FfH2 Bug Thread

Maybe if you give to all effected units Enraged AND Hidden Nationality promotions it could do quite nice mayhem ...


yea seems this one has fallen off the radar pretty bad. Its easy to do, but just didn't get done =). I tested it out and even made a thread for it...
 
Some things in the to do list have gotten done, just very slowly.


I don't think Kael wants the units that were made always hostile to be able to declare nationality or have HN removed by Revelation. He could just make a copy of the Hidden Nationality promotion, but I think he would rather you see who is attacking you. FfH does not yet have the ability to let promotions make a unit AlwaysHostile except for being HN, but FF does and I don't think it was a major change. It does require editing the SDK/Schema and recompiling though.
 
I personally think Hidden Nationality would be the best option. Cause if it isn't then this bug thread will be full of reports of nations attacking without declaring war. Plus this would add some (some maybe stretching it) covert use or CoE religion units.
 
enraged + HN would be nice, or Always Hostile + Enraged. Whichever works, but I think enraged (and crazed) is a must xD
 
When playing "One City Challenge" it is possible to still get a settler for around 100 gold through one of the events (the one where you can get +1 population for free or a bunch of other choices).

I am assuming "No Settlers" would have the same issue too.
 
Well, the event is perfectly flavorable in a no Settlers game, for instance, the Splintered Court uses it, but thats no justification.

Merely that I don't mind the usage in 'No settlers' option.

However, for One City Challenge, if you could actually create another city with this settler, that would be a problem. Will the game under such an option allow you to found a second city?
 
I actually do not know if it would have let me actually settle the unit. It did the honorable thing and chose population instead.
 
maybe a feature but seems like a bug :

playing wildmana (the bug is not due to WM) but WM explains the AI attack.

attacked by 60+ orc axemen
defenders of the hilled city + walls + capital :
mage with airII : maelstormed the enemy stack.
soldier of kilmorph, bronze + guerilla 2 + combat 1 + cannibalize (mutated) => killed 15+, survived
balseraph swordman, bronze, guerilla 2 combat 1 + strong (mutated) => killed 25+, died
archer guerilla 1 + withered + empower I (mutated) => killed 20+, survived.

my issue is :

the archer that killed 20+ units gained .... 0xp !!!!

what happened ? :
I suppose that all fight were with odds such that a normal unit would gain 1xp.
as the archer got withered, he got half of 1 = 0.5 so for each combat action he earned 0xp !!

but 20 times 0.5 is 10 !! not 0 !!

maybe withered should not allow less than 1 xp in combat ? or maybe the halfxp should be rounded up instead of rounded down ?

thx for reading.
*(as a side not, when the AI attacks you with 60+ units, it makes for a very very long combat animation :D )
 
the archer that killed 20+ units gained .... 0xp !!!!

what happened ? :
I suppose that all fight were with odds such that a normal unit would gain 1xp.
as the archer got withered, he got half of 1 = 0.5 so for each combat action he earned 0xp !!

but 20 times 0.5 is 10 !! not 0 !!

maybe withered should not allow less than 1 xp in combat ? or maybe the halfxp should be rounded up instead of rounded down ?
Withered is supposed to be bad. Combats that only award 1 xp (without the penalty from Withered) are easy combats that are likely to be won. It makes sense that a unit with a hefty penalty to xp earned (such as that provided by Withered) would earn no xp from such a combat; having the xp penalty be ignored in this case by allowing the unit to earn full xp (ie rounding up) wouldn't make sense.

Of course others may not agree with my reasoning. In any case this is not a bug but rather a balance issue.
 
I am trying to play FFH2 in single player mode. I have BTS patched to 3.19, and FFH patched to 'g'. EVERY TIME I start a game, it crashed just as the terrain screen appears. This happens regardless of whether it is a 'brand new' game, an autosave, or a regular saved game. Can someone help me?
 
I haven't been able to play the scenarios since patching to g. I'll try re-installing the mod.
 
Withered is supposed to be bad. Combats that only award 1 xp (without the penalty from Withered) are easy combats that are likely to be won. It makes sense that a unit with a hefty penalty to xp earned (such as that provided by Withered) would earn no xp from such a combat; having the xp penalty be ignored in this case by allowing the unit to earn full xp (ie rounding up) wouldn't make sense.

Of course others may not agree with my reasoning. In any case this is not a bug but rather a balance issue.
duh... I know. and I agree that normally it should be as you said.
But the issue is here when the unit killed 20+units, and end with less than half it's life... and 0 xp !!!!. Even a stupid withered guy would have learned something....
true, killing 20+unit in a turn, with 90-99.9 odds each time, without regeneration and ending at half life is not equals with defeating one unit 20times more powerful... but still it should at least be equals to a 50%odds... 4-8xp... so at least 2-4xp for the withered guy !!

as I was defending I couldn't know the odds... but still one could speculate and calculate...99.9 2times then 99.8odds... 2times ...etc for 20units... last fight : 90odds... total for surviving the 20 combats: 32% !!!!!
else : 99.9 3times...etc ... endfight : 93% odds... total for 20 combats: 42% !!!

IMO gaining 0xp for a looong combat with a total less than 40% should give at least SOME xp, even withered.

I could propose that the xp of someone withered, gained in defense, should be added normaly on a side counter and halved at the end of the interturn instead of halving it at the end of combat. The only issue is that it would need medium to hard changes in python or even in dll.

another way would be to allow for decimal experience....
 
Pretty much everything combat in civ is done on a per-battle basis. In fact, as far as the game is concerned, stacks don't even exist; they're just units that happen to be on the same tile and move together. Grouping units in a stack is just an interface convenience. This is also a major factor in what unit is picked to defend.
 
Hey there,

Not sure if I'm posting this in the correct area but here goes.

I've downloaded Fall from Heaven 2 version 0.41 as well as Patch g, the Media Pack and Blue Marble for Fall from Heaven 2.

Before all that I ensured I had Beyond the Sword at 3.19.

I am able to access the Civilopedia as well as Scenarios but for some reason when I try to start a Custom Game or Play Now game, the loading bar finishes but then I get a black screen and it kicks me out to Desktop. I know this is a pretty generic problem description but I can provide more info if requested. Beyond the Sword works fine on its own as do all my other mods. I also tried changing the Accept Python value or whatever its called in the config file to 0 and 1 and either way it doesn't work.

A side-note is I experience the exact same effects with Fall Further and can't play that either. :(

Please help! I love these Mods and have played them in the past but for some reason can't do so after re-installing. Thanks for any help I can get!
 
Sadly I can't provide any help on that matter. :blush:

All I can do is welcome you to the forums! So here goes ...

Welcome, elykar! :)
 
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