FfH2 Bug Thread

Hi,

I'm playing version 41j, but will report the bug as the release notes of newer patch do not seem to match the issue.

Reproduction steps:
i have a Nox Noctis, and there is 2 barbarian bears on a title that is in my lands.
Next to the title with bears, there is a tile with my own Harlequin unit and a barbarian skeleton in it (my harlequin has not been revealed).
My harlequin unit has the ability to convert the animals after attack.
Now when i attack the bears with the harlequin, the game crashes.
Presumably some sort of "illegal" tile situation, when the converted bear is being moved to the tile with barbarian skeleton?

I have a save game available from this, if needed.

This may be a duplicate/similar bug from "General section, #6 where it says :

6. CtD due to illegal tile sharing after quite specific action sequence detailed in post (Nikis-Knight - Post 258)
 
Extremely minor text thing:

When an animal attacks a scout the power ratio displays correctly but there is no +50%vs animals line in red displayed. I assume this is because the scout bonus vs animals is the same as in BTS and since you can never normally control animals in BTS the developers neglected to add that line if an animal attacked a scout.

Good catch. :)
Your report is useful for my modmod, thanks.
 
Sons of Inferno summon Fire Elementals which won't attack. Even if they are definitely in range.
I saw that in several games so I have no specific savegame here.

Maybe their AI_Package should be something like: "Attack against all odds - but make sure to attack." ;)
 
not a bug, but didn't know where else to post...

i just got a new laptop with win7 on it. civ works fine on it, so i installed ffh. it quits with a message saying there is a missing 'python boost' dll, this then affects civ bts too. i have patch 3.19, and installed patch m for ffh too.
 
It is possible for the Bannor to spawn a Demagog underneath an enemy unit, which will crash the game.

It's the town east of Trinity in the save game that is going to try to spawn.


I'm glad I figured it out. This is my first FFH2-game, and it would have been a pain to lose it.


Also, in the Civilopedia, there is nothing written for Stirrups.
 

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Welcome iop to the FFH universe (mmm fresh meat!!!). Try not to have love, hope, and a general feeling of good will here or someone/thing you treasure most will turn on you or consume your soul.
 
Game crashes when a hidden unit on the same tile as an enemy unit then captures another unit. In this case my Dwarven Shadow was attacking a barb city and capturing animals holed up in said city.
 
Patch M: Svaltar are getting crushed by armies on all sides (including mine). I finally get to their last city, and what do I see? The Seven Pines. I cannot be 100% certain that they hadn't already used it in a previous war, but I really don't think that they did. Does the AI know how to use it's special features?
 
Strange little bug, not game breaking but certainly exploitable. Switching religion while researching a religion specific tech does not cancel the research. See attached save where AV Sheiam are currently researching Mind Stapling.
 

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Patch M: Svaltar are getting crushed by armies on all sides (including mine). I finally get to their last city, and what do I see? The Seven Pines. I cannot be 100% certain that they hadn't already used it in a previous war, but I really don't think that they did. Does the AI know how to use it's special features?

I have a similar situation with the Balseraphs. They have not used the Seven Pines unique feature. Keelyn is getting hammered by an alliance of 5 other civs. Heck, it was not a very smart decision to declare war on everyone to begin with.
 
If I understand correctly, the AI is actually unable to interact with Seven Pines to activate its force peace feature. Also, the AI Illians and Amurites cannot interact with Letum Frigus - although I don't know if this is because of the same technical limitation, or a different one.
 
Have anyone done a few tests of my merged file, available at http://forums.civfanatics.com/showpost.php?p=8876319&postcount=3212? If so what do you think? Kael, have you had a look at it in the last few days? I am very interested in how the merged file has taken, and whether it can fix any bugs from patch m. :)

Best regards,
Steven.

I tried the file. Unfortunately, I think you copied over some XML tags from WildMana that are not in FFH - specifically at least bForceOverwrite. I kept having XML schema errors while loading. So I used WinMerge to add in the changed (not new) elements from your file into the base FFH XML, and then it ran fine.
I know it was a lot of work, so thanks for doing it.
 
Starting from WildMana 7.20 and FFH2 Patch m, I have merged the files that are relevant to base FFH2 leaders from the directories:

FFH Wild Mana\Assets\Modules\NormalModules\FFHPLUS\Civs

into:

Fall from Heaven 2\Assets\XML\Civilizations\Civ4LeaderHeadInfos.xml
I know that the discrepancies were reported several times, but have the discrepancies been identified as the cause of any specific bugs? I don't recall any such reports. I assume that Kael is making decisions about what to merge and what not to merge, and if he is then it seem to me that just merging everything would have unintended consequences. If everything was going to be merged blindly, then I would imagine Kael could do that. I guess I'm just not clear on why this is being posted in the bugs thread, rather than in the modmods subforum.
 
I know that the discrepancies were reported several times, but have the discrepancies been identified as the cause of any specific bugs? I don't recall any such reports. I assume that Kael is making decisions about what to merge and what not to merge, and if he is then it seem to me that just merging everything would have unintended consequences. If everything was going to be merged blindly, then I would imagine Kael could do that. I guess I'm just not clear on why this is being posted in the bugs thread, rather than in the modmods subforum.

Well, there was the religion switching bug at least in patch m. Anyway, you make some good points, but I did query a few times along the way whether it was worth trying the merge (including http://forums.civfanatics.com/showpost.php?p=8871020&postcount=3200), and if so which tags to leave out. I know that people are busy, but I did not get people telling me along the way that it was not worth it to do the changes. =) And Valkrionn did suggest (in http://forums.civfanatics.com/showpost.php?p=8871411&postcount=3201) that the extra lines from the FFH2 Civ4LeaderHeadInfos.xml were probably default lines and it didn't matter a great deal if there were some default lines removed from FFH2 Patch m Civ4LeaderHeadInfos.xml when adding the WildMana 7.20 changes (not meaning to dob you in or anything Valkrionn but I am quite new at this XML merging business ;)).

So guys, what do we do from here? Especially with regards to what I mentioned in the first linked post from above?

Best regards,
Steven.
 
Well, there was the religion switching bug at least in patch m.

Best regards,
Steven.

On that note, I do believe the Religion switching bug is due to the values of the tag ConvertReligionRefuseAttitudeThreshold in the FFH LeaderHeadInfos XML. I notice a number of them had levels as low as ATTITUDE_ANNOYED and most had ATTITUDE_CAUTIOUS. I believe this means when someone asks them to switch religions they will do so with a low attitude, only to switch back when the calculations show they would be better off with their first religion.

The WildMana values for that were almost all PLEASED or better. If I am correct, that means much less NPC religion switches would occur. It's anecdotal, but I have seen far fewer since I incorporated the WildMana values in my own game.
 
Could you then post your WinMerged file? And out of interest, how do you use WinMerge to get from the patch m FFH2 Civ4LeaderHeadInfos.xml to the version with the relevant WildMana changes?

Best regards,
Steven.
 
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