FfH2 Bug Thread

Being summoned by a civ with only one city would not cause the Infernals to be immediately defeated - they don't take over a city from their summoning civ, and until they found a city they don't need a city to stay in play.

If Os-Gabella was at war it's possible that Hyborem came in right on that enemy's cultural border, founded his city, got attacked immediately (since he inherited that war), and lost.

Hyborem does come into the game in really awkward places. I remember in one game he arrived just on the border of my recently moved capital when it was at 498 culture. He never seems to move to a better city site either.
 
Why do I STILL go OOS in this game? It's always a random person and it's always a fatal OOS that makes us stop playing the game. Always happens between turn 130-280 no matter what.

Patch m. Happened on patch J as well.
 
Move back to Patch g as this version has no OOS at all.
Untill a new patch comes out, its the only way to play a multiplayer game.

My guess is, that the new implemented AI mechanic after patch g causes the OOS errors.
 
Well, we found one thing that definitely causes it. When my friend plays as the elf faction that can improve forests, when he builds certain buildings (seems random) in his second or third city, it causes him to go OOS.

But man, shouldn't fixing this be priority one? I mean, if you can't even play the game why go from patch H (where it started) until M without fixing it? It seems to me like logic would say "Hey, I'm not going to release a patch until it fixes the main issue with the game." but I guess that's just me.

I really do appreciate the work Kael does on this, and I WANT to play it -- it's really a shame that we can't enjoy it as a group.
 
[NWO]_Valis;9019532 said:
After casting "For the Horde" I move one unit out of Aherons city and get a CtD.

[save in attachment]

Ok, this is probably the most frustrating bug with which I have tried to fix. I've now spent about 4 hours.

The bug is clearly caused by 'For the Horde'. If you cast it immediately, the bug is being caused somehow by the barbarian city of Ultigar. You must delete the city - you cannot delete the units inthe city. If you delete the city, you can casr 'For the Horde' and play on.

Now, here is the weird part. Delete the city of Ultigar, and then SAVE the game, and cast 'For the horde', and the game crashes again! Therefore, I can't post a save!

I am totally perplexed by all of this.

Sorry I can't explain more ......

Best wishes,

Breunor
 
But man, shouldn't fixing this be priority one? I mean, if you can't even play the game why go from patch H (where it started) until M without fixing it? It seems to me like logic would say "Hey, I'm not going to release a patch until it fixes the main issue with the game." but I guess that's just me.

I really do appreciate the work Kael does on this, and I WANT to play it -- it's really a shame that we can't enjoy it as a group.

I suppose most single player bugs have been eleminated, so right now they work on AI balancing as the next step
 
Attached save with a reapeatable crash at end of turn. Crash is caused when one or more barbarian orc units which share a tile with a hidden nationality barbarian animal unit are converted to Clan of Embers units by the For the Horde worldspell. Removing the Lion from Nininsnal and the Bear from Ultigar prevents the crash.

This problem would occur less frequently if any of these changes were made:
• Barbarian cities are not allowed to appear in the same tile as an animal unit,
• Hidden Nationality animals are automatically kicked out of Barbarian cities,
• Hidden Nationality animals are allowed to move through barbarian territory, but not into a city (and if in a city, must move out), or
• For the Horde removes hidden nationality from all barbarian animal units that are in the same tile as a barbarian orc unit before it checks for and processes conversions.

-------------

Attached save (from later in that same game) with a repeatable WoC error. Deleting the Clan Son of the Inferno and Clan Fire Elemental near Tolero prevents the error. Presumably the Clan acquired the Son from For the Horde, which would indicate that the patch M fix to block that from happening doesn't completely prevent it. I'm not sure why those units were causing the WoC. (The Son was adjacent to a HN elephant...I didn't test removing HN from it to see if that would matter.)
 

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I think Kandros Fir's AI is a little messed up. Earlier he was spamming cities EVERYWHERE, more than the Kuriotates and Hippus. He must have had 40 of them, around 30 of which were size 1-3. There is no way he had 20000 gold in his vault. I always thought of him as a player who gets 7-8 cities, then focuses on building those up. Not a REXer. Then again, this could just be the first game I've been in that hes had that much room to expand...

Also, just thought I would mention this again, but Dain's favorite "wonder" is the Pagan Temple.
 
A Griffin spawned from a Barrow early in my game (see thumbnail) on the adjacent SE tile that now has a mine on it. An Ogre also spawned on the same tile and attacked next turn. The Griffin sat there until I got around to capturing it. If a save is needed, I'll try and dig one up.

Also, I cannot get Priests of Winter to move blizzards. Am I missing something?
 

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Move back to Patch g as this version has no OOS at all.
Untill a new patch comes out, its the only way to play a multiplayer game.

My guess is, that the new implemented AI mechanic after patch g causes the OOS errors.

where I can find the patch "g"?
in the download page there is only the patch "m"
 
A Griffin spawned from a Barrow early in my game (see thumbnail) on the adjacent SE tile that now has a mine on it. <snip> The Griffin sat there until I got around to capturing it.
Animals cannot move through controlled territory. I think they should be allowed to move toward the closest valid and connected uncontrolled tile, but that might be hard to implement. Was that tile surrounded by your borders when the Griffin spawned?

where I can find the patch "g"?
in the download page there is only the patch "m"
Patch "g"
 
@Emptiness

Animals cannot move through controlled territory. I think they should be allowed to move toward the closest valid and connected uncontrolled tile, but that might be hard to implement. Was that tile surrounded by your borders when the Griffin spawned?

Yes it was.
 
I have had several problems with the taunt spell when playing Balseraphs.

1. Charm then taunt, seems to look the game.
2. Taunts by several units (i.e. had like 5 harleqiuns selected) seems to look the game.
3. Taunting Ritualits seems to look the game.

It ends with a unit having ?/? is strength and it not being possible to interact with. It does not happen always but mostly.
 
I have had several problems with the taunt spell when playing Balseraphs.

1. Charm then taunt, seems to look the game.
2. Taunts by several units (i.e. had like 5 harleqiuns selected) seems to look the game.
3. Taunting Ritualits seems to look the game.

It ends with a unit having ?/? is strength and it not being possible to interact with. It does not happen always but mostly.

I've managed to solve some of these problems by going into the world editor, unit selection, and putting the units I believe to be causing problems into AI_LEMMING which forces them to attack. Otherwise the game can be waiting forever for these units to attack and stack selection becomes erratic. I believe you can also remove the charmed promotion using the editor.
 
The Charmed promotion prevents units from attacking, and is added to units by the use of the Charm Person spell (Mind II) by Arcane casters. Folket is talking about the Taunt ability of the Balseraph Harlequin (their Ranger UU), which forces enemy units to attack. Harlequins do not have access to Charm Person.
 
the bug is caused by harlequins targeting charmed units.

This is how I fixed it in Wildmana (reqtaunt/spelltaunt)
Spoiler :

Code:
	for iiX in range(iX-1, iX+2, 1):
		for iiY in range(iY-1, iY+2, 1):
			pLoopPlot = CyMap().plot(iiX,iiY)
			for i in range(pLoopPlot.getNumUnits()):
				pUnit = pLoopPlot.getUnit(i)
				if eTeam.isAtWar(pUnit.getTeam()):
					if pUnit.isAlive():
						if pPlot.isNone() == false:
							if pUnit.canMoveInto(pPlot,True,False,True):	#modified Sephi
								if not pUnit.isOnlyDefensive():
									if pUnit.getImmobileTimer() == 0:
										bValid = True
	return bValid

	for iiX in range(iX-1, iX+2, 1):
		for iiY in range(iY-1, iY+2, 1):
			pLoopPlot = CyMap().plot(iiX,iiY)
			for i in range(pLoopPlot.getNumUnits()):
				pUnit = pLoopPlot.getUnit(i)
				if eTeam.isAtWar(pUnit.getTeam()):
					if pUnit.isAlive():
						if not pUnit.isOnlyDefensive():
							if pPlot.isNone() == false:						
								if pUnit.canMoveInto(pPlot,True,False,True):	#modified Sephi															
									if pUnit.getImmobileTimer() == 0:
										if (pUnit.getGroup().getNumUnits()==1) or (pUnit.getGroup().getHeadUnit()!=pUnit):
											if not pUnit.isResisted(caster, iSpell):
												pUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_ENRAGED'),true)
												pUnit.attack(pPlot, False)
 
Any chance your fix will be included in a future patch for FFH2? Or do I need to get the code and compile it myself?
 
I am sure it will be included sooner or later. Could take a while though as new patches for FFH don't happen often anymore.

This here stops barbarians from plundering graveyards (I guess it is not intended)
Spoiler :

Code:
def reqRobGrave(caster):
	pPlayer = gc.getPlayer(caster.getOwner())
	if pPlayer.isHuman() == False:
		if pPlayer.getAlignment() == gc.getInfoTypeForString('ALIGNMENT_GOOD'):
			return False
	if pPlayer.isBarbarian():	#added Sephi
		return False
	return True
 
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