FfH2 Bug Thread

I got to 79 bad health from the blight once! This was before patch b.

Best wishes,

Breunor

Nice. So is it a bug or not? I'd guess it is because shouldn't it affect all other civs too (except infernals). Game is quite unplayable because everybody else can research and produce normally, but one almost cannot even build a warrior :)

Played another game now, and the same thing happed this time the unhealthiness was 54.

Funny thing the turn after the blight came I recaptured my city that enemy had captured just round earlier and it had no blight? I suppose even if the incredibly high blights are not a bug (or is it?), and that the blight only affects the human player is not a bug (or is it?), then atleast this is a bug (or is it ? :) ). That city should have blight too.
 
Just downloaded this again (haven't played it in about a year. Definatly one of the best mods available) to check the intro music. Just had some kick ass intro music recommended to me to use for Legends of Revolution Dies Irae, but it sounded really familiur. And I thought it might be used in FFH2, thank god it is not.

Anyway your install script still warns you you need BtS 3.17. It's definatly been updated to 3.19, this tripped me out, and made me go looking for a patch to update to 3.19... until I gave up and installed.

Also you guys might consider adding an icon. It's pretty trivial to do, you can check out the install scripts in my sig if you want a reference. I just think things look much prettier when the shortcut and install have their own neat little icon. On this note, how did you guys get that picture pop up at the beggining? I'd like to add something similar to my script, and also how did you add the pop up warning?
 
airship bug?

i got following issue, evertime i try to update fregatte into an airship the game crashes.

i got FfH 2 0.41 patch a
 
Nice. So is it a bug or not? I'd guess it is because shouldn't it affect all other civs too (except infernals). Game is quite unplayable because everybody else can research and produce normally, but one almost cannot even build a warrior :)

Played another game now, and the same thing happed this time the unhealthiness was 54.

Funny thing the turn after the blight came I recaptured my city that enemy had captured just round earlier and it had no blight? I suppose even if the incredibly high blights are not a bug (or is it?), and that the blight only affects the human player is not a bug (or is it?), then atleast this is a bug (or is it ? :) ). That city should have blight too.

I experienced a lot of the same things you and Breunor having been discussing in my last game (Sheaim, .41a, patch 3.17). For example, when blight hit my city populations all dropped to 1 while my permanent ally, Rhoanna, experienced no drop in population. Got to be a bug.
 
In patch b it mentioned that the unrestricted leaders was working as intended.
Is this suppose to work as it did in vanilla Civ. In otherwords if I choose a random civ and random leader with unrestricted leaders chked in options. Can I ever get say the Hippus led by Alexis? Because if it is; it does not appear to be working correctly, I attempted multiple custom games with this marked and always recieved a leader with its intended civ.
 
Python Exception, .41b
 

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You can get random selections, atlhough it sounds like you have to choose it. Not everyone wishes to have no idea what leader/civ combination they are going to get. However ... I believe random works for the AI in this respect iirc. Ive had some wacky combinations with unrestricted leaders, although it was all by my selection, and selection of those I was playing with.
 
Is it a bug that the leader I play currently (Cassiel) randomly declares war to my neighbour? :mad:

With other leaders this didn't happen. But in my current game in which I play Cassiel sometimes I get a message that I have declared war on my neighbour. But I haven't!

First I reloaded but now it happens very often and I have no idea why.

Is it a bug or is it some grigori special feature and how can I prevent it from happen?
 
Unexpected declarations of war can occur for a variety of legitimate reasons. For example, if you vassalize an AI then you will automatically declare war against any civs with which your new vassal is at war.

It would be helpful if you could post a save of your game a few turns before one of these spontaneous war declarations, and describe exactly when and under what circumstances the declaration took place (for example: on turn __ I end my turn and during the AIs' turns I suddenly declare war on _____).

Also, everyone who reports a bug should always indicate what version of they Mod they are playing (by which I mean, for example, 0.41b or 0.40y or whatever).
 
In patch b it mentioned that the unrestricted leaders was working as intended.
Is this suppose to work as it did in vanilla Civ. In otherwords if I choose a random civ and random leader with unrestricted leaders chked in options. Can I ever get say the Hippus led by Alexis? Because if it is; it does not appear to be working correctly, I attempted multiple custom games with this marked and always recieved a leader with its intended civ.

You can get random selections, atlhough it sounds like you have to choose it. Not everyone wishes to have no idea what leader/civ combination they are going to get. However ... I believe random works for the AI in this respect iirc. Ive had some wacky combinations with unrestricted leaders, although it was all by my selection, and selection of those I was playing with.

When using the Unrestricted Leaders option, there are four possible (relevant) selection combinations that can be made:

1) Specific Leader, Specific Civ
2) Random Leader, Specific Civ
3) Random Leader, Random Civ
4) Specific Leader, Random Civ

Option 1 functions correctly - you get whatever you select. Option 2 functions as expected - you get the civ you selected and a randomly chosen leader not restricted to leaders normally associated with that civ.

Option 3 is bugged, as shapecharge reported. You get a random civ, and then a randomly chosen leader - but only selected from the normal leaders for that civ. When using this setting combination it should be possible to get any leader, and currently that does not happen.

Option 4 is also bugged, and does not function as expected. You would expect to lead a random civ with the leader you selected. Instead, this option functions exactly like option 3. You get a random civ and then a leader chosen from that civ's normal leaders. Effectively, if you select to have a random civ then the leader you select is ignored. This should not happen.

However, FfH2 doesn't really work right with Unrestricted Leaders anyway. Some traits and abilities are associated with a leader instead of with their civ. That means that some leader-civ combinations will be penalized by being unable to use abilities to which you would expect them to have access. Some combinations will have more traits than they "should", whereas other combinations will have less. FfH2 just doesn't seem to have been designed with using Unrestricted Leaders in mind, so fixing these peculiarities of the civ/leader randomization system is probably fairly low-priority.
 
Just upgraded to 3.19 and .41b, and I have a weird graphical bug:

None of my multi-man units are showing "damage" anymore. I.e., my warriors always have 3 men standing, even when they get down to .1/3 health. Same goes for the AI units: if they win the battle, none of the 5 goblins in a goblin unit ever get knocked down by my warriors. This is very annoying if I want to see a unit's health at a glance but I don't want to display health bars.
 
Edit: This seems to have corrected itself after a few turns.

.41a

I had 4 Royal Guards and I upgraded one of them to a Knight, and now I cant build a fourth Royal Guard in that city or my capital, but I can still build them in the rest of my cities.
 
Have noticed that Shaem rarely build roads anymore. They don't research Exploration early on. In a row of games now, I have been playing to turn 250-350 or so and they still don't have Exploration, they have other techs, higher up, but not that.

Even demons have legs, at least some of them, so they need roads.
 
In my game, I noticed the following:

-- Jonas sent a SOD of about 40 units to attack a barb city, right between the two of us. But, the red dragon was there and so he just left his SOD sitting there 1 tile outside the city. (After a few hundred turns, I sent over a couple of war elephants to pick off the units one by one, retreating each turn back into my borders, where he couldn't attack them. But, that's beside the point.) The bug is: he had a clear path to come attack me, and didn't. In fact, we had a common border just below the barb city.

-- Same game, the barbs built work boats but never sent them out to make nets. Bug: they kept making them. At one point they had the red dragon and 8 work boats. I took pity on them and WB'ed a net. After which they disbanded all the boats and started building axes and such.

-- Capria sent a settler out to a nearby island, but never made a city. (Actually, this happened in my last game also, on the previous version of the mod.) In fact, she even built and sent over a second settler. So, she had a small island just outside her borders with 2 settlers just sitting on it.
 
Have noticed that Shaem rarely build roads anymore. They don't research Exploration early on. In a row of games now, I have been playing to turn 250-350 or so and they still don't have Exploration, they have other techs, higher up, but not that.

Even demons have legs, at least some of them, so they need roads.

I confirm this in my recent game.
 
Just upgraded to 3.19 and .41b, and I have a weird graphical bug:

None of my multi-man units are showing "damage" anymore. I.e., my warriors always have 3 men standing, even when they get down to .1/3 health. Same goes for the AI units: if they win the battle, none of the 5 goblins in a goblin unit ever get knocked down by my warriors. This is very annoying if I want to see a unit's health at a glance but I don't want to display health bars.

Just to clarify what I'm talking about: in this screenshot you can see that both the barbarian goblin and my goblins are badly hurt, but both units still have five goblins showing.

GraphicsBug.jpg
 
Got a Python error:
File "CvRandomEventInterface", line 1959, in doTraitExpansive
AttributeError: 'CyMessageControl' object has no attribute
'sendApplyEvent'
 
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