FfH2 Bug Thread

Based on the information Breunor just provided, I loaded my "Unknown CtD" save and increased the population of all non-Calabim cities to three, then ended the turn. With this change, a crash does not occur. The Calabim did not actually trigger their worldspell. Based on these observations, I believe the cause of the crash is located in the code that the AI uses to decide whether to cast River of Blood.

Yes, my instinct was that 'River of Blood' was somehow the cause. I was wondering if playing on Marathon somehow makes the issue more likely to occur; on a normal speed game, the other city populations will be higher by that point in the game as measured by turn count.

However, I admit I assumed that they were casting the spell. So I'm now guessing that the code may be 'looking' to cast the spell based on a turn count (this is a wild-bleep guess) and with low city populations, there is a divide by zero type error somewhere as it does its assessment..

Best wishes,

Breunor
 
I get a repeatable "waiting for other players" message when I end my turn. No matter how long I wait it never resumes play. This is in a single player game (save attached).

Sorry it took so long to fix this. Here is a fixed file. Some cities had finished production, so you need to check the production in the cities.


Best wishes,

Breunor
 

Attachments

Are me and my friends the only one playing multiplayer? My friends dont understand noone is working on OOS problems. We have OOS problems every 3 turns and that is very annoying. They say they dont want to play FFH2 any longer for this reason, but I love the MOD. So again my question: Are so very few people playing multiplayer??
 
Are me and my friends the only one playing multiplayer? My friends dont understand noone is working on OOS problems. We have OOS problems every 3 turns and that is very annoying. They say they dont want to play FFH2 any longer for this reason, but I love the MOD. So again my question: Are so very few people playing multiplayer??

the last stable MP-version was the one with patch g, try changing the link for the m-patch to g so you can download it

http://kael.civfanatics.net/files/FfH2041g.exe
 
The Mercurians never upgrade their Angels. This results in them having a low power rating and generally not doing much. I don't see an upgrade section in the python code, so I assume it's handled somewhere in the DLL.
 
The Mercurians never upgrade their Angels. This results in them having a low power rating and generally not doing much. I don't see an upgrade section in the python code, so I assume it's handled somewhere in the DLL.

Well, their units do need to have a certain level of experience, but the mercurians don't seem to do much of anything anyway. The AI seems relatively borked as of recent patches, probably due to an incomplete merging of Selphi's AI code. I'm considering going back several patches to before that merge...
 
Okay, this is not vanilla FfH bug, but my modmod bug. I'm sorry if this is not the right place, it's just the first time I got this kind of error, so I just plainly confused what to do. :sad:

Quick version : is there any bugs on vanilla FfH that crashes the game and, after reload, prevents us from entering the WB (the game crashed each time I tried to enter the WB)?

Long version :
Spoiler :
I was playing as Ethne, Erebus Continent huge map, 9 civs (Elohim, Kurio, Luch, Sidar, Ljos, Khazad, Sheaim, Calabim, Balseraph). Everything was allright, the time between turns was still normal. At turn ~250, the Sheaim convert to Veil, summon Hyborem and the game crashed. The weird thing is, I reload the game successfully but unable to enter the WB. The game crashed at turn 250 if I tried to enter WB. I tried with several previous games, and I could not enter the WB up until turn 210. I could enter the WB with turn 209 save game.

I abandoned that game and try a new one. I played as Ethne (again) on Standard Lake map, 9 civs (the same as the first game). And the crash was happened again. At turn 205, the game crashed and I could not enter the WB to check what had caused the crash.

If something unordinary, at turn 202 the Ljosalfar capital was turned into a giant red blob. I quit and reenter FfH, load turn 202 save game, and the capital was okay. Three turns later, I got the crash. :sad:


If there is an explanation, or perhaps hints what caused the crashes (and what I did wrong when modmodding), I'd be very grateful. Thanks.
 
If there is an explanation, or perhaps hints what caused the crashes (and what I did wrong when modmodding), I'd be very grateful. Thanks.

this is why you should post your modmod somewhere so that it is easier for others to help you :p Last time I had this issue it was caused by two units having the same type (UNIT_X)
 
the Ljosalfar capital was turned into a giant red blob.
Repeated cycles of reloading the game can cause a variety of problems, including crashes and graphics problems like images being displayed as blobs. I'm not sure if this is the cause of your problem (or the only cause), but to avoid complications you should exit to the main menu when you need to (re)load a game (ie never load a game from within a game).
 
this is why you should post your modmod somewhere so that it is easier for others to help you :p Last time I had this issue it was caused by two units having the same type (UNIT_X)

Oh well, I guess I will post it then. Just please expect some share of Wildmana that I stole. And some from RiFE too ;)

Repeated cycles of reloading the game can cause a variety of problems, including crashes and graphics problems like images being displayed as blobs. I'm not sure if this is the cause of your problem (or the only cause), but to avoid complications you should exit to the main menu when you need to (re)load a game (ie never load a game from within a game).

Not sure either. Using Bruenor's method of eliminating bugs, I found the cause is Kwythellar (Kurio's Capital). If I delete this city, everything went OK. But if I re-add it (several turn after the supposedly-crashed turn), two turns later, my game crashed again. I even tried to move the city into a new location, and still crashed. Are there some bugs related to a (capital) city?

Spoiler :

Kwythellar :
population : 22
culture : 1400
religion in city : Runes of Kilmorph

List of buildings:
Academy, Archery Range, Deruptus Brewery, Carnival, Tailor, Elder's Council, Granary, Guild of Nine, Library, Market, Mage Guild, National Epic, Monument, Palace, Palisade, Smokehouse, Temple of Kilmorph, Training Yard.

List of units:
Centaur Archer (4).

There is nothing in Kwythellar that differ from vanilla FfH. :shrug:
 
Well, their units do need to have a certain level of experience, but the mercurians don't seem to do much of anything anyway. The AI seems relatively borked as of recent patches, probably due to an incomplete merging of Selphi's AI code. I'm considering going back several patches to before that merge...

I discovered that both the Mercurians and Infernals were being told to wait until they had Iron Working before entering Conquest mode. I changed it to Bronze Working instead, and gave both civs more incentive to build troops in their cities, which seems to have a positive effect on their activity levels.

I was just looking at the Wild Mana code and see that they are now putting the Infernals and Mercurians into Conquest mode as soon as they are created.

The main issue seems to be simply a low number of troops. When both civs are created, it's usually well into the mid-game and every other civ has stacks of troops, making it hard for the summoned civs to be very aggressive with their 6 initial starting units. But if you give them a bunch of troops or wait until they've had a chance to build up, they become much more active.

As for the Angels not upgrading, I had forgotten that they had level requirements for their upgrades. I seem to recall that the Mercurians used to receive some free experience from the defeated units that resulted in the angel being created? Is that right or did I just dream it? They don't seem to be getting any bonus experience in the current build, making it difficult for them to quickly level up.
 
Oh well, I guess I will post it then. Just please expect some share of Wildmana that I stole. And some from RiFE too ;)



Not sure either. Using Bruenor's method of eliminating bugs, I found the cause is Kwythellar (Kurio's Capital). If I delete this city, everything went OK. But if I re-add it (several turn after the supposedly-crashed turn), two turns later, my game crashed again. I even tried to move the city into a new location, and still crashed. Are there some bugs related to a (capital) city?

Spoiler :

Kwythellar :
population : 22
culture : 1400
religion in city : Runes of Kilmorph

List of buildings:
Academy, Archery Range, Deruptus Brewery, Carnival, Tailor, Elder's Council, Granary, Guild of Nine, Library, Market, Mage Guild, National Epic, Monument, Palace, Palisade, Smokehouse, Temple of Kilmorph, Training Yard.

List of units:
Centaur Archer (4).

There is nothing in Kwythellar that differ from vanilla FfH. :shrug:


Ok, a few questions here:

Usually, when you find that the 'city' is a source of the problem, you aren't done yet. Most of the time, it is a unit in the city or even nearby the city that is the real cause. Unfortunately, finding the city is usually about 20% of the work, finding the exact unit or units is the real hard part. However, I've never seen a bug that prevents you from entering the worldbuilder, so this may be out of my league.

If you eliminate the captial, then another city becomes the captial, so it is likely it isn't capital related. I'm assumign here eliminating hte capital does NOT wipe out the Kuriotates; otherwise, you have to check every Kuriotate unit.

Does the city have a large stack of units nearby? Look specifically to see if you have invisible or hidden nationality units there or nearby. Also, see if there are units of another nationality in the square. If there are, eliminate them and see what happens. Try deleting the centaurs to see how that works (unlikely).

If you don't find anything, next go into the worldbuilder, and save the game as a worldbuilder save. Try to load the game as the Kuriotates, see if you can. If you can, the bug is related to to AI behavior; if you can't, there is a 'natural' problem with the game. The next step is to look at the Kuriotates to see if anything weird is happening. If none of that works, let me know. Let me also know if the Kuriotates are at war with anyone and if they have any vassals. finally, if you take them over from a WB save, cast Legends to see if a culture bump is casuing the problem (sometimes culture increases allow illegal units to be in the same square).

Best wishes,

Bruenor
 
FFH is a great mod, but i think i've found some (for now minor) issues:

-When playing as the Khazad or Luchuirp the models for some units in the civilopedia display their default skin not the dwarven skin. (warrior, axeman, settler etc.) On the map everything is fine so no big deal.
-In the current game i'm playing the Amurites founded the Council of Esus and converted to it, but the holy city has no Esus icon and the Amurites in the score list don't have the Esus icon. My cities with Esus have an Esus icon so maybe it is intended for foreign Esus cities/civilizations to be invisible but nonetheless i'm reporting it.
 
FFH is a great mod, but i think i've found some (for now minor) issues:

-When playing as the Khazad or Luchuirp the models for some units in the civilopedia display their default skin not the dwarven skin. (warrior, axeman, settler etc.) On the map everything is fine so no big deal.
ingame >> options >> disable frozen animations

problem solved.

-In the current game i'm playing the Amurites founded the Council of Esus and converted to it, but the holy city has no Esus icon and the Amurites in the score list don't have the Esus icon. My cities with Esus have an Esus icon so maybe it is intended for foreign Esus cities/civilizations to be invisible but nonetheless i'm reporting it.
This
yourself said:
so maybe it is intended for foreign Esus cities/civilizations to be invisible
is it.

And welcome to CFC! ;)
 
I seem to recall that the Mercurians used to receive some free experience from the defeated units that resulted in the angel being created? Is that right or did I just dream it? They don't seem to be getting any bonus experience in the current build, making it difficult for them to quickly level up.
The free Angels the Mercurians receive are intended to start with the same amount of xp as the unit from which they were created (meaning the one that died). I'm using 0.41m; they are getting that experience, and I've seen upgraded Mercurian units moving about. Their upgrade options require a level 3 or 4 unit; perhaps the units that have been dying in your game(s) haven't had enough experience. There are lots of Priest units dying in my current game, and so the Angels the Mercurians are getting generally have quite a bit of experience. Another factor is that the upgrades for Angels all require fairly advanced techs. If the Mercurians are summoned early and their team researches slowly then the Mercurians may not have any upgrade options available for a long time.

I do think that the Mercurians could benefit from being much more aggressive, especially when they are already at war.

-In the current game i'm playing the Amurites founded the Council of Esus and converted to it, but the holy city has no Esus icon and the Amurites in the score list don't have the Esus icon. My cities with Esus have an Esus icon so maybe it is intended for foreign Esus cities/civilizations to be invisible but nonetheless i'm reporting it.
Yes, that's intended.

ingame >> options >> disable frozen animations

problem solved.
No. cymrean is talking about the image in the Civilopedia, not units on the map. The Civilopedia image displays the base image for units. Only those units that are "always" of a certain race (such as the Dwarven Druid) will display with racial graphics. This is normal, and there is no fix (short of redesigning the Civilopedia).
 
No. cymrean is talking about the image in the Civilopedia, not units on the map. The Civilopedia image displays the base image for units. Only those units that are "always" of a certain race (such as the Dwarven Druid) will display with racial graphics. This is normal, and there is no fix (short of redesigning the Civilopedia).
My bad. :sad: Thanks for the correction, though. ;)
 
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