FfH2 Bug Thread

couple of things ...

I don't know if it's intended but HN units don't give me any combat odds when attacking unit's of any civ with the barbarian trait ... been like this for quite a while but I thought I might mention it ...

personal suggestion ... I think Nightwatch and Shadowriders should have the Mask ability as well as CoE maybe having a prophet/counselor/something like a disciple with medic and or the ability to choose medic, medic II, Medic III as promotions ...

strange glitch in the defending animation (the portion of the animation when defending against an opponents animated attack) for the War Elephant ... looks almost intentional ... but the little rider man is all sideways and the spears point down ... (also posted in cosmetic thread)
 
Here is to hoping that we get Patch Z today, I know Kael is busy but I'd love to play with the new art on my day off tonight
 
I just played with the Lanun and built the Black Wind. I leveled it up and decided I wanted to use it with some boarding parties so I gave it the +1 cargo space promotion - except it didn't then go from 0 cargo spaces to 1 cargo space, but the promotion was still both valid and present on the ship.

I'm thinking this might be a bug?
 
I just played with the Lanun and built the Black Wind. I leveled it up and decided I wanted to use it with some boarding parties so I gave it the +1 cargo space promotion - except it didn't then go from 0 cargo spaces to 1 cargo space, but the promotion was still both valid and present on the ship.

I'm thinking this might be a bug?

Its the same with other ships. If the ship does not have any cargo space, the cargo Promotion will be applied but wont work. If u go to a city and choose the Skeleton Crew, u will receive both Boni.
 
Got Combat Odds to show up when an HN unit tries to attack a Barbarian Ally (or Barbarian) unit. The change in CvGameTextMgr should be the only one which is needed, but both of these make sense to keep anyway.

In CvGameTextMgr::setCombatPlotHelp
Code:
	if (pAttacker != NULL)
	{
		pDefender = pPlot->getBestDefender(NO_PLAYER, pAttacker->getOwnerINLINE(), pAttacker, false, NO_TEAM == pAttacker->getDeclareWarMove(pPlot));

		if (pDefender != NULL && pDefender != pAttacker && pDefender->canDefend(pPlot) && pAttacker->canAttack(*pDefender))

Changes to:

Code:
	if (pAttacker != NULL)
	{
		if(pAttacker->isAlwaysHostile(pPlot))
		{
			pDefender = pPlot->getBestDefender(NO_PLAYER, pAttacker->getOwnerINLINE(), pAttacker);
		}
		else
		{
			pDefender = pPlot->getBestDefender(NO_PLAYER, pAttacker->getOwnerINLINE(), pAttacker, false, NO_TEAM == pAttacker->getDeclareWarMove(pPlot));
		}

		if (pDefender != NULL && pDefender != pAttacker && pDefender->canDefend(pPlot) && pAttacker->canAttack(*pDefender))

In CvUnit::getDeclareWarMove
Code:
			if (!canEnterArea(eRevealedTeam, pPlot->area()) || (getDomainType() == DOMAIN_SEA && !canCargoEnterArea(eRevealedTeam, pPlot->area(), false) && getGroup()->isAmphibPlot(pPlot)))
			{
				if (GET_TEAM(getTeam()).canDeclareWar(pPlot->getTeam()))
				{

Changes to:

Code:
			if (!canEnterArea(eRevealedTeam, pPlot->area()) || (getDomainType() == DOMAIN_SEA && !canCargoEnterArea(eRevealedTeam, pPlot->area(), false) && getGroup()->isAmphibPlot(pPlot)))
			{
				if (isAlwaysHostile(pPlot) || GET_TEAM(getTeam()).canDeclareWar(pPlot->getTeam()))
				{
 
Thanks Xienwolf, I'll add that to patch "z".
 
I just played with the Lanun and built the Black Wind. I leveled it up and decided I wanted to use it with some boarding parties so I gave it the +1 cargo space promotion - except it didn't then go from 0 cargo spaces to 1 cargo space, but the promotion was still both valid and present on the ship.

I'm thinking this might be a bug?

The Black Wind starts with a cargo space of 2, not 0. Even if you give it a Longshoreman Crew it would still have a cargo space of 1 before promotions. So something doesn't sound right. When I created The Black Wind in worldbuilder on my system (patch Y) it had 2 cargo space, as expected.


Its the same with other ships. If the ship does not have any cargo space, the cargo Promotion will be applied but wont work. If u go to a city and choose the Skeleton Crew, u will receive both Boni.

In worldbuilder I created a Galley and gave it 2 xp. It started with 0 cargo space, and when I promoted it to Expanded Hull it changed to 1 cargo space. Then I created a Trireme (naturally 1 cargo space) with 2 xp, had it cast Longshoreman Crew (reducing it to 0 cargo space), and then promoted it to Expanded Hull - which raised it back to 1 cargo space. Finally, I created a Galley and tried to cast Longshoreman Crew (which might potentially reduce it to -1 cargo space, as a bug) but found that Longshoreman Crew was not an option. I think your statement and suggestion are both inaccurate.


Got Combat Odds to show up when an HN unit tries to attack a Barbarian Ally (or Barbarian) unit.

Thank you.

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

Also, in light of all the patch Z noise, I just thought I'd mention:

FfH2 Bug Thread
Use this thread to post any issues with FfH2.

[...]

Reporting Issues:

I have five requests before you report issues:

[...]

3. Please don't "chat" in this thread. I hate it when real bug reports get lost in other posts, so please try to keep this thread as on task as possible (just for bug reports) and I will try to make sure everything mentioned here gets resolved.

[...]
 
Patch "z" is linked in the first post. It won't break save changes and makes the following changes:

1. Fixed an issue where removing invisibility from a treasure chest deleted the chest.
2. Monks can be upgraded to Paladins or Immortals.
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.
8. New Donal model by seZereth.
9. New Ophanim model by seZereth.
10. New Luchuirp Archmage model by seZereth.
11. New Clan of Embers Archmage model by seZereth.
12. Fixed an issue with Magnadine hiring units in other cities.
13. New Ljosalfar Mage model by seZereth (old Ljosalfar mage moved to the archmage model).
14. New Ljosalfar Druid model by seZereth.
15. New Sidar Palace model (from Kohan II, compliments of Walter Hawkwood).
16. New Doviello Palace model (from Kohan II, compliments of Walter Hawkwood).
17. New Guild of the Nine model (from Kohan II, compliments of Walter Hawkwood).
18. New Svartalfar Palace model (from Kohan II, compliments of Walter Hawkwood).
19. New Infernal Palace model (from Kohan II, compliments of Walter Hawkwood).
20. New Spider Pen model (from Kohan II, compliments of Walter Hawkwood).
21. Devout can be upgraded to Empyrean priests.
22. Barb units won't pillage lairs in players borders (hellfire, etc).
23. New Svartalfar Marksman model by seZereth.
24. New Corlindale model by seZereth.
25. New Dwarven Smithy model (from Kohan II).
26. New Pallens Engine model (from Kohan II).
27. New Adularia Chamber model (from Kohan II).
28. New Temple of Kilmorph model (from Kohan II).
29. New Tablets of Bambur model (from Kohan II).
30. New Blasting Workshop model (from Kohan II).
31. New Soul Forge model (from Kohan II).
32. New Temple of the Order model (from Kohan II).
33. New Code of Junil model (from Kohan II).
34. New Stigmata on the Unborn model (from Kohan II).
35. New Temple of the Veil model (from Kohan II).
36. New Gibbon Goetia model by seZereth.
37. Return of Winter- Modified to make the AI more aggressive, especially at higher difficulty levels.
38. Hidden Nationality units will now show attack odds correctly (thanks to Xienwolf!).
 
Looking forward to trying it and seeing seZereth's new art.
 
I just played with the Lanun and built the Black Wind. I leveled it up and decided I wanted to use it with some boarding parties so I gave it the +1 cargo space promotion - except it didn't then go from 0 cargo spaces to 1 cargo space, but the promotion was still both valid and present on the ship.

I'm thinking this might be a bug?

the black wind starts out with HN and you can't load non-HN units onto an HN vessel ... this might be your problem ...
 
Patch "z" is linked in the first post. It won't break save changes and makes the following changes:
...
38. Hidden Nationality units will now show attack odds correctly (thanks to Xienwolf!).

thank you sirs ... and bring on the new artwork ... thank you all ...
 
Why does some games on Vista crash randomly?

I've actually experienced this with Road to War, as well. So far, these have been the only two mods that have crashed randomly on me.

It seems to happen after I minimize Civ IV while playing a game, use the Internet, and then go back to playing FfH/Road to War...and then usually the game crashes, although sometimes it does not...

Anyone know why it would be doing this?

It sounds like you may have a RAM issue. How much RAM is your Vista recognising?
 
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