FfH2 Bug Thread

Are you certain? It's only when building units and only when 20% is actually possible, so at least 5 hammers needed.
 
Are you certain? It's only when building units and only when 20% is actually possible, so at least 5 hammers needed.

Working for me, although I have only one city (just started) but that city has 5 "gross" hammers and I only get 4 "net" hammers (building a warrior), when I selected a more food giving tile instead of the hammer tile so I only got 3 "gross" hammers, then the "net" hammers is also 3.
 
Working for me, although I have only one city (just started) but that city has 5 "gross" hammers and I only get 4 "net" hammers (building a warrior), when I selected a more food giving tile instead of the hammer tile so I only got 3 "gross" hammers, then the "net" hammers is also 3.

That reminds me of Civ3 overflow micro-management :( (or was it Civ2?)
 
Huge (?) bug with the AI's worker AI:

Auric's worker has been moving between two resource tiles which are two tiles apart for many, many turns now - like an endless loop. I'd guess that this bug (if it occurs more frequently) absolutely cripples the AI because it stops it from ever upgrading any tiles once the worker is bugged?

I've attached two savegames which are 24 turns apart: The Ilian worker has not yet managed to upgrade a single tile (and as a sidenote, the Doviello lost one worker to a barbarian (absolutely unnecessarily), didn't immediately start a new one and therefore still doesn't have a worker...) - and unupgraded tiles are really quite useless.

In general, I presume that the AI would become much, much stronger if its worker AI would improve - once its cities are at least improved, it really, really benefits from its difficulty bonuses.


The savegames are both from the scenario "The Cult" (which starts at turn 69); savegame #1 is from turn 81, savegame #2 is from turn 105. Simply click "end turn" a few times and look at Auric's worker.
As a sidenote, the AI only spams Javelin Throwers right now which doesn't make much sense without any imminent threat...

EDIT: Actually, there might be another bug in savegame #2: Auric doesn't research anything anymore. We are in a permanent alliance, so I changed his research before. Once we had researched something, I switched my and Mahala's research to Corruption of Spirit (and did nothing with Auric because he can't research it). Perhaps he's trying to research Corruption of Spirit too, and because that doesn't work, doesn't research anything right now?
 

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You are absolutely right Turinturambar. I thought you meant that the calculation didn't add up correctly. Now I see it too, so I did some testing and oops, a major exploit (bug) here as it seems.
 
Listing of Bugs reported and not yet included in the changelog for the upcoming patch:
Seven Pines Peace has no forced duration (can declare against them again immediately) potentially only an issue in MP (Kyroshill - Post 267)
Much more important: Corlindale's peace also has no forced duration AND the AI declared war against me 3 turns after I cast it.
 
Two issues,
1. Playing tonight as the Elohim, captured the Sheaim capitol, I could build the sheaim units and buildings there, but it would not let me build my reliquary, basilica or chancel of guardians in the city. I thought as tolerant in enabled me to build both my buildings and the comquered enemies buildings in a city I captured.
2. I had razed the pyre of the seraphic and the tomb of sucellus leaving the fire and death mana behind. two different civs plopped near them and one built a farm on a node and the other built a cottage on a node. this was despite my gifting them the necromancy or elementalsim techs they needed to build the proper node. As I thought about it and checked old saved games i have never seen the AI place a node on a specialized node(i.e. fire, death, etc.) they have just upgraded plain mana nodes. Are they capable of placing a fire node on a fire mana, etc. or can the ai only make a node on a generic mana?

I'm pretty sure number 1 is intended, otherwise Tolerant could be overpowered if you could build two sets of unique buildings in a conquered city.

#2 sounds like a problem, though.
 
Found a bug:

The civ4gameoptioninfos file included with patch T has lost a few lines. Specifically:
Spoiler :
Code:
	<GameOptionInfo>
			<Type>GAMEOPTION_CAPTURE_ALL_BUILDINGS</Type>
			<Description>TXT_KEY_GAME_OPTION_CAPTURE_ALL_BUILDINGS</Description>
			<Help>TXT_KEY_GAME_OPTION_CAPTURE_ALL_BUILDINGS_HELP</Help>
			<bDefault>0</bDefault>
			<bVisible>0</bVisible>
		</GameOptionInfo>
		<GameOptionInfo>
			<Type>GAMEOPTION_NO_BUILDINGS</Type>
			<Description>TXT_KEY_GAME_OPTION_NO_BUILDINGS</Description>
			<Help>TXT_KEY_GAME_OPTION_NO_BUILDINGS_HELP</Help>
			<bDefault>0</bDefault>
			<bVisible>0</bVisible>
		</GameOptionInfo>
<GameOptionInfo>
			<Type>GAMEOPTION_NO_TECHS</Type>
			<Description>TXT_KEY_GAME_OPTION_NO_TECHS</Description>
			<Help>TXT_KEY_GAME_OPTION_NO_TECHS_HELP</Help>
			<bDefault>0</bDefault>
			<bVisible>0</bVisible>
		</GameOptionInfo>
	<GameOptionInfo>
			<Type>GAMEOPTION_NO_UNITS_FOR_HUMANS</Type>
			<Description>TXT_KEY_GAME_OPTION_NO_UNITS_FOR_HUMANS</Description>
			<Help>TXT_KEY_GAME_OPTION_NO_UNITS_FOR_HUMANS_HELP</Help>
			<bDefault>0</bDefault>
			<bVisible>0</bVisible>
		</GameOptionInfo>

And of course, without those, the scenarios don't necessarily work as intended. They *were* in the file that was included with patch S though, they seem to have been lost in updating. (I asked other people to check their files, the lines are definitely missing.)
 
The game selected this as my new "minor" leader vassal.
 

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I captured Nietz the Bandit Warlord and enlisted him into my army. About 300 turns later, I see a message that the Sidar have captured him. Not so, he is currently pillaging Clan lands on my behalf. :crazyeye:
 
Alexman of Firaxis just posted a fix for one cause of OOS errors in BtS 3.17 - since that code is unchanged in FFH it might be worth incorporating (something to do with amphibious landings in enemy territory):
http://forums.civfanatics.com/showthread.php?t=310116
 
Huge (?) bug with the AI's worker AI:

Auric's worker has been moving between two resource tiles which are two tiles apart for many, many turns now - like an endless loop. I'd guess that this bug (if it occurs more frequently) absolutely cripples the AI because it stops it from ever upgrading any tiles once the worker is bugged?

I dont know what was causing this. I found this in one of my test games too. But i was never able to break the cycle. It is extremely rare, but I havent figured out the cause yet.
 
Very minor one here...

In Civ4BonusInfos.xml you have bNormalize set to 1 for BONUS_PEARLS to normalize an otherwise bad starting position, since they can only be used by one civ it's pretty useless for everybody else and resulting in lower quality starts.

Reagents also have this set to 1 which is probably why you see some people complain about seeing them all over while others rarely have them.
 
Hi folks!

I'm also finding that the probabilities for the 'rust' spell working seem to be odd. In my current game, I was 'rusting' away with a high incidence of being successful. However, the last 5 or so times I've cast the spell, every unit resists, probably about 20 units successfully resisting. I don't have statistical results, unfortunately; I'll try to compile them going forward.

Best wishes,

Breunor
 
Hi folks!

I'm also finding that the probabilities for the 'rust' spell working seem to be odd. In my current game, I was 'rusting' away with a high incidence of being successful. However, the last 5 or so times I've cast the spell, every unit resists, probably about 20 units successfully resisting. I don't have statistical results, unfortunately; I'll try to compile them going forward.

Best wishes,

Breunor

Rust is a werid spell in that it does multiple things which are resisted seperatly. So a unit is hit with seperate effects to apply the rusted promotions and destroy his weapons. He may resist one and fail the other. Leading to at least 1 resist typcially, but then when you view the object you might see that he still has his weapons but is rusted. Or he has lost his weapon but doesnt have the rust promotion.

It is a bit confusing.
 
Been meaning to Ask... Is Magnadine's Hire Merc ability not meant to hire the unit in the town in question? Right now it seems to hire it into a random city, which is just weird.
 
Been meaning to Ask... Is Magnadine's Hire Merc ability not meant to hire the unit in the town in question? Right now it seems to hire it into a random city, which is just weird.

Kael claims to have fixed that in patch i, but I believe I've seen it still happening recently too.
 
The Great Library still grants 2 free scientists...
 
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