FfH2 Bug Thread

This is not a "bug" per se, but arguably a "game balance" issue resulting from the recent introduction of the "sons of arsena" unit in the dragon city. First of all, though, thanks much for developing and continually upgrading such an awesome mod. I rarely go back to play "normal" civ, FFH is so awesome!

Anyway, my current strategy I just developed is to use a civ or religion with relatively early access to a level 3 spell caster hero (e.g. combine Elohim with Council of Esus to get two of them!) and only upgrade the spell caster with "mind." Then, with those units well-protected by other units, I go to the dragon city, and start "dominating" the new "sons of arsena/inferno" units. Sometimes the domination does not work and I lose the ability, but I just re-upgrade to "mind III" again when that happens. The game I played last night, I ended up with an army of about 15-20 of the sons of arsena units which I dominated from the dragon city (which are themselves level 3 spell casters, some of which I also eventually upgraded to "mind III" to help dominate even more units), each of which can summon fire elementals (and use other level III spells) every turn -- I can easily use such an army to steam-roll over any other civ. (I play at immortal difficulty, which means that there are a lot of such units generated.)

Even though this strategy is quite fun, it leads to a rather imbalanced game (and a good way to get around the limit on only having four archmages, well before you can even build archmages). It would probably be worth tweaking the game to make such a strategy more difficult or impossible (e.g. giving the sons of arsena the "loyalty" promotion so they cannot be converted, or making it more difficult to convert them, or adding barbarian assassins into the mix at the dragon city and having the barbs aggressive about using them against spell-casters, or just having the sons of arsena more aggressive about sending fire elementals against stacks of units with spell casters, or . . .).

Thanks again for such a cool mod! (When are you going to have it ready for Civ 5? ;))
 
I summoned the Infernals and they spawned in my land of course. Space was like 3x5 tiles, enough for one city at least. But they didn't plant their cities at all, and I ended up killing them in the open as they stood there for 10 turns at least. That can't be normal...

Edit: Just read the page before with the AI turns taking long. That's true, especially with Civs in the game that summon permanent units. The Elvish Civs are a prime candidate for that, in one of my recent games Armelanchier moved over 150 tigers every turn. Of course he managed to lose them all when he attacked me (Chalid "Chucky Norris" did it again :D), but that's another story.
 
Patch m:

Why do forests on desert tiles grant +25% defense?
I didn't think you could get forests on desert tiles. :confused:

·Imhotep·;8956535 said:
I summoned the Infernals and they spawned in my land of course. Space was like 3x5 tiles, enough for one city at least. But they didn't plant their cities at all, and I ended up killing them in the open as they stood there for 10 turns at least. That can't be normal...
Happened in one of my games too. They just sat there doing nothing for the whole game, 2 tiles away from one of my cities. Either something needs to be fixed with their spawn mechanic, or perhaps they need to enter the world into an existing Ashen Veil city - perhaps combining their entrance with their World Spell.

·Imhotep·;8956535 said:
Edit: Just read the page before with the AI turns taking long. That's true, especially with Civs in the game that summon permanent units. The Elvish Civs are a prime candidate for that, in one of my recent games Armelanchier moved over 150 tigers every turn. Of course he managed to lose them all when he attacked me (Chalid "Chucky Norris" did it again :D), but that's another story.
Experiencing the same slow-down due to massive AI stockpiles of units that aren't even that good. Not sure what can be done about this, I believe part of it is the fault of the Civ4 engine which doesn't cope well when the late-game is reached with big unit stacks. Maybe at least the AI could stop "sentry duty" with its units if it is sitting on an island by itself. Moving those units back and forth every turn is a pointless waste of resources, and doesn't accomplish anything for those civs. Probably even for civs on a larger continent.
 
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.

In a recent game an enemy summoned Basium. I wiped out 5 civilizations (3 of them Good) before getting to him. I suspect he hit maintenance limit on his angels because after the first two civilizations his power stopped rising. Yet still they never left his territory.

Further, when I finally got to him his stack of 112 or so angels was a few tiles outside his city (and in the opposite direction), even though he had visibility of my approach. I took the city without even having to fight them (though I did use extended fireballs and commandos).
 
Terrain defence bonuses in general tend to be a bit squiffy, I think. For example, if you have a forested hill with an ancient tower on it, that should get you a total bonus of +75%. But in my experience you'll sometimes get +75% or sometimes get +50%. I'm not sure if there's any particular pattern as to what causes it either.
 
Had a game in which I explored a dungeon and got the "big monster rises up to defend lair" event. Had some Azer monsters that spawned on a volcano plot. Seemed cool, since they are fire monsters, but I have never seen monsters deliberately spawn on mountains -- does the code that checks for valid plots disqualify mountains but not volcanos?
 
Azers can fly. Most monsters can't, which is why they don't spawn on impassable terrain.

At least that would be my assumption.
 
Hi,

first of all - great mod! Excellent atmosphere and so many cool ideas - thanks a lot!
In my actual game the attached savegame won't turn to the next round (I waited for approx. 1 hour). Turns before were <1 minute. I tried to use an earlier savegame, but the same thing happens at this turn. It's a shame :cry:, this actual game was a lot of fun (as I was quite good...)!

Thanks and best regards
welicious
PS: Any kind of suggestion which hardware is most recommendable to get such a game to fast round turns in the middle/last part of a game?
 

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Du redest von deinem aktuellem Spiel - 'aktuell' heißt 'recent' auf englisch, das englische 'actual' heißt 'tatsächlich'. ;)

Civilization 4 is nearly a single threaded game, so you will need a CPU with much power, the number of cores isn't so important. So a 32nm Core i3/i5, easily overclocked to 4+ GHz, should do very well. :)
 
Patch M:

There seems to be an issue about the Balseraph's promotion 'puppet' for summoned units. Some summoned units get correctly this promotion, but some don't. I attached a savegame in which I casted 'Wonder' and the Treant is an elemental, but it should be a puppet. But an Ice Elemental, an Earth Elemental and the Aurealis are puppets. Is there something wrong?

edit:
I also captured some vampires. If they summon skeletons, they are also undead and not puppets.
 
Only Puppets (the unit) and summons summoned by them are supposed to get the Puppet promotion. If a Balseraph caster summons a creature directly, then it is not a puppet. Skeletons summoned by captured Vampires should be Undead, and Elementals summoned by Puppets should be Puppets (the race). The Treant summoned by Wonder should be an Elemental if the caster of Wonder was not a Puppet.
 
Ok, thanks for this clarification. But if I remember correctly, I casted only with my puppets the Wonder spell. So the Treant should be a puppet, according to your explanation.
 
In that case Wonder may not be correctly passing on appropriate race promotions (Puppet, Illusion) to creatures it summons.
 
In a Kuriotates Multiplayer Game, I couldn't select if I should build settlements or cities! Needless to say that cost me the game, because an intended settlement was made a city automatically!
I noticed we didn't have the latest patch m, we installed just the latest MOD-exe.
Yet cruising through the bug list, I never found any similar bugfix/complain.
Also, reloading didn't fix the bug.

Attached replay (not m) for reference.

Installing m "broke" the replay...

Problem is, now I am afraid to pick Kuriotates again in a multiplayer game, to have it destroyed by such a gamebreaking bug. It would be nice if I would get a notice of it having been fixed already (?).
 

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I think there may have been an option in the main mod to choose whether a new city was made a settlement or a super-city, however because it caused OOS in multiplayer, it was removed. However there is a very good solution from one of FFH2's mod-mods: automatically made into settlements, and then the human player has the option to upgrade them to cities, avoiding the OOS errors (I think the AI would always upgrade them as soon as it could). Hopefully the feature for automatic settlements (with the option to upgrade to super-cities if at least one is available) will be added to the main mod at some stage. :) But for now, you will need to rely on mini mod-mods to make the change and make sure that all FFH2 mod files are exactly the same on all computers taking part in multiplayer.

Best regards,
Steven.

PS: Are there known timeframes for an upcoming patch?
 
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