FfH2 Bug Thread

Receiving a disciple of an unfounded religion should at least be differentiated from existing religions disciples, and made a "big good" of the kind that is available only rarely or in unique dungeon, as opposed to being an (extremely annoying) common occurence.

- Picking the holy city allows you to get extremely powerful money-making cities.
- The CoE / Empy shrines have special powers that make founding the religion much more powerful
- In MP, especially in RP, this ever happening is just lame.

And what does this bring to the game anyway? There's little sense of achievement in founding a religion like this.
 
The event manager should be able to check if a religion has already been founded before awarding a diciple as a reward.
 
If a unit with the Invisible promotion attempts to move into a stack of enemy military units then the Invisible unit must attack one of the military units (as it should be). However, it is possible to drag a path that passes through the stack of enemy units to a square beyond them, which can allow the Invisible unit to enter the same square with the enemy units. This isn't specifically a problem; it makes sense that an invisible unit should be able to sneak past enemies.

However, if there are workers (and probably other non-combat units, I just happen to have noticed it with workers) in the square with the military units then the Invisible unit can use this approach to enter the square with the enemy units and capture the workers without combat. As a result it is impossible to protect workers from an opponent with access to Invisible units who knows this method.

If possible, an Invisible unit that enters a square with enemy military units should not be able to capture or destroy non-combat units in that square. If it is not possible to make that change, then Invisible units need to be prevented from entering a square that contains an enemy military unit without combat (to allow military units to properly protect non-combat units).

Update: This also works with enemy naval units. I was just able to destroy a Man O'War without combat by moving a Shadow into the city where it was stationed.
 
Just thought I'd mention these Multiplayer bugs/crashes and their quick fixes for players;
  1. And of course, changing to Hyborem or Basium causes OoS, rehosting with save fixes it.

Since I don't see it on the fix list, I thought I'd 2nd this particular bug. Changing to Infernals caused a reproducible OoS every time.

Save game attached
 

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I know it's been mentioned already, but it's still there so I'll post it again:

Major balance issue when it happens:
Missionaries of religions that haven't been founded yet appear as a result of dungeons.
This allows a player to found a religion without spending any time on the tech and pick the holy city.
It is made ten times worse in MP, where someone might have been beelining this religion since the start of the game.

Edit: also, is there a way to lower the rate of appearance of techs in huts? This can also unbalance things a lot right from the start.

If it's a balance issue rather than a bug, probably best to post in the balance thread rather than in the bug thread.

http://forums.civfanatics.com/showthread.php?t=303482
 
Hellfires seemed like they might be pretty neat when I was playing as Infernals ... free Champions!

1.
When AC 80 happened, no hellfires spawned at all on an entire tiny map.

2.
So, with my Profanes, I spawned several myself. However, as of patch 'v', the champions spawned are Barbarians. Also, the hellfires are treated as lairs, so when an Infernal (supposedly friendly) unit moves over them, they will be destroyed, similar to a ruins, goblin fort, but you don't have to Cast the spell like you normally would.


If it matters towards debugging, in a formerly MP game, I'd already won a religious AV victory, and was still playing just to see stuff I hadn't seen before (like Hellfires).
 
I've discovered a new way the game can CTD. I'm pretty sure I know how it works.

To reproduce:

1) Place a unit from a barbarian civ on a Bear's Den.

2) Immobilize unit.

3) Wait for a bear to spawn. It spawns with hidden nationality yet sits stacked with barbarian civ unit.

4) Place another bear, with hidden nationality next to the barbarian civ unit.

5) When the 2nd bear attempts to attack, CTD.

I'm not 100% sure this is what's causing this CTD, but this is the situation I ended up with in one game. The doviello parked a hunter on a bear's den and CTDed the game when another bear came along to eject him. Reliable as clockwork.
 
Not sure if this is a bug or a feature but if it is a feature, please explain it to me.
I'm standing in front of Illian city Lakis with my army and want to attack the next turn, so I press enter and the next thing I know my army is warped outside Illian borders (while still at war) and.....CORLINDALE IS GONE WITH THE WIND. No message or whatever that even slightly explains this.
 

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Whether this is a bug, or working as designed, I cannot say, but will report anyhow...

Came up while playing one of the scenarios, team of some goods and neutrals vs. a big Illian and Doviello team. We were at the tech level where things like Eidolons, Paladins and Druids were available, depending on your alignment.

I was playing a neutral civ, had my four Druids, then wandered some of my melee guys into a good teammate city, then recognized I had the ability to upgrade those fellows to Paladins. Did so, got to keep them as well (I'd wondered if they'd auto-disband or something due to the wrong alignment).

While I didn't experiment, I kind of wonder if teamship all across the alignment spectrum could end you up with all the alignment specific national type units (i.e., walk into evil teammate turf for Eidolons, end up with 12 funny units).

Again, maybe bug, maybe w.a.d., figured I'd post.
 
Liches get to keep certain promotions, like Valor, that are only available to living units.

Foul
 
I have found quite serious bug, related to Nikis-Knight report.

Whenever an invisible unit loses this status while sharing a tile with an enemy, the game crashes. It is really serious when city with nox nocis gets captured, as there are always some units sharing tiles in that case.

Normally the conflicting units got redistributed, but few patches ago it got broken. The easiest way to spot it is to check placing a unit on top of barbarian in worldbuilder. It used to move the barbarian, now it gives a C++ exception (attached)

Edit: Just checked, last FF version has this part of the code right I think. That may give some leads on what and when was broken
 

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Could it be that there is a unit with fear attacking your stack from out of the city? Then maybe your army is just fleeing...
Yes..well, if that army is that chicken sh$t, I quit!;)
And where is bloody Corlindale, vanished from fear?
 
Just got this error, I'm playing Balseraphs, got stasis, for some reason my units went on strike (not sure if that's related, but just relaying what happened - I had money, 60% research, but I think that's stasis related), then this error came up.

Didn't break the game, still playing it. Don't know what this is.
 

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Crash - Load the save (patch v), cast For the Horde with the Goblin, move the stack out, then when the unit selection would cycle to one of the converted units, it crashes.
 

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Not sure if this is a bug or a feature, but if I play the MDeep religion and build asylums any unit produced in that city will gain the crazed promotion with a very high propability (maybe 99%?), I thought this would only apply to the "lunatics" where it totally makes sense. The frequency with which for example an archer can become crazed is very high and makes the unit useless (looses the fortification bonus everytime it moves, cannot be trusted to guard a city etc.) which forces me to not build any asylums at all, unless it is a city I will never ever create any unit, effectively removing the speciality building from that religion.
 
Every now and then, a unit will turn into a orange or black blob. Later it will revert back to it's normal appearance. Is this a bug or a graphics card issue? I think there was a thread that discussed this issue floating around but I can't find it now. :rolleyes:

Also, the Overcouncil is making U.N. Resolutions. :crazyeye: I have mentioned this before. Can it not be changed?
 
I think I have found the reason for the bug I posted yesterday.

In CvUnit.cpp:


Code:
//FfH: Modified by Kael 12/30/2008
//								pLoopUnit->jumpToNearestValidPlot(); // can kill unit
                                if (!isInvisible(pLoopUnit->getTeam(), false))
                                {
                                    pLoopUnit->jumpToNearestValidPlot(); // can kill unit
                                }
//FfH: End Modify

Changing it to the BtS version (uncommenting the line and removing the rest)) fixes both my bugs and the one posted by Nikis-Knight. Instead of CtD, invisible units that get revealed simply are kicked out to another tile.
I am not sure if it was supposed to work this way (should revealed unit stay and the rest moved?), but it fixes CtD and is ok for me.
 
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