FfH2 Bug Thread

TonytrueTony, what version of FFH are you using, and what version of FFH were you using when that save was made? Some patches break saves, so you never know.

Also, if you're using FFH v0.41b or above, make sure you have BTS patched to v3.19.

A save made before version 0.41b won't work with the BTS v3.19 compatable version of FFH.
 
FfH 0.41 patch d - I encountered two bugs last night, one of which is very annoying. I was playing the Lanun and built a lot of those nice Pirate Coves. Of course I protected them, only to find out that Privateers still could pillage them. It's just as no ship would be standing on them.

Here is a screen of one of my cities. There is no way an enemy ship could come to the Pirate Cove, as all ways are blocked by Man O' Wars. But the Privateer you see in the left went in, pillaged, and left again. Often the Privateers just stand on the same tile as the defending ship and pillage - and nothing happens.

86060167.jpg


2nd bug is one I thought was fixed long ago - Blood of the Phoenix and Great Persons. I had 2 Engineers which got the Immortal promotion as well, and when I rushed the final Altar of Luonnatar, they got consumed - and respawned in my capital...
 
2nd bug is one I thought was fixed long ago - Blood of the Phoenix and Great Persons. I had 2 Engineers which got the Immortal promotion as well, and when I rushed the final Altar of Luonnatar, they got consumed - and respawned in my capital...
Thats a feature and working as intended since Blood of the Phoenix is quite expensive.
 
·Imhotep·;8289431 said:
FfH 0.41 patch d - I encountered two bugs last night, one of which is very annoying. I was playing the Lanun and built a lot of those nice Pirate Coves. Of course I protected them, only to find out that Privateers still could pillage them. It's just as no ship would be standing on them.

Here is a screen of one of my cities. There is no way an enemy ship could come to the Pirate Cove, as all ways are blocked by Man O' Wars. But the Privateer you see in the left went in, pillaged, and left again. Often the Privateers just stand on the same tile as the defending ship and pillage - and nothing happens.

Did you have Nox Noctis?
 
Did you have Nox Noctis?

Ah, that explains it. I captured the Esus Holy City with Nox Noctis in it, but didn't really realize. Still that's a drawback to the wonder then... ;) Thanks for the hint!
 
This has never happened to me before; so figured I'd let you know..

I have no idea what causes this - but it's consistent with this game only (see attached save game file).

I'm running Windows XP and the game is .41 patch D.

I have python messages set to show up; but there is no python error. The game just crashes.

PS. The crash is within 1 or 2 turns of restoring the saved game.

Saved game is here: http://forums.civfanatics.com/attachment.php?attachmentid=221845&d=1248286824
 
Sry, if this was already posted, but I had two bugs with the current patch "d" version:

-Blight seems to be out of control again, maybe related to the bts patch?
I've got up to 60 Blight in my current game with normal speed and most cities just starve down to 1 and stay there for a while.

-Enraged units don't seem to wander around or attack, but stay in your city.
I only had one city though, but when I gave the enraged unit a movement queue (target on the map) it moved towards it for 1-2 turns and then went back to the city the next turns, when it was about to leave my cultural borders.
 
Sry, if this was already posted, but I had two bugs with the current patch "d" version:

-Blight seems to be out of control again, maybe related to the bts patch?
I've got up to 60 Blight in my current game with normal speed and most cities just starve down to 1 and stay there for a while.

-Enraged units don't seem to wander around or attack, but stay in your city.
I only had one city though, but when I gave the enraged unit a movement queue (target on the map) it moved towards it for 1-2 turns and then went back to the city the next turns, when it was about to leave my cultural borders.

The blight issue has been reported a few times; it isn't clear if it is a bug or a design feature and people have come out on both sides (I think it should be changed).

Not sure about enraged, the rules on this have changed somewhat. It had been working OK for me, but I admit I haven't had enraged units with patch D yet.

Best wishes,

Breunor
 
Enraged probably needs to be changed so that there is a small chance of it wearing off each turn, since there is often nothing to attack, which leads to the unit acting... strange.
 
The blight issue has been reported a few times; it isn't clear if it is a bug or a design feature and people have come out on both sides (I think it should be changed).
Breunor

I'm pretty sure Blight is broken. I looked at the code, and the formula for Blight Unhealthiness is City Population + random(15) - 1 per Healthy Building. Recently, this was posted in the Funny Screenshots topic:

http://forums.civfanatics.com/showpost.php?p=8261079&postcount=782

The screenshot is from Fall Further, but I think Blight is the same. +94 :yuck: in a size 41 city. Yet the range on this city should be 41 :yuck: to 66 :yuck:, and that's not even considering healthy buildings. I think what's happening is Blight is being applied twice. It falls in the range: if you average random(15) as 7 and 8, and you add the population twice, you get 41+41+7+8 = 96. Minus the healthy buildings, that comes very close to 94.

The easiest fix is just to go into RandomEventInterface and make Blight only apply half the number. Since it likely happens twice, this should normalize it.
 
I'm pretty sure Blight is broken. I looked at the code, and the formula for Blight Unhealthiness is City Population + random(15) - 1 per Healthy Building. Recently, this was posted in the Funny Screenshots topic:

http://forums.civfanatics.com/showpost.php?p=8261079&postcount=782

The screenshot is from Fall Further, but I think Blight is the same. +94 :yuck: in a size 41 city. Yet the range on this city should be 41 :yuck: to 66 :yuck:, and that's not even considering healthy buildings. I think what's happening is Blight is being applied twice. It falls in the range: if you average random(15) as 7 and 8, and you add the population twice, you get 41+41+7+8 = 96. Minus the healthy buildings, that comes very close to 94.

The easiest fix is just to go into RandomEventInterface and make Blight only apply half the number. Since it likely happens twice, this should normalize it.

Yes, I'm thinking it isn't applying the formula that is 'stated'. Some people think blight is 'OK' as it is. I'm pretty sure it is a bug and your explanation is plausible; it is also possible that for some reason something like pestilence is hitting automatically when the blight occurs so it 'appears' to be a double blight hit, which means that a properly working blight and pestilence are hitting at the same time. In either case, but my feeling is something is wrong here.

Best wishes,

Breunor
 
Yes, I'm thinking it isn't applying the formula that is 'stated'. Some people think blight is 'OK' as it is. I'm pretty sure it is a bug and your explanation is plausible; it is also possible that for some reason something like pestilence is hitting automatically when the blight occurs so it 'appears' to be a double blight hit, which means that a properly working blight and pestilence are hitting at the same time. In either case, but my feeling is something is wrong here.

Best wishes,

Breunor

Pestilence isn't high enough. It adds City Population/4 + random(9) - Healthy Buildings. On a size 41 city, the highest it could be is ~20. 66 :yuck: + 20 :yuck: is only 86, and even then, that's assuming the city has no healthy buildings, and that both the random numbers hit the maximum.
 
Again, the blight bug doesn't always happen, and when it does happen, blight skips over at least some AI civs. So just halving the values won't do.

On the note of it always happening, that's why some people think it's OK: They haven't even had the bug happen to them, so they don't know how far down the shitter a game can go when it does. (At least I hope this is the case because the alternative is really depressing.)
 
I remember last time Blight got fixed after a report by Sarisin, and it turned out that it was applying its effects twice to human players.
 
Pestilence isn't high enough. It adds City Population/4 + random(9) - Healthy Buildings. On a size 41 city, the highest it could be is ~20. 66 :yuck: + 20 :yuck: is only 86, and even then, that's assuming the city has no healthy buildings, and that both the random numbers hit the maximum.

I agree with you, but this is what people are saying!

Best wishes,

Breunor
 
[to_xp]Gekko;8293203 said:
I remember last time Blight got fixed after a report by Sarisin, and it turned out that it was applying its effects twice to human players.

Yes, I reported this Blight matter again a week or so in this thread. I was referred to the Blight thread in the strategy forum, so you might want to have a look at what is written there.

I'll summarize my two points on why Blight is broken:

1. It is either not being calculated correctly or the formula is wrong.

2. It is not being applied equally to all civs in the game - a balance issue and probably a bug too.

At least in FFH2 you don't get more than one Blight per game and in FF you often got 2, 3 or more Blights per game.

For me Blight can really be a killer as it is now because I tend to have a few mega-cities vs. a large civ of smaller cities. They are brought down to a pop. of 1 and take a long time to recover.

Most of the time I shut off the Armageddon Counter in my games because of this Blight issue.
 
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