfH there are no espionage-producing buildings by default, the culture levels are definitely in need to be fixed.
 
Oh my. So is this another "hidden" checkbox feature? I always play with aggressive AI, no tech trading, no vassals.
 
Oh my. So is this another "hidden" checkbox feature?

No. FfH always had espionage disabled.
 
Hi

First. Just a word to aknowledge the quality of your work.:goodjob:
I'm playing FFH since quite some time now, and I really enjoyed seeing the game evolution. It is a true pleasure to play on such creative game.
Actually, I have probably spent much more time on FFH, than on any other game.
(which is quite ironic, when we think that FfH is a private and free moding initiative)

I encountered a bug on the last patched game :
Last 3.19 official patch + Patch "b" + media pack
The map was normal size, continental
I tried twice to take the kuriostate civ, aiming for a cultural victory.
Each time the same bug appear : I was proposed to change the civ trait(adaptative), and chose the creative one... and then... uh nothing. Despite my choice, I kept the accessible and philosophical ones. (the default ones)

Has anybody encountered this bug ?
I hope my contribution will be useful.

Don't mind my strange english, I learned it watching movie and playing video game...
 
In my recently started game (map plains) aren't any mana nodes. Someone else with this kind of problem?

It's probably the "plains" map. That map was designed for the base game, not FFH.
 
I just installed the new BtS patch and the newest FFH update, and now all angels of death are the red blobs. In the civilopedia, they don't even show a model or description. Did I screw something up here?
 
FfH2 may not be installed correctly. In my signature I have a link to a thread where I describe how to install the mod. I would suggest that you compare those instructions to what you did, to see if you may have missed a step.
 
Hi

First. Just a word to aknowledge the quality of your work.:goodjob:
I'm playing FFH since quite some time now, and I really enjoyed seeing the game evolution. It is a true pleasure to play on such creative game.
Actually, I have probably spent much more time on FFH, than on any other game.
(which is quite ironic, when we think that FfH is a private and free moding initiative)

I encountered a bug on the last patched game :
Last 3.19 official patch + Patch "b" + media pack
The map was normal size, continental
I tried twice to take the kuriostate civ, aiming for a cultural victory.
Each time the same bug appear : I was proposed to change the civ trait(adaptative), and chose the creative one... and then... uh nothing. Despite my choice, I kept the accessible and philosophical ones. (the default ones)

Has anybody encountered this bug ?
I hope my contribution will be useful.

Don't mind my strange english, I learned it watching movie and playing video game...

I'll confirm this one. I played the Balseraph and their random trait change yielded a python error.

Spoiler :
Traceback (most recent call last):

File "CvRandomEventInterface", line 2009, in doTraitInsane

AttributeError: 'CyMessageControl' object has no attribute 'sendApplyEvent'
ERR: Python function doTraitInsane failed, module CvRandomEventInterface
 
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