FfH2 Bug Thread

My warriors got their weapons upgraded just by trading for copper, before discovering Bronze Working. Now, I don't think I've ever traded for metals so early in a game so I couldn't say whether this is normal or not, but it didn't seem right, hence this post.
 
Strange. After my experiment, I reapplied my changes and reloaded my Mercurian game, and that time, the hell terrain appeared, with picturesque flames to boot. So my game plays tricks on me. Personally, I blame the spirit of Loki, who was killed by the Ljosalfar in that very game.
 
My warriors got their weapons upgraded just by trading for copper, before discovering Bronze Working. Now, I don't think I've ever traded for metals so early in a game so I couldn't say whether this is normal or not, but it didn't seem right, hence this post.

For one, the mines of Gal-Dur wouldn't work if this were changed.
 
Kinda cryptic response there but I think I know what you mean. It's the lesser of two evils to have all external resources (wonders and trades) bypass requisite techs (Bronze/Iron working) rather than none of the external resources having any effect. I guess there's no way to distinguish the difference between resources from trade agreements and resources given by wonders.
 
I guess you could argue that an individual would know how to use a bronze sword, but it is bronze working that unlocks how to craft and shape the material. That does have the implication that when trading bronze/iron/mithril, you're not neccessarily giving them a lump of the metal, but instead you're supplying them with crafted weapons (...plus armour, arrowheads, spikey bits, springs, hinges, badges and general waddjamacallits that make your equipment that bit better when you have a bronze source)
 
Is the Angel of Death supposed to get the metal upgrades?
He gets it, currently, even though the other shadows don't.

Perhaps it is a balance discussion otherwise; I have now tried going for the Angel of Death and they get absurdly powerful, very quickly.
The Shadow is by far the earliest tier 4 unit and Mercurians start with Iron...
 
Strange. After my experiment, I reapplied my changes and reloaded my Mercurian game, and that time, the hell terrain appeared, with picturesque flames to boot. So my game plays tricks on me. Personally, I blame the spirit of Loki, who was killed by the Ljosalfar in that very game.

I try forcefully applying the changes too in the worldbuilder. I made a patch of my territory hell terrain but only that part stays as hell, interestingly when i go back to good alignment with AC count of 25, it stays as hell. The script for changing terrain still wont work.
 
Strange. After my experiment, I reapplied my changes and reloaded my Mercurian game, and that time, the hell terrain appeared, with picturesque flames to boot. So my game plays tricks on me. Personally, I blame the spirit of Loki, who was killed by the Ljosalfar in that very game.

Very strange. I don't know how to explain what you experienced. Are the scenario scripts still malfunctioning, or are they now working properly too?

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I try forcefully applying the changes too in the worldbuilder. I made a patch of my territory hell terrain but only that part stays as hell, interestingly when i go back to good alignment with AC count of 25, it stays as hell. The script for changing terrain still wont work.

Hell terrain that you place in the worldbuilder will never spread, even if the AC reaches 100. Once the Infernals enter the game, Hell terrain will begin spreading from their territory. The difference is that there is some sort of "plot counter" that keeps track of how close a tile is to being Hell terrain, and when you change a tile to Hell terrain manually in the worldbuilder that plot counter isn't modified. So, the process for spreading or reverting the terrain never triggers. (That's my non-technical inference of how it works, anyway.)

If you want to test whether Hell terrain spread is working for you, then: start a game, enter worldbuilder, give yourself the Infernal Pact tech, switch to the Infernals, and observe what happens to terrain as the Infernal capital's cultural influence spreads. Infernal territory will change to Hell terrain at any AC level, so you should be able to see changes occur within the few turns it takes for their influence to expand.
 
I believe that hell terrain only actually changes to normal terrain when its Plot Counter goes below the threshold to change (which is 10 for all the terrains currently in the game, but could be anything), not if it is below the threshold. If you place hell terrain in worldbuilder, then the plot counter is still at 0 (or whatever it was at before). The Plot Counter would have to go up to 9 in order for the hell terrain to go away. However, I think that hell features and resources change depending on the current counter, not on passing the threshold. That means Nightmares would change back to horses or cows while still in hell terrain if said hell terrain had a lot plot counter.


If, as I suspect, something is stopping doHellTerrain from running, then the plot counters would never change and hell bonuses would also not change even when on 0 plot counter tiles..
 
got a python exception when trying to cast the barbarians world spell that looks like this:

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

I can then continue to play the turn until I attack, or when the comp seems to think I've had enough moves, which leads to a CtD

Savegame attached
 

Attachments

If you want to test whether Hell terrain spread is working for you, then: start a game, enter worldbuilder, give yourself the Infernal Pact tech, switch to the Infernals, and observe what happens to terrain as the Infernal capital's cultural influence spreads. Infernal territory will change to Hell terrain at any AC level, so you should be able to see changes occur within the few turns it takes for their influence to expand.

It's not, I've brought the infernals in games already, AC counter is at 44, and not a single patch of hell in their territory (or anywhere else).
 
I have two Grand Menagerie trophies in my case. One is a colorful icon that reads "Build the Grand Menagerie" when you mouse over it. I assume that one is from the scenario. The other one is a duller image with "Grand Menagerie" on the mouse over. I've only come close once, my last game, to meeting the requirements. I caught every animal you can catch except for a gorilla. Seems odd.
 
The trophy "Build the Grand Menagerie" is for completing the wonder, and you have completed it because it is in color. The trophy "Grand Menagerie" is for completing the scenario, and you have not completed it because it is in black and white.

Although I'm not completely certain, I was under the impression that building the Grand Menagerie wonder was part of completing the Grand Menagerie scenario - so I don't understand how you would think that you would have the scenario trophy but not the wonder trophy.

Anyway, since you don't have the scenario trophy, perhaps you built the wonder in the scenario but then somehow failed to fulfill all the requirements necessary to earn the trophy acknowledging completion of the scenario.
 
The trophy "Build the Grand Menagerie" is for completing the wonder, and you have completed it because it is in color. The trophy "Grand Menagerie" is for completing the scenario, and you have not completed it because it is in black and white.

Although I'm not completely certain, I was under the impression that building the Grand Menagerie wonder was part of completing the Grand Menagerie scenario - so I don't understand how you would think that you would have the scenario trophy but not the wonder trophy.

Anyway, since you don't have the scenario trophy, perhaps you build the wonder in the scenario but then somehow failed to fulfill all the requirements necessary to earn the trophy acknowledging completion of the scenario.

Never mind. I have both trophies. Thanks for the explanation.
 
Bug of feature?

I'm confirming that the impacts of blight may now be overdone; I know this has been reported before. I'm playing a OCC, and I got the blight at about +70 negative health. My city went down to one population; the smaller cities did much better, staying at 5-10. It was pretty devastating.

Best wishes,

Breunor
 
Bug of feature?

I'm confirming that the impacts of blight may now be overdone; I know this has been reported before. I'm playing a OCC, and I got the blight at about +70 negative health. My city went down to one population; the smaller cities did much better, staying at 5-10. It was pretty devastating.

Best wishes,

Breunor

Even though I was playing the Orbis mod at the time, I had the same issue. My Illian main cities went mostly down to size 1 (except for Gardak which went from 20 to 10) but some small cities on the same continent but separated by mountains only lost a few. So I'm thinking this is a base FfH issue and not a mod issue
 
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