Please Fix Hyborem's OOSes

Bill Bisco

Callous Calling
Joined
Apr 28, 2007
Messages
590
With the most recent change to Hyborem's Ashen Veil spreading, every time he captures a city, an OOS occurs. Please fix this as Hyborem is currently unplayable in MP.
 
Anybody have a more specific idea as to what was changed to cause the issue, or whats wrong with the current implementation?
 
code-wise, no idea, but it's definitely caused by AV spreading to captured cities AFTER you decide to keep them instead of before.
 
As I stated in the Bug Thread. The next patch either needs to fix this issue, or revert to the way Hyborem worked in patch d. It is much better that Hyborem has a disincentive to raze cities than it is for him to be unplayable in MP.
 
[to_xp]Gekko;8486990 said:
code-wise, no idea, but it's definitely caused by AV spreading to captured cities AFTER you decide to keep them instead of before.

Got it, thanks. I couldn't remember what I changed in that area, but it makes sense now. It was moving the push of the AV to infernal cities from the CityAcquired function to the CityAcquiredAndKept function (the one thats run after you decide to raze it or not).

I'll back it out and look for another way to keep the AC from taking a hit.
 
As I stated in the Bug Thread. The next patch either needs to fix this issue, or revert to the way Hyborem worked in patch d. It is much better that Hyborem has a disincentive to raze cities than it is for him to be unplayable in MP.
Disincentive? The free manes usually makes up for any drop in the AC...

I agree though, Hyborem needs to be made re-available in MP(Though I must say, I enjoyed the temporary break for games that ALWAYS evolve into Hyborem v.s. Basium)
 
The reasons for the change that caused the OOS problem still exist, and are still worthy of being addressed. Simply reverting the change might be a quick fix, but just trades one problem for another. As for which problem is worse, I'm certain that's entirely a matter of perspective.

It seems to me that it should be possible to add some code to the dialog such that if you choose to raze the city then the amount that the AC is reduced as a result is immediately added back as a counterbalancing increase. Of course, it's almost always easier to imagine than to actually do, so I could well be wrong about that being a practical solution.
 
The reasons for the change that caused the OOS problem still exist, and are still worthy of being addressed. Simply reverting the change might be a quick fix, but just trades one problem for another. As for which problem is worse, I'm certain that's entirely a matter of perspective.

It's a question of a potential slight hampering in SP vs. an entire civilization unplayable in MP.

It's better to sacrifice a slight hampering in SP :)
 
It's a question of a potential slight hampering in SP vs. an entire civilization unplayable in MP.

It's better to sacrifice a slight hampering in SP :)
For our purposes, yes, it's better having him in MP. But I think 80% of FFH players are SP only, so they may think differently...
 
11. Fixed an issue where the infernals caused an OOS whenever they captured a city.

awesome :D is it back to lowering the AC when they raze one, or did you find a way to solve that as well?
 
I just had an idea were if the problem persists, we could make a game option(enabled by default, but disableable) that switched the code used for each... one for SP, one for MP
 
NO!!! no more game options!!! Dilution must die!

The only game options I need are 1) deadly wild mana and 2) no inflation

(in addition to the general: no tech trading, require complete kills, and no vassals)
 
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