FfH2 Bug Thread

Um...we'll call it an interesting hiccup. Playing LAN with my brother. Good times had by all. His game crashes. Oh well, just save, exit to main menu, load it up, and wait for him to join. For some reason, he can't see the game in the lobby. Yes, the network is still working (always check the cables first). Lacking any better ideas, we flatten his FFH install (had an issue like this before that got fixed this way) and try again. No go. I flatten my install and try. It's a go! Yay, everybody is happy. A few turns later, game crashes. Once again, he is unable to join. So...what gives?

Flatten, in this case, means deleting the FFH folder in the BtS mod section, installing the main mod, installing the media, then installing patch y.
 
Um...we'll call it an interesting hiccup. Playing LAN with my brother. Good times had by all. His game crashes. Oh well, just save, exit to main menu, load it up, and wait for him to join. For some reason, he can't see the game in the lobby. Yes, the network is still working (always check the cables first). Lacking any better ideas, we flatten his FFH install (had an issue like this before that got fixed this way) and try again. No go. I flatten my install and try. It's a go! Yay, everybody is happy. A few turns later, game crashes. Once again, he is unable to join. So...what gives?

Flatten, in this case, means deleting the FFH folder in the BtS mod section, installing the main mod, installing the media, then installing patch y.

I don't know when it started, but I haven't been able to see LAN games in the lobby for quite a while now. I always use Direct IP connect for multiplayer games. If you're playing over a LAN then that means putting in the IP assigned by your router, typically 192.168.#.1XX (# varies depending on which router you have, XX will be different for each computer on the network). Also the current patch is Z, so you should download and apply that to both your computers.
 
Aha! That explains why I wasn't able to see his flattened/reinstalled version. Must have misplaced Z when gathering crucial files. That's one mystery explained at least.
 
The description of a WOC save I uploaded here is wrong. The endless WOC comes between turns 253 and 254.
 
Althrough wait a bit before checking, I think I have a version of what's wrong.
 
I seem to be having a vaguely irritating glitch. I may be mistaken, but I'm losing out on various options and resources slowly as the game progresses. Like, I can't seem to liberate Arendel's cities or ask Arturus to adopt civics, and my Death Mana has gone from the 4 I've built to 0. Do I post a save game, or..?

Edit: NEver mind, figured out the Death Mana problem. Still leaves me with missing options in the diplomacy menu. Also a new hiccup re: Diplomacy. Arendel has a cultural majority in two cities, but I can only offer to liberate one of them. I thought it might be distance, but the one I can't offer has a revolt%
 
My version of what's wrong was incorrect, the game still hangs between turns 253 and 254.
 
Playing MP, the game consistently crashes (unresponsive freeze) at the beginning of turn 158. This is not due to some processor hog like the Deepening or Raging Seas b/c those civs aren't in the game. Save is attached--just go and play as player 1 to try it out.

View attachment Just_press_enter.CivBeyondSwordSave

I hope this can be resolved--we were really enjoying this particular game.
 
I believe the problem found in this thread is caused by pCaster.setBaseCombatStr() and pCaster.baseCombatStr() having different ideas of what base strength is. pCaster.baseCombatStr() seems to count all the unit's typed damage, while pCaster.setBaseCombatStr() does not. The most obvious problem with this is that a Repentant angel with possession of a piece of equipment that provides 2 or more typed damage will gain strength with each kill instead of loose it.


Edit: The post below mine refers to this problem.
 
Playing MP, the game consistently crashes (unresponsive freeze) at the beginning of turn 158. This is not due to some processor hog like the Deepening or Raging Seas b/c those civs aren't in the game. Save is attached--just go and play as player 1 to try it out.

View attachment 212159

I hope this can be resolved--we were really enjoying this particular game.

Gotta love quoting myself....

I have a preliminary idea of what's happening here. I know that it has something to do with HN, because the only way I can continue the game past this point is by playing as the Svarts and declaring nationality on all their units, and then switching back to my civ. I see one HN Svart unit walking through the FoL Ljos territory; could the crash be caused by that unit spawning a treant?
 
I've run across Decius of the Calabim - he's supposed to be neutral, but he's good in my game. I'm not playing on unrestricted leaders/leader traits, and the only religion founded is Runes (by me) and he doesn't have one... I'm not sure why he's not neutral.
 
I've run across Decius of the Calabim - he's supposed to be neutral, but he's good in my game.

He's able to choose his aliigment at start. Allows you to have exotics like Good Calabm or Evil Malakim from the very beginning.
 
Good Day All,
I'm trying to play internet FFH2 but I cannot see any games in the internet lobby. If I load the vanilla BTS I can see games. I loaded the oos, y and z patches and still nothing in the FFH2 internet lobby. Any assistance would be appreciated.

Thanks.
 
Mercurians don't receive free buildings from Guild of Hammers (or Catacomb Libralus, etc.) which has been built before Mercurian gate.
(Note. Free building is applied all cities not only owner civilization, but also all civilizations in same team.)

But if they lost GoH, they receive free buildings.:eek:

Perhaps when Mercurians appeard, CvPlayer::m_paiFreeBuildingCount doesn't update collectly.
 
There might be a mechanics issue somewhere. 95% combat win rate loses 80% of time time (so its only 19-20% chance to win) and <0.01 wins sometimes :S.
 
All that Council of Esus stuff is inconsistent. Either the pretention of it being somehow "hidden" should be dropped, so that anyone can see who follows Esus on a scoreboard, or it should be really made hidden by removing the "XXX converts to CoE!" message, the Esus symbol in the diplomacy screen and the Esus-specific art for cottages.

Better to reveal it all, really. Else the human players will stll understand who follows CoE (Hm, Faeryl has just revolted from FoL to what seems like a no state religion, guess what religion she follows now).
 
¥akuza;8035096 said:
There might be a mechanics issue somewhere. 95% combat win rate loses 80% of time time (so its only 19-20% chance to win) and <0.01 wins sometimes :S.

This result is surprsing. The combat calculator has been tested many times. There are a few quirks, but not as you are reporting.

Please note that reloading and refighting is not a 'new' trial if you don't use the 'reset the random seed', you will always get the same result as you got before you loaded.

Best wishes,

Breunor
 
This result is surprsing. The combat calculator has been tested many times. There are a few quirks, but not as you are reporting.

Please note that reloading and refighting is not a 'new' trial if you don't use the 'reset the random seed', you will always get the same result as you got before you loaded.

Best wishes,

Breunor

i have "new seed on reload" turned on, thats why its sometimes different. but a warrior taking out an elephant with <0.01% chance to win made me finally go post here. Ive lost with 99% with heros... usually against barbarians, like they have some advantage. Difficulty is immortal, but i dont think the numbers should change.

so yeah, im not saying theres a major hole somewhere, but maybe a typo in the code (faulty rounding?). Worth a check, cos normal civ doesnt do such results.

Tnx for the fast answer btw, impressive :P.
 
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