FfH2 Bug Thread

patch "i" SDK
Code:
bool CvUnitInfo::readPass3()
{
	if (m_aszExtraXMLforPass3.size() < 1)
	{
		FAssert(false);
		return false;
	}
	[COLOR="Red"]m_iPrereqCiv = GC.getInfoTypeForString(m_aszExtraXMLforPass3[0]);[/COLOR]
	m_iUpgradeCiv = GC.getInfoTypeForString(m_aszExtraXMLforPass3[1]);
	m_aszExtraXMLforPass3.clear();
	return true;
}

Red marked line is deleted and getPrereqCiv() function obsoletes.
Is this intentional?

Please help. Thanks.:)
 
Last night and tonight I tried starting new custom games (patch i) using the End of Winter option - in both instances the game started up, but no ice. After settling my first city the game then just hangs. Last night I gave it around 10 minutes before switching my pc off and saw that tiles started to change to ice terrain during that time.

This would be using the Erebus mapscript.

Just wondering if the AI changes have somehow changed End of Winter so that is now worked out after the placement of the first city, rather than before we first see the map?
 
No limit to dominate
1. Balseraphs Archmages (or Gibbon, Hemah) cast "Create Puppet".
2. Puppets cast "Domination" to enemy stacks.
3. Puppets who failed to dominate enemies loss "Domination", but Archamges don't loss "Domination".
4. Goto 1.

When Balseraphs get "Deception" and create Gibbon Goetia, Gibbon twincast "Create Puppet" and enemy cities will become empty.
 
No limit to dominate
1. Balseraphs Archmages (or Gibbon, Hemah) cast "Create Puppet".
2. Puppets cast "Domination" to enemy stacks.
3. Puppets who failed to dominate enemies loss "Domination", but Archamges don't loss "Domination".
4. Goto 1.

When Balseraphs get "Deception" and create Gibbon Goetia, Gibbon twincast "Create Puppet" and enemy cities will become empty.

This is not a bug. The followers of the greatest master of mind magic to ever live (Perpentach) were given this exploit on purpose.
 
Bug one:
In a game with my friend, a FoL disciple randomly spawns in one of my cities and causes an OOS (no, I did not research Way of the Forests).

I am playing the Calabim as Flauros. The disciple spawn happens on the next turn (see attached save). Even if the spawn is supposed to happen, it still causes an OOS.

*edit* I fixed it by deleting the FoL disciple, saving and reloading. No problems thereafter. Just annoying.

Ok, I wasn't going to mention this because it was too freaky, but to follow your lead...
Playing as the Gregori I got two different Techs mysteriously "granted" during one long game. No hut, no trade, not researched. Just out of the blue, one at a time, their tech discovery screen appeared in the game. Another weird thing was my hero's, 4 of them, each got a single large promotion granted to them on the same turn for no apparent reason. Now, maybe there is a astrological event or something that does this that i've never seen before, but I couldn't explain it.
Like I said, freaky.

I wonder if you had been "granted" FOL when your disciple appeared?
 
Yes, you're right, that is freaky :p

I wonder if you had been "granted" FOL when your disciple appeared?

No, the disciple just randomly spawns in a random city each time I reload the save. And then it causes an OOS, meaning that it didn't happen on my friend's computer.
 
Yes, you're right, that is freaky :p



No, the disciple just randomly spawns in a random city each time I reload the save. And then it causes an OOS, meaning that it didn't happen on my friend's computer.

Is there another Calabim Civ in the game? If so, this is a known bug - when the other Calabim Civ (not unique to the Calabim) founds a religion, all of the Calabim Civ's get the priest unit.

Best wishes,

Breunor
 
patch "i" SDK
Code:
bool CvUnitInfo::readPass3()
{
    if (m_aszExtraXMLforPass3.size() < 1)
    {
        FAssert(false);
        return false;
    }
    [COLOR=Red]m_iPrereqCiv = GC.getInfoTypeForString(m_aszExtraXMLforPass3[0]);[/COLOR]
    m_iUpgradeCiv = GC.getInfoTypeForString(m_aszExtraXMLforPass3[1]);
    m_aszExtraXMLforPass3.clear();
    return true;
}
Red marked line is deleted and getPrereqCiv() function obsoletes.
Is this intentional?

Please help. Thanks.:)


Definitely a bug, since the PrereqCiv is still loading into m_aszExtraXMLforPass3, that means that now the PrereqCiv is being loaded as the UpgradeCiv, and UpgradeCiv is being ignored. One of those two ain't right.
 
Definitely a bug, since the PrereqCiv is still loading into m_aszExtraXMLforPass3, that means that now the PrereqCiv is being loaded as the UpgradeCiv, and UpgradeCiv is being ignored. One of those two ain't right.

So is that ^ the problem with my issue? (see quote below)I posted this 3 pages ago:
This schema function no longer works in Modular Mods (and other mods?) for buildings or units. (civ noted as filler), it worked in patch .41g.

<PrereqCiv>CIVILIZATION_SHEAIM</PrereqCiv>

Currently I am having to arbitrarily link some of my modular mod's units, buildings etc to a specific civ palace so that other civs wont build them.
 
Not sure if it's a bug, but I've got an angel from the lair when playing Svartalfar and after researching guilds I'm able to upgrade it into the angel of death. I gave myself the rage tech with WB and guess what - I can upgrade it to seraph. So not only you can get an UU of another civ, but it can also be of a type (berserker) normally not available to your civ.
 
Is there another Calabim Civ in the game? If so, this is a known bug - when the other Calabim Civ (not unique to the Calabim) founds a religion, all of the Calabim Civ's get the priest unit.

Best wishes,

Breunor

Yep, there's another Calabim civ. Thanks.
 
I disabled one AItweak before the Merge because I couldn't figure out why it causes crashes. This is the corrected version. Fixes an issue with Heros not able to join groups (and maybe a few others also). it is in void CvUnit::joinGroup(CvSelectionGroup* pSelectionGroup, bool bRemoveSelected, bool bRejoin)
Spoiler code :

Code:
/*************************************************************************************************/
/**	BETTER AI (Stop some groups from forceseperating) Sephi                        	            **/
/**																								**/
/**						                                            							**/
/*************************************************************************************************/
/** orig code

				if (bWasHead)
				{
/**/
                bool bvalid=true;

                if (pSelectionGroup!=NULL && pSelectionGroup->getHeadUnit())
                {
                    if (AI_getGroupflag()==GROUPFLAG_CONQUEST && pSelectionGroup->getHeadUnit()->AI_getGroupflag()==GROUPFLAG_CONQUEST)
                    {
                        bvalid=false;
                    }
                }

                if (bWasHead && bvalid)
                {
/*************************************************************************************************/
/**	END                                                                  						**/
/*************************************************************************************************/
 
FFH 2.41i -- Barbarian AI change: bug or feature?

[Long-time FFH2 player, fwiw]

I recently started playing FFH2 again on my laptop (FFH 2.41g), working my way through the various maps, mostly playing Noble/Small. I also have FFH2 installed on a desktop system downstairs in my office, but I haven't played on that machine for a while.

Today, I had to do some major file transfers on my laptop (disk is full), so I downloaded the 2.41i patch onto the desktop, installed it, and started playing. My usual options include raging barbarians/barbarian world, so I wasn't surprised when they started showing up. However, they would almost never attack my cities. Instead, they would simply congregate within my cities' boundaries in ever increasing numbers, attacking anything that came out of the cities. I quickly found myself with large numbers of lizardmen, skeletons, goblins, etc., all wandering around within a few squares of each city, waiting for something to come out, but rarely attacking the city itself.

Just to make sure I wasn't imagining things, I set up two identical games, one on my laptop (2.41g) and one on my desktop (2.41i). Sure enough, in 2.41g, the barbs would march up to my cities at attack (with warriors demolishing a few things along the way). In 2.41i, they would march around, attack any unit outside of the city, and then either hang around or march off. Clearly different behavior.

This is a significant change in barbarian behavior and renders the game (IMHO) almost unplayable. In one case, I found myself early in the game with several lizardmen all hanging around my one and only city and killing anything that set foot outside of the city.

I turned off 'raging' and still got the same effect, just in smaller numbers. Don't know if this is a deliberate or unintended consequence of the 'h' or 'i' patches, but it's enough to make me keep my laptop at 2.41g and reinstall FFH2 on my desktop. And if it's a deliberate and permanent change, it's enough to make me drop the game completely. Just sayin'. ..fritz..
 
[to_xp]Gekko;8547943 said:
it's working as intended. instead of giving you free XP they annoy you, that's how it's supposed to be. change your tactics accordingly ;)

I've experienced the same thing as Fritz except the barbs eventually get around to pillaging and attacking your cites. If this is intended like you say, change tactics or exit the game early.
 
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