FfH2 Bug Thread

The Pristin Pass fix reminded me how annoying it is that units summoned right next to a Necrototem are pushed away, despite having racial promotions like Angel that would make them immune to the fear effect if they just tried to move there. Ok, so this only matters in a couple scenarios, but it still seems wrong that the python code seems to be applied before the units gain their inherent promotions.
 
13. Fixed an issue that kept blight from effecting player 0 (usually the human player) twice.

17. Fixed an error that occured if you started the game next to the Guardian of Pristin Pass.

For #13, don't you mean "fixed an issue that CAUSED blight to affect player 0 twice"? Maybe I misunderstood, but I thought the problem was blight was hitting player 0 harder than it was supposed to, not half as hard.

For #17, what was the error in question? Sorry, it's been a long time since I started near Pristin Pass and I didn't want to read through several pages of the bug thread.

Thanks.
 
not sure what happens with 17 exactly, but I had it in my last game and it threw a python exception during map generation. 13 seems poorly worded, yes, but it's fixed. apparently blight was once again hitting twice on player 0, who is generally the human :D say thanx not only to Kael, but also to Breunor and all the others who voiced it, and Sephi for coming up with the easy ( and correct ) solution :lol:
 
damaged stacks having the normal number of units? Im confused, wouldnt they keep the same number of units and just be ... ya kno, damaged?

on other hand, Yay! blight will be fixed! thank you thank you. No more blight hitting host extra hard ^_^
 
damaged stacks having the normal number of units? Im confused, wouldnt they keep the same number of units and just be ... ya kno, damaged?

I believe he is talking about the graphics for damaged units. If you don't turn on the single unit graphics option, then damaged units look dirtier and have fewer members shown than undamaged units would in Civ IV. A swordsman unit may show 3 swordsmen when at full health, but will drop down to 2 or 1 when considerably damaged.
 
If you start off near Pristine Pass, close enough to activate it, it spawns Gargoyles but then throws a Python exception. The next turn it spawns them again correctly. The error is in the function atRangeGuardian.

This is where the problem addressed by #17 came up.
 
So I've been busy and just now needed to slack off enough to read this thread. I suppose you might have closed the books on Blight, but if you have random numbers logged properly, this code might help you find the issue:

Code:
def doArmageddonBlight(argsList):
	kTriggeredData = argsList[0]
	iPlayer = argsList[1]
#	iPlayer = kTriggeredData.ePlayer
	pPlayer = gc.getPlayer(iPlayer)
	if pPlayer.getCivilizationType() != gc.getInfoTypeForString('CIVILIZATION_INFERNAL'):
		for pyCity in PyPlayer(iPlayer).getCityList() :
			pCity = pyCity.GetCy()
			i = CyGame().getSorenRandNum(15, CvUtil.convertToStr("Blight for %s - Turn %d" % (pCity.getName(), CyGame().getGameTurn())))
			i += pCity.getPopulation()
			i -= pCity.totalGoodBuildingHealth()
			pCity.changeEspionageHealthCounter(i)
	py = PyPlayer(iPlayer)
	for pUnit in py.getUnitList():
		if pUnit.isAlive() and not pUnit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_IMMUNE_DISEASE')):
			pUnit.doDamageNoCaster(25, 100, gc.getInfoTypeForString('DAMAGE_DEATH'), false)

I inserted it for myself (just the change in the random number string really) but haven't had time to test with it extensively. It would let you know when each city is hit and in what order, which can help you to realize how/why a city is hit twice.


Also, non-Bug related, but mechanically: Blight is mostly harsh because in a big city you'll get enough disease that you CANNOT maintain any food, so it translates to losing 1 population per turn. To counter this devestation, you could make it so that when a city loses a population due to starving, it decreases the disease counter by 2. Thus if your city is losing people to blight, the counter will clock down at 3 per turn instead of 1 per turn, allowing you to stabilize closer to the same number that the smaller cities whose growth was simply frozen reach.
 
Blight is seriously not that bad when it's working properly. Take a size 30 city at about its health cap which gets blighted for 40 total unhealth. It'll likely be a couple turns before citizens start dying. After that, assuming you don't send workers to lay down some extra farms or trade for some extra health resources or do anything else, it will slooowly starve down to about 15, stay there for a bit, then start regowing to its old size at breakneck speed as blight wears off completely.

It hurts, yeah, but it's hardly as bad as say an early horseman rampage or the avatar event.
 
Hi Kael. I've installed version 2.041d in the last few days, and have run into what I think is a bug. I've just installed the latest version of FFH, version 2.041 patch d. I'm getting a system hang, and have attached a save file in case you need it - my first effort with the Illians.

Click end turn and you should get a message saying that the Kuriotates have been wiped out, and also on that turn blight hits. End the turn again and the game just freezes. It's only a small map, and I've tried leaving the computer running for a few minutes to see if it's just a slow down, but with no luck. I have to do a hard-system reset to get out of the hang, which I've never had to do while running various older versions of the mod.

Let me know if you need any other info on this. All the best. :)
 

Attachments

I you use Mangadine's Hire Units spell to hire a Champion with Iron weapons when you have access to Copper but not to Iron, then the Champion will get both types of weapons promotions at the same time.

(It was actually with the Hire Mercenary spell that I noticed this, but since I had changed tat to be a copy of Mangadine's spell that any units of a civ owning the Guild of the Nice could cast I'm pretty sure the normal spell would have the same problem.)
 
does Magnadines hire mercenary summon champions instead of Mounted Mercs? its been forever since my enemies have lasted long enough for me to use Warhorses
 
does Magnadines hire mercenary summon champions instead of Mounted Mercs? its been forever since my enemies have lasted long enough for me to use Warhorses

His spell triggers an event (the same one that happens so often in Beneath the Heal, if I'm not mistaken) that lets you choose to buy an Axeman with Bronze Weapons, Champion with Iron Weapons, an Archer, a Longbowman, a Horseman, a Horse Archer, a Catapult, or a Mounted Mercenary with Hidden Nationality. (Since its xml only, you actually get your civ's UU of each of these unitclasses. I'll probably try to change that for my version of Hire Mercenary, as hiring golems is weird and hiring Firebows seems too strong. Or, I may just try using the Mercenary mechanic from Orbis instead.)


Magnadine also still gives the Loyalty promotion to any unit he hires with the normal Guild of the Nine Hire Mercenary spell.
 
Infernal beastmaster, unit icon on left (not the unit on the map) had weird black box in background.

Only from shoulders down.
 
I actually came across this bug testing for another bug. I was exploring a lair with multiple units, when this happened:

screen1.jpg

Here's line 196 in my version:

screen2.jpg

I'm not sure what caused it, but if I had to guess, I'd say sPromo was somehow undefined.
 
In the Momus, I allied with Beeri but my objective stayed as "eliminate everyone but Perpentach." I still won when I killed the Baelseraphs, though.
 
I came across this in the Wildmana modmod - but found out it was something that belongs to the main mod, so I'll mention it here. :D

Whilst playing I met two Kuriotates civilisations - one led by Minister Kuon, which I now know happens due to a rare event. Ok - understand that now. The only problem is that in Civ 4, having two different civs of the same type (i.e. 2 English civs, 2 French civs, etc.) leads to big problems in diplomacy.

You never know which one you're being asked to stop trading with!

So I was wondering if it might be possible to rename the newly made civ to, say, 'Kuriotate Colony' instead of a second Kuriotate civ (in the case of my map), or something similar, so you can know who you're being asked to declare war on! Otherwise, it becomes tempting to just start a new map to avoid the diplo problems, which is annoying in itself.
 
You have the Nox Noctis. Use the reveal spell to allow units to become visible but it will cause the invisibility of the Nox Noctis to never work on that unit again.

not never. If you leave your borders and come back in I think you're hidden again.
 
I'm not sure if that is the case or not. I still think that it would be good for such units that revealed themselves to have access to a spell that hides them again.
 
I'm pretty sure it works that way. I was playing a game as the Svartalfar with Nox Noctis and Had several revealed units that became hidden again in that manner.
 
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