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.
I tested this and a Goblin produced in an Elohim-controlled Clan of Embers city with a Warrens was correctly doubled. Some units (national units, heroes, siege and naval units) are not intended to be doubled by Warrens. Is it possible that you were producing one of these types of units when the doubling was not taking place? If not, please post a save of your game, if you still have one available.
 
  • This is NOT plain FfH but FfH with BUG merged in. So it's not really right in this thread ... but I hope you'll provide help anyway. ;)
  • FfH is at patch "m".
  • Everything works quite fine except for some python exception which I suppose are due to the BUG merger.
  • When moving the worker NW of Evermore 1NE onto the plains hill and ordering him to build a mine the game ctd's.
  • Logically follows that dot is :gripe:

The save is attached. Any help would be much appreciated. :)

Thanks, .

EDIT: I've figured some more things out. See two posts down!
 

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I tested this and a Goblin produced in an Elohim-controlled Clan of Embers city with a Warrens was correctly doubled. Some units (national units, heroes, siege and naval units) are not intended to be doubled by Warrens. Is it possible that you were producing one of these types of units when the doubling was not taking place? If not, please post a save of your game, if you still have one available.

My mistake. I've looked at the position again and the warrens produces one orc race unit and one human race unit (for warriors and archers). I'm guessing this is still not working as intended. When building goblins it produced 2 orc race goblins.
 
Update to my CTD:

It's not the worker. It seems to be the tile. If i move the worker SW instead and order him to build a cottage all is good. If I move another worker onto that plains hill to build the mine the game crashes to Desktop again.

If I start the worker on a lumbermill: That works fine. If, on the same turn, I switch the order to a mine: It works fine. I hit enter and the worker actually starts on the mine: CTD. :sad:

:dunno:

EDIT::

The same problem occurs on the hill south of Evermore. So I'm guessing that it has to do with building a mine over a ressource or a ressourceless terrain. The mine on the Copper NW of Yonna shows good progress. :undecide:

If any of you can do with a dump file of the .exe I have one attached.

Many thanks!
 

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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.

Here is a fix for the second file. This is a rather distressing bug since the game here is so early. There is a tile roughly 2 East of Braduk the Burning which has 3 lizardmen on a spawn site. You must delete at least 2 of the lizardmen to prevent the crash.

I couldn't find anything unusual about these lizardmen.

Best wishes,

Breunor
 

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Mmm, I had one that was at probably even earlier than that. I don't remember the exact turn, but it was something crazy early. It was caused by a wolf and a hippus scout facing off against each other. I deleted the wolf and that fixed it. I didn't bother reporting it here since I managed to fix it by myself, and well, with so many different examples, do these bug really help kael and the team diagnose the problem any more? But yeah, it is possible for these crashes to crop up extremely early on in the game, when the AI really isn't doing anything out of the ordinary.
 
I have noticed that the text entry in the Civilopedia for the Overcouncil still identifies one of the Resolutions choices as enforcing the Public Healers civic. IIRC, that civic has been removed from the game, right?

Either the text needs to be amended, or the code polshed to remove those references. I haven't tried it yet, but if enforcing public healers is actually still a valid resolution, it could cause a crash if that civic doesn't exist.
 
patch m. Infinite loop. How do you delete units in WB?

Wow, this file is BIG. I thought it would be easy because you have a small map, but for some reason, the worldbuilder doesn't like this file! It probably takes a good minute to delete even one city!

Btw, to delete in the worldbuilder, go to the top row, there is an 'erase' button. Click the erase button, click on a square, it is gonzo.

Sorry, this is just beyond the reasonable abilites of my system.

Best wishes,

Breunor
 
Wow, this file is BIG. I thought it would be easy because you have a small map, but for some reason, the worldbuilder doesn't like this file! It probably takes a good minute to delete even one city!

Btw, to delete in the worldbuilder, go to the top row, there is an 'erase' button. Click the erase button, click on a square, it is gonzo.

Sorry, this is just beyond the reasonable abilites of my system.

Best wishes,

Breunor

I had the same problems as you did. I had Task Manager open and when I tried to do anything in WB, the CPU usage would shoot up to 100 percent. I hate losing a fun game like that. Thanks for looking.
 
I had the same problems as you did. I had Task Manager open and when I tried to do anything in WB, the CPU usage would shoot up to 100 percent. I hate losing a fun game like that. Thanks for looking.

I haven't seen your save. But, I had a game I was playing and turn length was becoming disastrously long.. several minutes in-between turns. I think it was simply due to unit count but, I can't be sure. I wasn't quite a memory-leak type situation but, the CPU was pegged to the limit between each turn. RAM seemed fine though. Too bad.. had a great game going there.

I'm not sure if that's natural when unit counts get big or if it's just the AI trying to figure out what to do and not being efficient about it.
 
I haven't seen your save. But, I had a game I was playing and turn length was becoming disastrously long.. several minutes in-between turns. I think it was simply due to unit count but, I can't be sure. I wasn't quite a memory-leak type situation but, the CPU was pegged to the limit between each turn. RAM seemed fine though. Too bad.. had a great game going there.

I'm not sure if that's natural when unit counts get big or if it's just the AI trying to figure out what to do and not being efficient about it.

I did see a lot of SoDs. Especially large was Acheron and his new groupies stack. Hopefully Sons of the Inferno will be toned down some.
 
I don't know if sample saves of AI religion flipping (in Patch M) are still needed, but I came across a particularly good example of this phenomenon and decided to post it. Attached are three saves: the first is shortly after Garrim Gyr begins flipping between RoK and OO, the second is the turn he finishes building Saverous (he flips to RoK the next turn) and the third is the turn he finishes building Hemah (he flips to RoK the next turn). He continues flipping religions for the entire game. Interestingly, he will apparently delay flipping while a religious hero is in production (either that, or he just so happened to finsh both heroes the turn before a change became available - which I doubt) but once it is finished he is willing to lose the hero by changing religions. Also, the Hippus eventually ended up flipping between RoK and FoL in this game.
 

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As Illians, calling a blizzard causes cold damage to Ice Elementals summoned by the Illians. Not quite a bug, but somewhat contrary to expectations: Illian workers running around in loincloths are immune (and confident), while beasts made of ice get hurt by the storm. Perhaps elementals should auto spawn with resistance to their own type of elemental damage?
 
Ice Elementals have Cold Immune, so they should not be damaged by moving into Blizzards.

They will however be hurt by being summoned there. Similarly, summons that are normally immune to fear are pushed off an a Necrototem tile as soon as they are summoned. I think the problem is that the PythonOnMove calls kick in as soon as the unit is initialized on the tile, before the game even has time to apply the promotions the unit has from its XML defines.
 
Okay, here’s a big compilation post of a few things I’ve noticed over the last month or so of playing. I’m on the J patch, so some of these things may have already been fixed, but I figured I’d compile a list anyway. Hopefully at least some of these may not have been brought to anyone’s attention before. :)

#1: This is from a game where my girlfriend and I were on the same team against non-teamed AI. Here we don’t seem to be able to trade any techs TO Auric Ulvin, even though we are much more advanced than him. Why not?

Civ4ScreenShot2301.jpg


Proof that we are more advanced – he can research Iron Working even though we’re researching Mithril Working.

Civ4ScreenShot2302.jpg


As a side note, I notice Mithril Working both reveals and enables the Mithril resource. I presume this is intentional? It’s just that it doesn’t follow the previous pattern of one tech reveals / another tech enables (i.e. with Copper and Iron).

#2: Don’t have a picture of this one, but when I learnt the prerequisite tech for Caste System, the dialogue box that asked if I wanted to switch to Caste System listed its BTS benefits (Unlimited Merchant/Artist/Scientist, +1 hammer from Workshop). The civics screen shows the correct FFH2 bonuses of Caste System though.

#3: The AI seems to have a bug where it will not settle its capital unless its Settler has full movement points. Here you can see an example, where the Settler has moved to the location the AI has decided to settle in with movement points to spare, and yet it does not settle until the following turn. Before:

Civ4ScreenShot2304.jpg


After:

Civ4ScreenShot2305.jpg


#4: Relating to the same images, the AI seems to pick abominably crappy starting locations quite often. Just look at the image above. He could have easily moved to claim a seafood resource as well as the Sheep and the hills, and yet didn’t.

#5: Minor one here, and not sure if this is a bug. A Scout (2 movement points) can only move 1 tile per turn through regular desert, since that terrain has a high movement cost. Fair enough. But it can move 2 tiles per turn through desert with scrubs. Huh? Does this make sense?

#6: Ancient towers seem to be slightly bugged with their line of sight properties. In the screenshot below, you can clearly see that I can see Sandalphon’s unit. However, I have not met him in-game because the game apparently does not recognise that I can see this unit. I do not meet him until a few turns later when his unit gets within a tile or two of mine.

Civ4ScreenShot2307.jpg


#7: Possibly not a bug, but in team games some events seem to occur several times in rapid succession. For instance, my girlfriend got the “+1 food or +1 commerce in farm tile” event one turn, then immediately again the next turn. I’ve also noticed the “werewolf/shut the gate or don’t” event coming up twice in a row for one player. Is this a bug with team play?

#8: With the Lurchiurp world spell it is easy to get Engineer points coming in such that two or more cities will cross the threshold for producing a Great Engineer by the same amount in the same turn. I noticed that what seems to happen, however, is that in this circumstance only one Great Engineer gets produced, but the threshold for the next great person goes up by double the usual amount (e.g. 100 to 300), as if two Great Engineers had been produced. Now I’m not 100% certain of this, but it’d be worth testing to make sure this isn’t the case, and if it is, then it needs to be fixed.

#9: AI sometimes seems to refuse to send a Settler out to settle despite excellent land and numerous guards. See the example below: Varn has had this settler for DOZENS of turns, but has not sent it out despite having several AWESOME spots to send it to (e.g. 2 Gold + Fish + Clam + flood plains, or Copper + Fish + Clam + flood plains). Something must be wrong with the AI risk evaluation or something.

Civ4ScreenShot2311.jpg


#10: Pagan Temple does not give +1 happiness from Incense.

Civ4ScreenShot2313.jpg


#11: In team play, Lurchiurp steals this Fish tile (which they cannot work) from the Kuriotates (who CAN work it), effectively rendering the tile useless for both teammates. Something is wrong with the border prioritising for Kuriotates in team play: they should always get priority to tiles within their 3-radius limit over a teammate with 3-radius culture in that plot.

Civ4ScreenShot2314.jpg


#12: Probably not a bug, but I’ve noticed that Acolytes spread like wildfire. At least half the time they spread a religion to one of my cities, I seem to get a new Acolyte with it. I guess this is game design?

#13: What IS a bug is that me and my girlfriend noticed that if we gift an Order city back and forth between ourselves (both being in the Order), we’d continuously generate new Acolytes with most of the gifts. This probably needs to be addressed, or you could feasibly get players having “infinite Acolyte spam” in multiplayer team games by continuously gifting an Order city back and forth in the same turn.

#14: The AI tends to spam units the entire time while building no buildings, which leads them to quickly be left behind on all but the highest difficulty levels. Even worse though, they don’t use these units sensibly. Take Tebryn here. We’ve got him down to one city, and he’s got a formidable stack (several actually) of Pyre Zombies. Good for him. But he only leaves 3 or 4 in his capital, while the other 50 or so patrol his borders. As a result, when I declare war with my Centaur army, I simply march on the capital and take it in 1 turn, eliminating Tebryn and all his 50 other Pyre Zombies from the game. Sure I could have turned on “Require Complete Kills”, but the AI should value defending its capital more than patrolling its borders in the first place. Especially if it’s such a ridiculous ratio of 4 troops defending the capital while 50 patrol the borders.

Civ4ScreenShot2317.jpg


#15: Barbarian units sometimes seem to completely ignore the AI while heading straight for the human player. Take the example below. I presume this Axeman is indeed a barbarian unit, since he does not have the Hidden Nationality promotion. This is just one of a dozen or so who would wander through Mahala’s territory towards mine without causing any damage to her. Mahala does not have the Barbarian trait either, so I don’t understand this behaviour.

Civ4ScreenShot2319.jpg


#16: Here I cannot purchase the Alchemy Lab in the event, even despite apparently having all the prerequisites. It later occurred to me that I may have needed a tech to be able to select this event. Even so though, if this is the case the option should say in red: “Requires X technology”.

Civ4ScreenShot0036-1.jpg


#17: Just for the hell of it I explored a lair in the first few turns, and my Scout got the Enraged promotion. Cool. Except… the AI just timidly sent him back to the capital to hide. Doesn’t seem very “enraged” to me. Maybe it’s a bug with not having much territory explored? Either way, seems like this needs to be addressed. Otherwise I never have any chance of getting my Scout back, because he’s not going to win a battle sitting in the capital.

Civ4ScreenShot0053-1.jpg


#18: What does “We Long for the Open Country” mean? All I can guess is that it’s somehow related to civics, because I just changed this turn, but it’s not very specific at all.

Civ4ScreenShot0055-2.jpg


And if it’s related to civics, then why isn’t my Pillar of Chains cancelling out that anger, as the description promises?

Civ4ScreenShot0056-1.jpg


#19: I think this bug’s also in BTS, but it’d be good if it’d be fixed. Basically, sometimes the cultural borders of a nation will remain in place for a few turns after they’ve been destroyed. See below. It fixes itself after a few turns, but before that happens it’s quite annoying (slower movement, slower healing, inability to use tiles, etc).

Civ4ScreenShot0058-1.jpg


#20: The Overcouncil seems bugged. The “total votes” number is larger than the number of nations actually voting. The consequence being that nothing can ever pass in some games. Just a couple of examples:

Civ4ScreenShot0063-1.jpg


In the above, the “Required” number should have been 2 or 3 out of 5, not 4 out of 8, and as a result the resolution fails where it should have passed. Where the heck are the 3 phantom votes, anyway?

Civ4ScreenShot0082-1.jpg


The above one is even worse. EVERYONE who could vote yes, did so. And yet, there are somehow 6 phantom votes in there which means that nothing can ever be passed any more. Seriously, NOTHING can be passed, because there are only 3 of us voting, and we require 4 votes! What the hell?

#21: My Hill Giants from Pact of the Nilhorn seem to get the Heroic Strength + Defence I and II promotions after Nature’s Revolt. That’s pretty neat. Is it intentional though? They’re not exactly “animals” by my reckoning.

Civ4ScreenShot0066-2.jpg


#22: Hyborem spawned partway through the game on a tile (formerly) just outside my borders, but 2 tiles from a city (too close to found). Then he just sat there for the rest of the game, doing nothing. None of his units moved, none of his Settlers settled cities. This seems like a pretty major bug. Sure I started with a few extra civs, so the world’s a bit crowded, but there’s still plenty of space along the bottom left part of the map. Why didn’t he spawn there, so he’d actually be useful, as opposed to a pathetic joke of a civ with no cities or anything? Even assuming there was nowhere for him to spawn, why didn’t he use his worldspell immediately to claim a city for his use? Or even declare war on me and bust up a few cities to make room for himself? All seems a bit silly to me.

Civ4ScreenShot0076-2.jpg


And just for the sake of it, here’s another screenshot a few turns later to prove he’s still doing nothing.

Civ4ScreenShot0078-2.jpg


***************

That’s all I have for now. Sorry if this post has been rather longwinded!

I must say though that all the issues are few and far between, and on the whole the mod is truly excellent. I congratulate all of you guys on creating such a fun and awesome fantasy world for us to enjoy! :D
 
I don't know if sample saves of AI religion flipping (in Patch M) are still needed, but I came across a particularly good example of this phenomenon and decided to post it.

Thanks Emptiness, I have already fixed frequent flipping state religion issue, but have not been able to test it because I have no savedata with flipping.
 
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