FfH2 Bug Thread

I just reloaded FfH2 from new downloads of the most recent versions on the first page of this thread. And I'm having an issue I don't understand. My pyre zombies do not damage anyone with fire damage when they're destroyed. Multiple battles, 0 damage. Yet the Dovello units fire damaged me instead. Any idea why?
 
Kael accidentally moved <PythonPostCombatLost>postCombatExplode(pCaster,pOpponent)</PythonPostCombatLost> from line 12928 in the Pyre Zombie Entry to line 13169 in the Sons of Asena entry of CIV4UnitInfos.xml in the last patch he released before disappearing to focus on his paying job.

The opening post lists this as the only change so far in the unreleased patch 0.41p, but he has not done anything about it in the past 20 months. Most of us have just made the change on our own. I'm pretty sure all the modmods include the fix. (I know mine does. You should go ahead and try it.)
 
You just open the file in almost any text editor, make a change, and save it.

If you have 64bit Windows 7, then the path of file you need to edit is C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2\Assets\XML\Units/CIV4UnitInfos.xml


I prefer Notepad++ for editing xml files. The Notepad program that comes with windows works just fine, but does not have anything to help you make sure that your tags match. (It also seems like its "Go to..." command doesn't work.) You could use Microsoft Word or Works, but that is taking the risk that it might reformat or spell check something.

In theory you can edit xml directly in Excel, but usually the program just stops responding. Kael himself actually does not modify xml files directly, but created the FfH Editor.xlsm file with macros to do it for him. He included this editor in the mod's directory to make modding easy for those unfamiliar with xml. I used it occasionally on my old laptop, but but since moving to Windows 7 I have not been able to figure out how to grant it permission to make any changes. (I prefer to deal with xml directly anyway though, as the editor is not set up to allow as many tags as I like to use for some entries.) If the operating system lets the editor's macros work for you, then what you want to do is move postCombatExplode(pCaster,pOpponent) from cell BF387 to cell BG387 on the units sheet, and then use the macro to export.


Lately I've come to prefer PyScripter for python, thanks to its built in debugger. (I used to use Notepad++ to write the code and then debug it in IDLE, since IDLE has such a terrible interface. Seriously, who would design a python editor that cannot show the difference between tabs and spaces considering that whitespace is critically important in that language?) It works just fine as an xml editor too, although it has no xml debugger. I know of no free program that includes an xml validator, although copying your code into the window on this website works. It doesn't really tell you anything that wouldn't pop up in error messages when trying to load the mod, but it is less annoying than having dozens of such boxes popping up.

The main reason I stick with Notepad++ is because I find the Crtl+D keystroke command (which duplicates whatever you have selected, without requiring you to copy it and lose whatever was already on your clipboard) very useful. Also, PyScripter seems to crash whenever I try to open a file with the program from its folder rather than from within the program.


Edit: Well, I guess you could just take Breunor's suggestion and use Tholal's replacement for the xml file, but how would you lean anything that way?
 
Yeah, that's the file I downloaded last night. And I followed the directions to install it, then restarted the game. But when lost another pyre zombie in battle none of the units around it took damage. I'll try again. :dunno:
 
Yeah, that's the file I downloaded last night. And I followed the directions to install it, then restarted the game. But when lost another pyre zombie in battle none of the units around it took damage. I'll try again. :dunno:

My guess is that you are somehow putting the fix files in the wrong location. Try it again, see if it works. If not, we can start talking about the files. Maybe we can get Tholal to help.

Best wishes,

Bruenor
 
Yeah, for some reason there was a mistake in copying the files. It seems to work now. Though there was a piece of script that showed in the game that didn't belong there, I should have made a note of it.

And I don't know if it has anything to do with the mod, or just the game engine, but the game I was playing had some of the worst AI tactics that I've ever seen. As my stack approached cities, defenders fled instead of reinforcing. I would have been dead otherwise, I had an enemy with a stack of 50 ogres and 30 chariots, but was busy against another enemy. By the time I had to fight it, I had razed most of the enemy empire and forced built a stack of my own.
 
And I don't know if it has anything to do with the mod, or just the game engine, but the game I was playing had some of the worst AI tactics that I've ever seen. As my stack approached cities, defenders fled instead of reinforcing. I would have been dead otherwise, I had an enemy with a stack of 50 ogres and 30 chariots, but was busy against another enemy. By the time I had to fight it, I had razed most of the enemy empire and forced built a stack of my own.

You'll definitely want to check out Tholal's modmod if the AI isn't challenging enough for you. Just don't complain if you have to turn the difficulty down a few pegs.
 
Several modmods, including Tholal's, have improved the AI. If that game was with Tholal's "More Naval AI", I'd consider it a fluke.

Better luck next time. ;)
 
I don't think it affected game play at all, but you see the bit of code that leaked into the screenshot when I looked at the zombie's specs?


zombieglitch.jpg
 
Yes, the bad text comes up reasonably often. iirc it doesn't do anything to the game except cosmetics.

Best wishes,

Breunor
 
Hi, was wondering if anyone could make a suggestion;
Playing on Windows 7, latest patches etc, all up to date but at turn 280 playing as the Bannor (Decius) the game freezes after ending the turn and will not progress. The Infernals have recently been summoned, and I am at war with them and Charadon. I have no idea what is causing this, any suggestions would be greatly appreciated!!!

Cheers
 
I think the best you could do, Lord Stubby, would be to upload the save file. Hopefully Bruenor or someone else nice will be able to take a look at it and see if they can find out what's going on.

Until then, you could always try the "brute force" method of crash detection. Go into the world-builder, and delete half the civs in-game, then try going to the next turn. If it works, you've got a better idea of who's fault it is. If it doesn't, go back and delete the other half of the civs. Ideally, when you know which half it is, you can delete half of that half, and so on, until you only have one civ left. Then you can go on and try groups of units and so on. The more information you can give, the more likely it is that someone will be able to help you.
 
I think the best you could do, Lord Stubby, would be to upload the save file. Hopefully Bruenor or someone else nice will be able to take a look at it and see if they can find out what's going on.

Until then, you could always try the "brute force" method of crash detection. Go into the world-builder, and delete half the civs in-game, then try going to the next turn. If it works, you've got a better idea of who's fault it is. If it doesn't, go back and delete the other half of the civs. Ideally, when you know which half it is, you can delete half of that half, and so on, until you only have one civ left. Then you can go on and try groups of units and so on. The more information you can give, the more likely it is that someone will be able to help you.

Yes, if you upload the save I'll take a look, but it has to be the latest patch of 'base' FfH. Unfortunately it may take a few days.

Best wishes,

Bruenor
 
Back
Top Bottom