FfHII 0.11 Bugs

Skavian said:
I am getting Out of Sync errors when casting targeted spells (i.e. Charm). The person I am playing with sees the spell target selection box as well. Otherwise, so far, it works like a charm.

Any thoughts on this Talchas?
 
Kael said:
[...], I would love to get some CTD's fixed.

Well here is one of them. It seems to be a python bug so I attached the PythonErr.log. I'm just one turn before building the grimoire(sp?) and researching priesthood. For convenience I insert the PythonErr text here, too.
Code:
Traceback (most recent call last):

  File "CvEventInterface", line 24, in onEvent

  File "CvEventManager", line 173, in handleEvent

  File "CvEventManager", line 965, in onBuildingBuilt

NameError: global name 'FFHFindClearPlot' is not defined
ERR: Python function onEvent failed, module CvEventInterface
 

Attachments

Chammadai said:
3. Race specific units upgrade to default units instead of their race (ex. orc spearman -> axeman, instead of orc axeman)

Im unable to reporduce this, orc spearmen upgrade correctly to orc axemen. I suspect you may be seeing this in areas where the upgrade unit hasnt been added to the mod yet.
 
c.fe said:
Well here is one of them. It seems to be a python bug so I attached the PythonErr.log. I'm just one turn before building the grimoire(sp?) and researching priesthood. For convenience I insert the PythonErr text here, too.
Code:
Traceback (most recent call last):

  File "CvEventInterface", line 24, in onEvent

  File "CvEventManager", line 173, in handleEvent

  File "CvEventManager", line 965, in onBuildingBuilt

NameError: global name 'FFHFindClearPlot' is not defined
ERR: Python function onEvent failed, module CvEventInterface

Cool fixed, thanks.
 
loki1232 said:
Same for me.

Also, charm person doesn't seem to work.

Im unable to reproduce any problems with charm person. Maybe you were trying to target a tile without any living units in it, trying to charm a skeleton?
 
- Expansionist trait gives +2 health. Shouldn't that be +3 since 1.61?
 
Frozen-Vomit said:
- Expansionist trait gives +2 health. Shouldn't that be +3 since 1.61?

True, Ill fix it.
 
Just noticed a bit of an exploit - any summoner with Nature II can summon tigers which can then be used to build a Tiger Cage in each of your cities. Perhaps the Summoned promotion could preclude the building somehow?

EDIT: There doesn't appear to be a limit on the number of Sand Lions a unit can summon - is that deliberate?

I'm not getting any of the behaviour from Orcish Slaves that I should be - the models don't appear, the bottom of the interface is the same as whatever the last unit selected was, and you therefore can't build the Orc Cage or use them as workers (or put them to sleep), although the keyboard shortcuts might work - not tried them yet.
 
Gilden Siveric is a national unit and can be rebuilt after death. Is this supposed to be so? All other heroes are world units.
 
Kael said:
Yeah, it drops a "new forest" which takes a few turns to turn into a real forest. There isn't a graphic assigned to a new forest yet so it looks like it doesn't do anything. We need to get one added.

When a new forest created by bloom turns into a 'normal' forest, there is still no graphic for it.

Edit: Sometimes the graphic appears correctly, sometimes belatedly, sometimes not at all. Still haven't figured out if there is a pattern to it.
 
Kael said:
Im unable to reproduce any problems with charm person. Maybe you were trying to target a tile without any living units in it, trying to charm a skeleton?

Is orthus living? Also, I don't think i got the "Orthus has been born" message the second time he spawned next to me. (in one game)
 
Skavian said:
I am getting Out of Sync errors when casting targeted spells (i.e. Charm). The person I am playing with sees the spell target selection box as well. Otherwise, so far, it works like a charm.
Uhoh, thats me probably, I didn't test the targeted spells in multi, I'll do that.
 
BeefontheBone said:
Just noticed a bit of an exploit - any summoner with Nature II can summon tigers which can then be used to build a Tiger Cage in each of your cities. Perhaps the Summoned promotion could preclude the building somehow?

Yeap, thats intentional. But shame on you for using your nature powers for evil.

EDIT: There doesn't appear to be a limit on the number of Sand Lions a unit can summon - is that deliberate?[/quote]

Are you saying a caster can cast multiple sand lions spells each turn?

I'm not getting any of the behaviour from Orcish Slaves that I should be - the models don't appear, the bottom of the interface is the same as whatever the last unit selected was, and you therefore can't build the Orc Cage or use them as workers (or put them to sleep), although the keyboard shortcuts might work - not tried them yet.

They will be fixed in the next version.
 
loki1232 said:
Is orthus living? Also, I don't think i got the "Orthus has been born" message the second time he spawned next to me. (in one game)

He probably resisted, its hard to charm heroes. Thoguh there should have been a message for that.
 
Teg_Navanis said:
Gilden Siveric is a national unit and can be rebuilt after death. Is this supposed to be so? All other heroes are world units.

Right you are, Ill fix it.
 
The ashen viel savant isn't spreading religion, and the ahen viel promotion (in the civlopidia at least) doesn't lead to what I guess should be death promotions like the order equivalent.

I was able to use a single adept to raise a skeleton and give it a quality weapons promotion (no other adepts had these abilities) but I can't do the same again (with a new skeleton).

EDIT: Sorry, was trying to spread viel into an order city :blush:
 
kevjm said:
The ashen viel savant isn't spreading religion, and the ahen viel promotion (in the civlopidia at least) doesn't lead to what I guess should be death promotions like the order equivalent.

I was able to use a single adept to raise a skeleton and give it a quality weapons promotion (no other adepts had these abilities) but I can't do the same again (with a new skeleton).

Skeletons don't "unsummon". Instead you are limited to 1 skeleton per caster that can cast the spell. So you should be able to summon 1 with your adept and you wont be able to raise another until the 1st one is dead.
 
Kael said:
Skeletons don't "unsummon". Instead you are limited to 1 skeleton per caster that can cast the spell. So you should be able to summon 1 with your adept and you wont be able to raise another until the 1st one is dead.

Can you cast other spells whilst the skeleton is alive?
 
When I summon a fireball with my arcane barge, it starts with 0/2 movement and disappears in the next round. Hence, I can't use it at all.
 
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