FfH2 Bug Thread

So a popular uprising using a bunch of elven citizens with pointy sticks took out a the great dragon of passion and flame? Lucky Lucky Lucky... I do believe a good conscription is in order there...
 
the fact that the Ai doesn't use any items/artifact is a bug or an "AI work" ?
 
Not having the appropriate resources under unique features in scenarios is getting annoying. May I suggest adding something like this
Code:
		for i in range (CyMap().numPlots()):
			pPlot = CyMap().plotByIndex(i)
			iImprovement = pPlot.getImprovementType()
			if iImprovement == gc.getInfoTypeForString('IMPROVEMENT_AIFON_ISLE'):
				pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MANA_WATER'))
			if iImprovement == gc.getInfoTypeForString('IMPROVEMENT_BRADELINES_WELL'):
				pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MANA_ENTROPY'))
			if iImprovement == gc.getInfoTypeForString('IMPROVEMENT_BROKEN_SEPULCHER'):
				pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MANA_DEATH'))
			if iImprovement == gc.getInfoTypeForString('IMPROVEMENT_DRAGON_BONES'):
				pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MANA_ICE'))
			if iImprovement == gc.getInfoTypeForString('IMPROVEMENT_LETUM_FRIGUS'):
				pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MANA_ICE'))
			if iImprovement == gc.getInfoTypeForString('IMPROVEMENT_MAELSTROM'):
				pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MANA_AIR'))
			if iImprovement == gc.getInfoTypeForString('IMPROVEMENT_MIRROR_OF_HEAVEN'):
				pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MANA_SUN'))
			if iImprovement == gc.getInfoTypeForString('IMPROVEMENT_ODIOS_PRISON'):
				pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MANA_BODY'))
			if iImprovement == gc.getInfoTypeForString('IMPROVEMENT_POOL_OF_TEARS'):
				pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MANA_SPIRIT'))
			if iImprovement == gc.getInfoTypeForString('IMPROVEMENT_BROKEN_SEPULCHER'):
				pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MANA_DEATH'))
			if iImprovement == gc.getInfoTypeForString('IMPROVEMENT_PYRE_OF_THE_SERAPHIC'):
				pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MANA_FIRE'))
			if iImprovement == gc.getInfoTypeForString('IMPROVEMENT_SEVEN_PINES'):
				pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MANA_LAW'))
			if iImprovement == gc.getInfoTypeForString('IMPROVEMENT_STANDING_STONES'):
				pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MANA_EARTH'))
			if iImprovement == gc.getInfoTypeForString('IMPROVEMENT_TOMB_OF_SUCELLUS'):
				pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MANA_LIFE'))
			if iImprovement == gc.getInfoTypeForString('IMPROVEMENT_YGGDRASIL'):
				pPlot.setBonusType(gc.getInfoTypeForString('BONUS_FRUIT_OF_YGGDRASIL'))
under def onGameStart(self, argsList): in CvEventManager.py?

(It wouldn't be exactly like this of course, as I changed/added some unique features' resources.)
 
But the elephant under the Dragon Bones is so cool!!!
 
I'm getting a CTD in mid-late game (at least I think it is-I had one after a few turns of a medieval start and another after about 150 turns of a classical start) and I don't know why. It happens about 2 turns after the auto-save I uploaded.

Edit:
But the elephant under the Dragon Bones is so cool!!!

No, it's not.
 
Couple things

It get a CTD that is reproduceable (at least on my PC) during the AI's turn. I've narrowed it down by successively deleting civs or individual cities, one by one, to see if I wouldn't get a CTD. The only case when I did not get a CTD was when I removed the barb city just north of the Ljosalfar empire -- Hyol I think. The only thing unusual there was that it was building a Forbidden Palace (???). The city sits next to the Letum Frigus.

I also picked up along the way an older python error that I hadn't noticed earlier.

Spoiler :
Traceback (most recent call last):

File "CvSpellInterface", line 22, in cast

File "<string>", line 0, in ?

File "CvSpellInterface", line 1260, in spellForTheHorde

RuntimeError: unidentifiable C++ exception
ERR: Python function cast failed, module CvSpellInterface


Hope it helps.

------------------------------------------------------------------------------

Edit

Forget the CtD. It still crashed five or six turns later, and I still don't know why. Sorry about that.
 

Attachments

3. New Herald model by seZereth.
4. New Repentant Angel model by seZereth.
5. New Chalid model art by seZereth.
6. New Ratha model art by seZereth.
7. New Bannor Champion model art by seZereth.

seZereth works a lot!
THANKS to him, for his talent, his time, and our pleasure ...
 
Any plans for Chalid's old model? Would be great for a High Priest of the Empyrean.

And speaking of Empyrean, I had a major issue in my last game after using Revelation on a HN Pirate. The pirate couldn't blockade after that, so it left. However, the blockade never went away :undecide:

blockadebug.jpg
 
Nice to know most of the stuff being done now is only graphic updates...
 
When my Lanun swordsman got the demon promotion from a dungeon he went back to vanilla graphics instead of looking like an infernal unit.


I've noticed that units summoned near a necrototem will run away in fear, even if they start with promotions that make them immune to fear.

Necrototem fear can push a unit onto an occupied lair, forcing the defenders off. I believe I even managed to push Brigit out of her prison this way once, and managed to capture her with a low level unit.
 
When my Lanun swordsman got the demon promotion from a dungeon he went back to vanilla graphics instead of looking like an infernal unit.


I've noticed that units summoned near a necrototem will run away in fear, even if they start with promotions that make them immune to fear.

Necrototem fear can push a unit onto an occupied lair, forcing the defenders off. I believe I even managed to push Brigit out of her prison this way once, and managed to capture her with a low level unit.

How exactly do you get Necrototem on the map?
 
Playing as illians.
Assassin - when using the hidden (snow) ability; when activate the unit does not stay highlighted but is the current active unit. It also does not release the unit and move to another unit, fortify or sentry or wait. You have to manually select a new unit for this to return to normal operation.
When you attack a unit the assassin is relocated somewhere else within your territory, not exactly sure what this is but it seems like, to the spot where it was originally triggered. The unit is then deselected and a new unit is active. The assassin is not reactivated until next turn or unless selected manually, even when moves remain.

This is a pain in the butt, but it is also a good advantage when used correctly, strike and appear in the safety of your own border. With the NOX, it is very strong.
 
Can't seem to find out what is wrong, I am playing along (well into the game) and then at one point it unceremonisly dumps me out with not so much as a warning, nor an explaination.

Can someone help me? Methinks there's another up date out there somewhere, I ask for it in the game, and it says that I'm current, however, I wonder. I really love this thinking-person's-game very much, so if I could get a reply I would really love it.

I have a chip speed of about 2.79 and 3G of Ram. I have a new video card (GE Force 8500 w/1M on board) and I use windows XP
 
Elohim Devouts can't upgrade to the Empyrean priests.
 
Summoning Basium makes the 'at a glance' screen go wonky.

Also, after summoning and switching to Basium, you get a Settler, even in 'no settler' games.
 
I don't know if anyone else has noticed this. But every time I try to upgrade a ship to a airship, my game crashes. And when my friends on a different computer in the same game does it. We both crash. I'll try and get a python copy up on here when I get a chance. But figured while I had a moment I'd let it be known that It happens every time we upgrade a ship to a airship. I am kuriotate. He is Elohim.
 
I get a CtD at the end of the following turn (but I don't know why).
Nothing seems to happen to me, but maybe based on some work of the AI.

Btw, I'm on patch y, without FF.
 

Attachments

I get a CtD after hiting end of turn.
Clean FfH2 with patch y, 3rd Decius scenario playing as Malakim.
 
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