FfH2 Bug Thread

I've built some warrens in an Elohim city captured from the clan. The units are not being built double. If this is intentional then the Elohim shouldn't be able to build the worthless warrens.

Weird, warrens used to work for Elohim. I can't remember what patch it was that I last had that come up though, probably g. So I can only assume that if it's not working now it must be a bug introduced as a side effect of the new AI changes somehow?
 
Greetings,

I am also getting the infinite loop problem where the AI turn never ends, as two other players using patch M have already reported. Too bad for such a great mod. :sad:
I am attaching the save here, just before the infinite loop happens.

I noticed when this infinite loop problem appears. It's the turn right after the Avatar of Wrath enters the game. I reloaded a save from 4 turns earlier, went another 20 turns further and then the exact same thing happened. The Avatar of Wrath entered the game and the endless AI turn happened the turn right after that. I tried removing that unit in the Worldbuilder but that didn't help. Has anyone else experience the endless AI turn problem the turn after the Avatar of Wrath enters the game?
 
Yes, this is a common problem which has been reported before. It is caused by one (or more) of the units enraged by the Avatar, not by the Avatar itself.
 
CvCity::init()
Blue marked line should be:
Spoiler :
Code:
/************************************************************************************************/
/* UNOFFICIAL_PATCH                       10/30/09                     Mongoose & jdog5000      */
/*                                                                                              */
/* Bugfix                                                                                       */
/************************************************************************************************/
/* original bts code
		if (pPlot->getFeatureType() != NO_FEATURE)
*/
		// From Mongoose SDK
		// Don't remove floodplains from tiles when founding city
		[COLOR="Blue"]if ((pPlot->getFeatureType() != NO_FEATURE) && (pPlot->getFeatureType() != (FeatureTypes)[COLOR="Red"]GC.getInfoTypeForString("FEATURE_FLOOD_PLAINS")[/COLOR]))[/COLOR]
/************************************************************************************************/
/* UNOFFICIAL_PATCH                        END                                                  */
/************************************************************************************************/
I couldn't catch why this line of patch "m" causes error, but anyway, flood plains is wiped out when city is built on the tile.
That behavior is not a intentional of this code.
 
The menu to instruct your ally where to attack is very nice, but has no effect. Basium (or his ally) will keep his units within borders and attack nothing at all.
 
Yes, this is a common problem which has been reported before. It is caused by one (or more) of the units enraged by the Avatar, not by the Avatar itself.

Thanks for your reply. Yes, you are right, I opened the WorldBuilder and found lots of units with the enraged promotion. But since I am playing on an extra large map, there are probably hundreds of such enraged units and it would take too long to remove the promotion from each unit one by one, unless there a possibility to do a 'change all'.
I am really surprised that such a serious bug has managed to survive in this superb mod. Is there a known workaround like tuning off the 'Enraged' event when the Avatar enters the game?

UPDATE:
I was able to find a workaround to prevent units from becoming enraged when the Avatar of Wrath appears.
In the file CvRandomEventInterface.py located in the entrypoints folder, change the following line in the doArmageddonWrath function definition paragraph.
Change the line from:
pUnit.setHasPromotion(iEnraged, True)
To:
pUnit.setHasPromotion(iEnraged, False)

Yes, this is primitive and other people have probably figured out this fix as well but by applying this change the turn before the Avatar of Wrath showed up, none of the units became enraged and I was able to keep on playing without any endless AI turn problems. Anyway, that's my 2 cents.
 
The menu to instruct your ally where to attack is very nice, but has no effect. Basium (or his ally) will keep his units within borders and attack nothing at all.

How long are you waiting for the AI to attack? That's a feature from BtS, but the AI has to build up its forces first, so it takes a really long time.
 
How do you delete units in WB?
Select the type of unit you want to delete in the units list (just as if you were going to add that unit), position the cursor over the stack from which you want to delete, then right-click once for each of that type of unit you want to remove.

Is there a known workaround like tuning off the 'Enraged' event when the Avatar enters the game?
Save the game a few turns before the AC reaches the point where the Avatar appears (an autosave would also work). If a problem occurs when the Avatar appears, reload from your save and play those turns again (possibly varying any choices involving the random number generator, such as new combat, skipping combat, or playing Somnium). Some times a crash/WoC problem doesn't happen, so replaying with different random seeds may allow your game to experience one of those problem-free Avatar events.

For some reason, the Barbarian Assault scenario does not work. Instead, it causes the game to crash. I would appreciate any help given.
You may wish to check/ask for an answer in the Fall from Heaven Official Scenarios thread. This thread is for reporting bugs not related to the scenarios.
 
Great mod,

but i have some troubles with CtD's lately.

The first game (Bannor dead end) gives a CtD at the beginning of the next turn, removing the newly conquered city (Fjirgard) (incl. the heros and hi-confessors) alows the game to advance to the next turn.

In the second game (Makun AD90-crash) gives a CtD in an AI's turn (Clan of Ember)
Removing the Clan of Ember (deleting all citys) prevents the CtD from happening, so i think it might be related to their world spell.

both patch 041m.

Ok, I did some final tests. Sehremis noted that deleting any demagogue clears the bug. However, there are indeed only 5 demagogues on the board; three are in the square outside of Fjigard, and two in a nearby city.

So I first thought it was a 'localized' phenomenon. However, I deleted one, and then added a demagogue from the worldbuilder far away, in the capital, and the game did indeed crash.

I then deleted a demagogue, and went to build one. Unfortunately, it took 4 turns. After the four turns, building the demagogue, the game played normally.

Well, we now know a little more, but we have more questions than answers. I don't think there is anything more I can do.

Best wishes,

Breunor
 
Hello all,
Just noticed something fishy.

Yvain got me looking.

He seems to have +50% plains and +50% Fields of Perdition...

Despite this...

Code:
<UnitInfo>  
           <FeatureAttacks>
               <FeatureAttack>
                    <FeatureType>FEATURE_FOREST</FeatureType>
                    <iFeatureAttack>50</iFeatureAttack>
                </FeatureAttack>
                <FeatureAttack>
                    <FeatureType>FEATURE_FOREST_ANCIENT</FeatureType>
                    <iFeatureAttack>100</iFeatureAttack>
                </FeatureAttack>
            </FeatureAttacks>
            <FeatureDefenses>
                <FeatureDefense>
                    <FeatureType>FEATURE_FOREST</FeatureType>
                    <iFeatureDefense>50</iFeatureDefense>
                </FeatureDefense>
                <FeatureDefense>
                    <FeatureType>FEATURE_FOREST_ANCIENT</FeatureType>
                    <iFeatureDefense>100</iFeatureDefense>
                </FeatureDefense>
            </FeatureDefenses>

Now Woodsman I & II are still ok, so FeatureAttacks and FeatureDefence must work when called from PromotionInfos.
I guess it must be confusing Terrain for Features somewhere as it parses CivUnitInfo.xml... I hadn't noticed this on previously...

Any Ideas?
 
How long are you waiting for the AI to attack? That's a feature from BtS, but the AI has to build up its forces first, so it takes a really long time.

I think that I was able to wipe out four nations, giving Basium plenty of recruits on the way, and finish the game. If Basium wants to wait until past the end of the game to attack I consider it to be a problem.
 
Is it intended that your units cannot board Corsairs with hidden nationality despite showing a load capacity?
Ships with Hidden Nationality can only be boarded by units with Hidden Nationality. Ships without Hidden Nationality can only be boarded by units without Hidden Nationality. This is intentional.
 
Save the game a few turns before the AC reaches the point where the Avatar appears (an autosave would also work). If a problem occurs when the Avatar appears, reload from your save and play those turns again (possibly varying any choices involving the random number generator, such as new combat, skipping combat, or playing Somnium). Some times a crash/WoC problem doesn't happen, so replaying with different random seeds may allow your game to experience one of those problem-free Avatar events.

I actually tried doing that for a while but I had selected the in-game option that doubles the Armaggedon Count so it kept on creeping back up to 90. And every single time the Avatar appeared, it was followed by an endless AI turn. But once you told me that this problem was related to the Enraged promotion, I was able to find a way to turn it off when the Avatar appears. I updated my previous post with the details. Thanks again for your help!
 
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