Heavenfall Heavenfall

[eINFO] Modbugs

[eINFO] Modbugs

A place to gather bugs that appear as a result of mods only. They would not be reproduceable in the vanilla game. Since I doubt they'll fix modbugs this early in the beta, I think it wouldn't hurt to gather them in one place for when they do want to listen. Also, perhaps other modders can avoid the same bugs.

A modbug would be something that does not perform as expected. See below for examples.

34,660 views 49 replies
Reply #27 Top

Screw the hitpoints. I don't care about the hitpoints. It's not about the hitpoints.

Reply #29 Top

When replacing a Spelldef, not all tags are wiped. Normally, when I mod a gameitemtype for example, all the tags in it are wiped the moment I mod it. Similarly, most tags are wiped when I mod a spelldef - except <SpellResourceCost>.

Reply #30 Top

Unitstats that have <Hidden>1</Hidden> still show up in the Hiergamenon:

Reply #31 Top

When I have a world resource that I built an improvement on, some modifiers are not applied correctly. These modifiers, for example, are only applied if the world resource falls within the "city walls". If it is stand-alone, they do not boost the connected city appropriately.

        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_Accuracy</StrVal>
            <Value>5</Value>
            <Provides>+5 Accuracy for Trained Units</Provides>
        </GameModifier>

        <GameModifier>
            <ModType>City</ModType>
            <Attribute>AdjustDefendingUnit</Attribute>
            <StrVal>UnitStat_Defense_Blunt</StrVal>
            <Value>10</Value>
            <Operator>%</Operator>
            <PerTurn>1</PerTurn>
            <Provides>+10% Unit Blunt Defense</Provides>
        </GameModifier>

 

<GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyAbilityBonus</Attribute>
            <StrVal>Precision</StrVal>
            <Provides>Trained Units gain Precision Trait</Provides>
        </GameModifier>

        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_LevelUpUnit</Attribute>
            <Value>1</Value>
            <Provides>+1 Level for Trained Units</Provides>
        </GameModifier>

 

 

 

 

Reply #32 Top

Here is one that crashes the game everytime and they really need to fix. If you have a stategic spell with a large radius for the target effect (radius tag of 10+) and you are too close to the edge of the world on the map, the grid it places on the 3d map gets corrupted spraying whiteish lines everywhere. This is followed by a crash to desktop. Another effect is if it draws said grid and you are far enough off the edge, the grid does not go away after the casting.

Reply #33 Top

Anyone know if/where we can find these types of abilities?

 

<GameModifier>
<ModType>Unit</ModType>
<Attribute>UnlockCombatAbility</Attribute>
<StrVal>ThrowingKnife</StrVal>
<Provides>Allows the unit to throw knives at enemies within a range of 3</Provides>
</GameModifier>

 

 

Reply #34 Top

The modifier is from a piece of equipment. The ability you can find in CoreSpells.xml

Reply #35 Top

thank you, the only place I didn't think to look.

Reply #36 Top

Is anyone having success using the percentageHitpoints tag in a spell? I have a spell with two equal effects in gamemodifiers with one using a 50% percentagehitpoints tag. Problem is both trigger regardless of hit points.

Reply #37 Top

Another modbug,

if a player uses a fully modded faction with its own racetype, and then removes the mod, but still has unit designs in his /units/ folder, the game will crash once a sovereign has been selected. To fix the problem, delete all unit designs from mod factions in the /Units/ folder.

Reply #38 Top

I have created variants of the throwing knives, axes and javelins, that I thought I gave correct modifications to but now don't seem to be working as intended. I have included the item xml and the spell xml it references here:

item:

Code: xml
  1. &lt;GameItemType InternalName="EvilThrowingAxes"&gt;
  2. &lt;DisplayName&gt;Throwing Axes&lt;/DisplayName&gt;
  3. &lt;Description&gt;A brace of throwing axes.&lt;/Description&gt;
  4. &lt;Type&gt;Accessory&lt;/Type&gt;
  5. &lt;CanBeEquipped&gt;1&lt;/CanBeEquipped&gt;
  6. &lt;AdditionalTrainingTurns&gt;15&lt;/AdditionalTrainingTurns&gt;
  7. &lt;ShopValue&gt;180&lt;/ShopValue&gt;
  8. &lt;ProductionRequirement&gt;
  9. &lt;Type&gt;Resource&lt;/Type&gt;
  10. &lt;Attribute&gt;Metal&lt;/Attribute&gt;
  11. &lt;Value&gt;2&lt;/Value&gt;
  12. &lt;/ProductionRequirement&gt;
  13. &lt;GameModifier&gt;
  14. &lt;ModType&gt;Unit&lt;/ModType&gt;
  15. &lt;Attribute&gt;UnlockCombatAbility&lt;/Attribute&gt;
  16. &lt;StrVal&gt;ThrowingKnife&lt;/StrVal&gt;
  17. &lt;Provides&gt;Allows the unit to throw axes at enemies within a range of 3&lt;/Provides&gt;
  18. &lt;/GameModifier&gt;
  19. &lt;IsAvailableForSovereignCustomization&gt;0&lt;/IsAvailableForSovereignCustomization&gt;
  20. &lt;RarityDisplay&gt;Common&lt;/RarityDisplay&gt;
  21. &lt;IsUsable&gt;0&lt;/IsUsable&gt;
  22. &lt;Prereq&gt;
  23. &lt;Type&gt;Tech&lt;/Type&gt;
  24. &lt;Attribute&gt;Weaponsmithing&lt;/Attribute&gt;
  25. &lt;/Prereq&gt;
  26. &lt;ArtDef&gt;ThrowingAxe_ArtDef&lt;/ArtDef&gt;
  27. &lt;GameItemTypeArtDef InternalName="Evil_ThrowingAxe_ArtDef"&gt;
  28. &lt;GameItemTypeModelPack InternalName="Evil_ThrowingAxe_Default"&gt;
  29. &lt;IconFile&gt;Evil_ThrowingAxe_Icon_01.png&lt;/IconFile&gt;
  30. &lt;GameItemTypeModel&gt;
  31. &lt;/GameItemTypeModel&gt;
  32. &lt;/GameItemTypeModelPack&gt;
  33. &lt;/GameItemTypeArtDef&gt;

spell:

Code: xml
  1. &lt;SpellDef InternalName="EvilThrowAxe"&gt;
  2. &lt;DisplayName&gt;Throwing Axe&lt;/DisplayName&gt;
  3. &lt;Description&gt;Throw an axe at a nearby enemy.&lt;/Description&gt;
  4. &lt;IconFG&gt;Ability_ThrowingKnife_Icon.png&lt;/IconFG&gt;
  5. &lt;IconColor&gt;32,45,243&lt;/IconColor&gt;
  6. &lt;Cooldown&gt;3&lt;/Cooldown&gt;
  7. &lt;SpellType&gt;Tactical&lt;/SpellType&gt;
  8. &lt;SpellClass&gt;Offensive&lt;/SpellClass&gt;
  9. &lt;SpellSubClass&gt;Damage&lt;/SpellSubClass&gt;
  10. &lt;SpellTargetType&gt;EnemyUnit&lt;/SpellTargetType&gt;
  11. &lt;HideInHiergamenon&gt;1&lt;/HideInHiergamenon&gt;
  12. &lt;IsCastable&gt;0&lt;/IsCastable&gt;
  13. &lt;IsSpecialAbility&gt;1&lt;/IsSpecialAbility&gt;
  14. &lt;Range&gt;3&lt;/Range&gt;
  15. &lt;GameModifier&gt;
  16. &lt;ModType&gt;Unit&lt;/ModType&gt;
  17. &lt;Attribute&gt;DefendableDamage&lt;/Attribute&gt;
  18. &lt;AttackStat&gt;UnitStat_Attack_Pierce&lt;/AttackStat&gt;
  19. &lt;Calculate InternalName="Calc" ValueOwner="CastingUnit"&gt;
  20. &lt;Expression&gt;&lt;![CDATA[[UnitStat_Strength] - 5]]&gt;&lt;/Expression&gt;
  21. &lt;/Calculate&gt;
  22. &lt;Calculate InternalName="Calc2"&gt;
  23. &lt;Expression&gt;&lt;![CDATA[[Calc] / 2]]&gt;&lt;/Expression&gt;
  24. &lt;/Calculate&gt;
  25. &lt;Calculate InternalName="Value"&gt;
  26. &lt;Expression&gt;&lt;![CDATA[[Calc2] + 6]]&gt;&lt;/Expression&gt;
  27. &lt;/Calculate&gt;
  28. &lt;/GameModifier&gt;
  29. &lt;AIData AIPersonality="AI_General"&gt;
  30. &lt;AIPriority&gt;10&lt;/AIPriority&gt;
  31. &lt;/AIData&gt;
  32. &lt;HitSoundFX&gt;Launch_SingleArrow2&lt;/HitSoundFX&gt;
  33. &lt;SpellCastEffectName&gt;Arrow&lt;/SpellCastEffectName&gt;
  34. &lt;SpellCastEffectScale&gt;0.55&lt;/SpellCastEffectScale&gt;
  35. &lt;SpellCastProjectile&gt;1&lt;/SpellCastProjectile&gt;
  36. &lt;SpellCastProjectileSpeed&gt;1000&lt;/SpellCastProjectileSpeed&gt;
  37. &lt;/SpellDef&gt;
  38.  

 

I have modified the knives to have a distance of 4, cooldown 2, (no damage change)... axes 3/3, javelins 2/3 (with damage changes for both)

All 3 items have a range of 4 in the game and I cannot tell if they are doing any more damage than a knife.

The only thing I can think of is that <StrVal>ThrowingKnife</StrVal> in the item xml. What is this referencing? The English.str file? Or something else?

Reply #39 Top

That's the actual damaging effect, check it out in CoreSpells.xml. You'll want to replace the UnlockCombatAbility ThrowingKnife with your own spell.

Reply #40 Top

I see these all the time at the start of a new game:

An empty area where an NPC champ should be but is not. Then after you hit end turn, they disappear. There are about 10 or so on the map at the beginning of the game. Are these bugs or do they eventually spawn into NPCs? 

 

I ask because I have added new NPC champs to but I have never seen them and I was wondering if they were not showing up because of these. I only made 3, not 10, though.

Reply #41 Top

That happens when there isn't a single champion in the pool with the appropriate spawnrating.

Reply #42 Top

Just to clarify, the spawn sets a rating for itself, then looks through the pool randomly and if there was nothing that matched, the "tent" pops up? It seems weird out of the hundred or so units there aren't any NPCs for them...

Reply #43 Top

The tent is a goodiehut that is set to have a random champion of a certain spawnrating and allegiance (kingdom/empire). If none is found, it will be empty.

Reply #44 Top

After a lot of experimenting it seems that you can't use the mods folder to change environment textures. You can however do it through the core files. I imagine this is a bug.

Quoting EviliroN, reply 42
Just to clarify, the spawn sets a rating for itself, then looks through the pool randomly and if there was nothing that matched, the "tent" pops up? It seems weird out of the hundred or so units there aren't any NPCs for them...

I have had this happen to me as well, although I was experimenting with custom allegiances. I had copied, renamed, and changed the allegiance of all the kingdom champions but my custom tents were always empty.

Reply #45 Top

Buildings that reduce faction prestige are only effective until more prestige is added. I had 5 prestige with -3 from Slums. When my Sov leveled, it took away the penalty I think. Anyone else notice this sort of thing? May be related to the problem where spells don't update as new shards are gained.

Reply #46 Top

Been awhile since we used this thread. I am noticing some late game problems with tactical battles initiating. Has anyone else seen this? It only happens during late games when I am fighting 9 versus 9. The tactical battle fails to initiate and the game freezes and then crashes. I am guessing it is an issue with threading, but it could also be the crap computer I am using. If it is just me, I will try to nail down the exact cause. Can't think how a mod would make this happen, but since I am modding, no chance of posting it in the support forums. 

Reply #47 Top

Not seen that myself.

Reply #48 Top

do you mod while playing?

 

a couple of times it happened to me and i think its because changing xml interfer with actual game, some xml is read during the game

one time i just couldnt keep playing anymore

Reply #49 Top

That makes me hopeful. I did change some stuff between saved games.