View Full Version : FfH version 1.10d
Kael Apr 14, 2006, 06:01 PM Download here: (retired)
Version 1.10d includes the following updates from 1.10c. This is a small release, just to bacially get out the fixes that Talchas provided.
1. Added the Consecrate spell (Divine, Law II).
2. Added the Golden Wood building (Fellowship advanced temple).
3. Added the Shadowed Vale building (Fellowship advanced temple).
4. Added the Overseers Residence building (Overlords advanced temple).
5. Added the Theater of Dreams building (Overlords advanced temple).
6. Added the Altar of Delos building (Malakim).
7. Added the Citadel of Light building (Malakim).
8. Added the Governors manor building (Calabim).
9. Added the attitude change for Death Use, Entropy Use, High Compassion and Low Compassion.
10. Includes a CTD fix from Talchas.
11. Includes AIWeight from talchas on the promotions so the AI will be more likly to pick spell spheres on levelup.
Chalid Apr 14, 2006, 06:15 PM a fine. I will try it as soon as "The War Machine" is ready. :)
If you don't add graphics the next too or three days i will clean up the gfx folder. There are several unused files and i think we should save space wherever possible.
Kael Apr 14, 2006, 06:27 PM a fine. I will try it as soon as "The War Machine" is ready. :)
If you don't add graphics the next too or three days i will clean up the gfx folder. There are several unused files and i think we should save space wherever possible.
That would be awesome. But do me a favor and don't delete anything. Instead create an 'Unused' directory in the directory you are removing the files from and throw them in there.
I have Unused and Source directories in most of the folders that I keep source material and unused stuff in. Then before I wrap a version I just do a search and delete them all.
Chalid Apr 14, 2006, 08:40 PM Just started a game. And at the end of turn 1 CTD :(
These are the last lines in the PYDebug Log:
3
PY:City Built Event: Golden Leane
SCREEN OFF
SCREEN OFF
onMouseEvent
1
PY:City Built Event: Olricstaad
PY:City Built Event: Argak
PY:City Built Event: Khazak
and thats in the resmgr.log:
RESMGR: Texture PlayerColor01.tga failed to load
RESMGR: Texture PlayerColor02.tga failed to load
Maybe its a problem with the palaces or another freebe building as only my + 3 AI cities seem to be built. But there are 6 or 7 AIs on the map.
Save is attached.
OK, I think i found the error! Removing some civs helped as well as giving a capital to each of them. That makes me suspect its your alignment code that querys for death mana in the capital, when there is not yet a capital (as at the beginning of the first turn.) - This happens of course only on small crowded maps...
Chalid Apr 15, 2006, 03:07 AM And again 6 AIs End of Turn 1 CTD:
PY:City Built Event: Braduk the Burning
onMouseEvent
3
onMouseEvent
3
SCREEN OFF
SCREEN OFF
PY:City Built Event: Argak
PY:City Built Event: Galveholm
PY:City Built Event: Golden Leane
See post above for my suspiction
Kael Apr 15, 2006, 04:23 AM The problem is in the last civ you have listed in each of your traces (the khazad in the first and the malakim in the second). The issue isnt in building the city but in something the scouts in those cities are doing. If I delete the scouts the game doesn't crash. Im trying to hone in on exactly what the scouts are doing to cause the crash now.
Chalid Apr 15, 2006, 04:23 AM Are negative diplomatic modifiers due to the use of death/entropy mana shown, in the list of the relations modifiers?
Chalid Apr 15, 2006, 04:25 AM The problem is in the last civ you have listed in each of your traces (the khazad in the first and the malakim in the second). The issue isnt in building the city but in something the scouts in those cities are doing. If I delete the scouts the game doesn't crash. Im trying to hone in on exactly what the scouts are doing to cause the crash now.
I belive the scouts are making contact with another civ, and the diplomatic modiferes are calculated... check it out.
Chalid Apr 15, 2006, 04:45 AM Are Malikim supposed to be able to buid the Freak Show?
Chalid Apr 15, 2006, 05:17 AM Destroy undead gives +300% against siege weapons... :crazyeye: and its very strong agains warriors in the beginning of the game ... :lol:
Chalid Apr 15, 2006, 05:23 AM The Commander can not build a Command Post (i have the Tech, but am nor Organized.) And wats the condition for Recruiting to work? I cannot at the moment. :(
- I'm just listing all the thing during playing... so I hope I'm not too annoying..
Chalid Apr 15, 2006, 05:29 AM The bubble-button that is show when a unit is of teh screen for the Sand lion doesn't work
Kael Apr 15, 2006, 05:49 AM I belive the scouts are making contact with another civ, and the diplomatic modiferes are calculated... check it out.
You are 100% correct. Specifically I check the capital city and if the civ hasnt built their capital yet then CTD. If you don't have the crash in the first turn you should be fine. The fix will be in the next version.
Kael Apr 15, 2006, 05:51 AM The bubble-button that is show when a unit is of teh screen for the Sand lion doesn't work
Got it, fixed. Keep them coming.
Kael Apr 15, 2006, 05:57 AM The Commander can not build a Command Post (i have the Tech, but am nor Organized.) And wats the condition for Recruiting to work? I cannot at the moment. :(
- I'm just listing all the thing during playing... so I hope I'm not too annoying..
Nope, this is exactly the feedback I need.
I fixed the problem with the command post. For Recruiting the unit has to be in a city. I changed it around a bit, a unit has to have the "Recruiter" promotion to be able to recruit. After a unit recruits he loses the recruiter ability (but he isn't destroyed like he is in 1.0).
Kael Apr 15, 2006, 05:57 AM Are negative diplomatic modifiers due to the use of death/entropy mana shown, in the list of the relations modifiers?
I havent figured out how to do that yet.
Kael Apr 15, 2006, 06:12 AM Are Malikim supposed to be able to buid the Freak Show?
No, I had to jump through some hoops for this one. I couldn't just make it civ unique like the other buildings. It will be fixed in the next version.
Kael Apr 15, 2006, 06:14 AM Destroy undead gives +300% against siege weapons... :crazyeye: and its very strong agains warriors in the beginning of the game ... :lol:
Im not sure how Im going to do destroy undead yet. Once we can target units I will probably just have it pick an undead in range and apply some damage instead of using the fireball mechanic.
Chalid Apr 15, 2006, 06:16 AM -That recruiting doesn't work then. I have the commander in a city but the recruiting button is greyed out :(. ANd it doesn't happen anything either when i try to press it. )
-Conscrate doesn't have a button yet but i think you know this.
When you change the undead thing then i'll not make a new art for it :p
woodelf Apr 15, 2006, 06:30 AM Sorry to come into this late, but what have you guys figured out? That if the AI finds each other before the capital is founded there is a CTD? Has that been fixed or are we fixing it in WB for now?
Chalid Apr 15, 2006, 06:44 AM Until the next Version becomes available we fix it in WB.
Kael Apr 15, 2006, 06:50 AM Sorry to come into this late, but what have you guys figured out? That if the AI finds each other before the capital is founded there is a CTD? Has that been fixed or are we fixing it in WB for now?
Here is a fixed CvGameCoreDLL.dll that will keep the first turn CTD's from happening:
http://kael.civfanatics.net/files/CvGameCoreDLL.dll
Chalid Apr 15, 2006, 06:51 AM Superb.
Enchant weapons enchants the weapons of every unit (mages included) and not only of melee and dwarfen units.
Kael Apr 15, 2006, 07:02 AM -That recruiting doesn't work then. I have the commander in a city but the recruiting button is greyed out :(. ANd it doesn't happen anything either when i try to press it. )
-Conscrate doesn't have a button yet but i think you know this.
When you change the undead thing then i'll not make a new art for it :p
Right you are. Its fixed now.
Kael Apr 15, 2006, 07:04 AM Superb.
Enchant weapons enchants the weapons of every unit (mages included) and not only of melee and dwarfen units.
Right again, fixed on the enchanted blade and flaming arrows (where it was also broken).
woodelf Apr 15, 2006, 07:11 AM Thanks Kael. I survived the first turn in my game so I'll add the fix for the next one.
Chalid Apr 15, 2006, 07:13 AM Adepts can be upgarded to mages and conjurers on level 1? Wasn#t there a levelrequirement of 3 or 4?
Kael Apr 15, 2006, 07:27 AM Adepts can be upgarded to mages and conjurers on level 1? Wasn#t there a levelrequirement of 3 or 4?
Im not able to reproduce this. My adepts cant be upgraded until they are level 3 as I would expect.
Chalid Apr 15, 2006, 07:39 AM THe AI now attacks fireballs and summons between the players turns. for Summons its ok, for Fireballs its not so good. :( Maybe you should remove fireballs now at the end of the turn... instead of the beginning, as you do with summons.
Chalid Apr 15, 2006, 07:54 AM Here is a picture of an upgradeble Adept.
Did you have enough gold when you treid ?
EDIT: ok NOW ther is a picture :)
Chalid Apr 15, 2006, 08:13 AM I fear you havent added the ability to upgrade mana nodes to the workers... The AI have a lot of undeveleped nodes :(
woodelf Apr 15, 2006, 08:46 AM Upgrade mana nodes? I thought Adepts did that. :confused:
Chalid Apr 15, 2006, 08:49 AM Jep Adepts AND workers, but workers should do it slower.
The Host of einharsomething should be nerved a bit. Maybe allow only one per caster able to summon them like you did with skeletons... I had one guy with Law3/summonning exterminate an entire empire as his force grew during the war round per round and each of ths hosts got more experience....
Kael Apr 15, 2006, 08:57 AM Here is a picture of an upgradeble Adept.
Did you have enough gold when you treid ?
EDIT: ok NOW ther is a picture :)
Yeah, in fact I had a level 3 and a level 1 adept in the same tile. I could upgrade the level 3 one but not the level 1 adept. It almost sounds like you don't have a CvGameCoreDLL.dll in place. I downloaded and tested the one I attached above and it works, make sure it is in the 'C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Fall from Heaven 110d\Assets' directory.
Chalid Apr 15, 2006, 08:59 AM Ok I'll verify that.
Kael Apr 15, 2006, 09:05 AM Jep Adepts AND workers, but workers should do it slower.
The Host of einharsomething should be nerved a bit. Maybe allow only one per caster able to summon them like you did with skeletons... I had one guy with Law3/summonning exterminate an entire empire as his force grew during the war round per round and each of ths hosts got more experience....
Will do, keep in mind that from a game design perspective I don't mind "double wins". Meaning that if you have an opponent beat being able to overwhelm them isn't nessesarily a bad thing (in fact it may be a good thing as it shortens the grind).
But I do agree with you that they are to strong and I will weaken them a bit.
loki1232 Apr 15, 2006, 09:20 AM Okay some more feedback:
1. Harbor should give happiness for pearls, as a bonus for seafaring civs.
2. Barracks and stables no longer give happiness. I preferred it when they did, and does the ai understand to still build them?
3. Consecrate image is messed up.
4. Tax office civpedia says no benefits, just the negative happiness.
5. The order can build summoning chamber. I'd like to block it so the ai doesn't waste their time on totally useful buildings.
6. Great commanders can't recruit or build command posts.
7. I had an insanely overpowered culture combo in a game. I was lanun, so I built a city on a one tile island. With lighthouse I could get unlimited food, and as financial each square gave 3 food and 3 gold. Then I built prophecy of ragnarok and sistine chapel, and used preisthood and caste system. This gave huge amounts of culture. I'm not sure if it should be specifically nerfed, but I think that their should be no "unlimited" specialists. That is the big thing to stop these insane amounts of culture.
Chalid Apr 15, 2006, 09:29 AM Yeah, in fact I had a level 3 and a level 1 adept in the same tile. I could upgrade the level 3 one but not the level 1 adept. It almost sounds like you don't have a CvGameCoreDLL.dll in place. I downloaded and tested the one I attached above and it works, make sure it is in the 'C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Fall from Heaven 110d\Assets' directory.
Jupp works now correctly. I had the old dll that had shipped with 110d in the folder.
Kael Apr 15, 2006, 09:36 AM Okay some more feedback:
1. Harbor should give happiness for pearls, as a bonus for seafaring civs.
I added a happiness bonus if cities have access to pearls (for some reason it was giving a health bonus before). I dont think a city should enjoy pearls more if they have a harbor, but i do agree that the hapiness bonus should have been there.
2. Barracks and stables no longer give happiness. I preferred it when they did, and does the ai understand to still build them?
Yeah, I changed the AI incentive from the bonus's to the more hard coded method.
3. Consecrate image is messed up.
I will fix it.
4. Tax office civpedia says no benefits, just the negative happiness.
Your right, thats all it was doing. I knew nothing ever came of taxes. It will be fixed in the next version.
5. The order can build summoning chamber. I'd like to block it so the ai doesn't waste their time on totally useful buildings.
Depending on our mage testing results we may be removing the summoning chamber from the game.
6. Great commanders can't recruit or build command posts.
That will be fixed in the next version.
7. I had an insanely overpowered culture combo in a game. I was lanun, so I built a city on a one tile island. With lighthouse I could get unlimited food, and as financial each square gave 3 food and 3 gold. Then I built prophecy of ragnarok and sistine chapel, and used preisthood and caste system. This gave huge amounts of culture. I'm not sure if it should be specifically nerfed, but I think that their should be no "unlimited" specialists. That is the big thing to stop these insane amounts of culture.
I think this is an awesome catch and needs to be fixed, im just not sure if that is the best place to fix it. What really is the broken piece of this monster?
loki1232 Apr 15, 2006, 11:32 AM I think this is an awesome catch and needs to be fixed, im just not sure if that is the best place to fix it. What really is the broken piece of this monster?
I say no unlimited specialists. I forgot to mention that this also gave me huge production, since with ragnarok each preist gives two.
The civics that give unlimted specialists should be changed to double the amount of specialists given by each building like that. So preisthood would have cathedral give 2, but not make cities with 15 priests.
Kael Apr 15, 2006, 11:37 AM I say no unlimited specialists. I forgot to mention that this also gave me huge production, since with ragnarok each preist gives two.
The civics that give unlimted specialists should be changed to double the amount of specialists given by each building like that. So preisthood would have cathedral give 2, but not make cities with 15 priests.
Yeah, your probably right. What do the rest of you think?
woodelf Apr 15, 2006, 02:38 PM Sounds good to me. I've never seen it, but trust loki's judgement on this one... ;)
woodelf Apr 15, 2006, 03:24 PM What are Armament Molds and Velox Workshops?
And should I be able to build a Golem Workshop and then Copper Golems without a Tower? My best unit right now is a Drown and when this golem gets done I'll have a pow 9 running lose! I know he's expensive, but all my city has is a Golem Workshop, nothing else. I have OO religion is that matters.
Kael Apr 15, 2006, 03:27 PM What are Armament Molds and Velox Workshops?
And should I be able to build a Golem Workshop and then Copper Golems without a Tower? My best unit right now is a Drown and when this golem gets done I'll have a pow 9 running lose! I know he's expensive, but all my city has is a Golem Workshop, nothing else. I have OO religion is that matters.
Hmm... no. I need to add another tech requirement to the copper golem besides golem mastery (which the luchuirp start with) for the short term until we come up with our final tech tree.
Armament Molds allow all golem build in the city to start with the "Heavy" promotion. Velox Workshops allow them to start with the "Light" promotion.
woodelf Apr 15, 2006, 03:37 PM Part of this may be because I'm starting in the 2nd era, but it seemed odd to get these without a Tower and anything else. I do have Copper though!
How soon before these new building TXT_KEYs go in? Or else I'll keep asking... ;)
woodelf Apr 15, 2006, 03:50 PM Clearing an Ancient Forest on a hill to build a mine garnered me 40 :hammer:s, but only took 4 turns all totaled!
edit - what is the smilie for production hammers? ;)
Kael Apr 15, 2006, 04:15 PM Clearing an Ancient Forest on a hill to build a mine garnered me 40 :hammer:s, but only took 4 turns all totaled!
edit - what is the smilie for production hammers? ;)
Were you using a Mud Golem?
woodelf Apr 15, 2006, 04:31 PM Were you using a Mud Golem?
simple worker. I've never made a Mud Golem.
Also, Chalid stated that workers can improve nodes. When? After the Adepts do or with a later tech?
Kael Apr 15, 2006, 04:43 PM simple worker. I've never made a Mud Golem.
Also, Chalid stated that workers can improve nodes. When? After the Adepts do or with a later tech?
They need "Knowledge of the Ether"
woodelf Apr 15, 2006, 04:51 PM They need "Knowledge of the Ether"
You need Knowledge of the Ether just to see the Mana. In the XML Civ4UnitInfos under the worker there is nothing about building mana nodes.
woodelf Apr 15, 2006, 04:55 PM Also, can we have the Commander do the same thing as the Great Engineer when he's rush building? I like seeing the Arc de Triumphe floating overhead. That is what it's supposed to be, correct?
Kael Apr 15, 2006, 05:03 PM You need Knowledge of the Ether just to see the Mana. In the XML Civ4UnitInfos under the worker there is nothing about building mana nodes.
Your right. Ill add it to the Workers too.
woodelf Apr 15, 2006, 05:04 PM Your right. Ill add it to the Workers too.
I honestly like it the way it is. Let the Adepts be useful. They need workers to connect the network as it is.
If you do add them please make them painstakingly long!
Kael Apr 15, 2006, 05:10 PM I honestly like it the way it is. Let the Adepts be useful. They need workers to connect the network as it is.
If you do add them please make them painstakingly long!
My problem is just around the AI. Right now I have workers at workrate 100, adepts at 200 and the iTime on the improvements set to 600 (so 6 turns for a workers, 3 turns for an adept).
A worker has to stay at 100, but I could move the iTime up to 1200 and the adept work rate to 300. Would that be better?
woodelf Apr 15, 2006, 05:12 PM Since I don't understand the mechansism for workrate I agree with that, so long as it doesn't mess up every other improvement you build.
Kael Apr 15, 2006, 05:17 PM Since I don't understand the mechansism for workrate I agree with that, so long as it doesn't mess up every other improvement you build.
Basically a worker contributes his workrate per turn towards making an improvement. So I cant change the worker from 100 because that will effect its speed making all of the improvements. It the mana improvements cost 1200 then it would take a worker 12 turns to make one, if the adept has a workrate of 300 then it would take him 4 turns to make one.
woodelf Apr 15, 2006, 05:22 PM Basically a worker contributes his workrate per turn towards making an improvement. So I cant change the worker from 100 because that will effect its speed making all of the improvements. It the mana improvements cost 1200 then it would take a worker 12 turns to make one, if the adept has a workrate of 300 then it would take him 4 turns to make one.
Sounds good, except Adepts seem to only take 1 turn to build them now.
Kael Apr 15, 2006, 05:35 PM Sounds good, except Adepts seem to only take 1 turn to build them now.
Yeah, they cost 100 now. I'll increase them.
woodelf Apr 15, 2006, 05:38 PM Yeah, they cost 100 now. I'll increase them.
I did have one take two turns once. Maybe that Adept had already built one? But that is the only time it has taken more than one turn.
Also, any plans on a different improvement graphic for the mana?
loki1232 Apr 15, 2006, 05:48 PM I did have one take two turns once.
On a hill? In a forest/jungle?
woodelf Apr 15, 2006, 06:02 PM On a hill? In a forest/jungle?
desert I think.
Chalid Apr 15, 2006, 06:40 PM Maybe ice. ice has double times for improvement generation.
For the graphics. Roland is makin a new one for the pure mana i think. I plan to do some things for the improvements but i dont know yet how it will look...
woodelf Apr 16, 2006, 11:52 AM Couple of things. Can the Winter Palace have it's number of cities lowered? 12 is very high.
Second, is there any way to build in a pop up window for when you accidentally create a node that you already have? I'm thinking of a "You have a creation node. Are you sure you want to build another?"
woodelf Apr 16, 2006, 02:50 PM As Luchuirp I have 2 Stone Golems listed at different points in my build options. I still don't have a Tower and they are way weaker than the Copper ones I could be 100 turns ago.
Lunargent Apr 16, 2006, 02:50 PM The point of the winter palace is to help manage the cost of huge empires. If you don't have 12 cities, you really shouldn't need it.
I've had empires with over 60 cities, so I don't think 12 is all that high.
woodelf Apr 16, 2006, 02:56 PM The point of the winter palace is to help manage the cost of huge empires. If you don't have 12 cities, you really shouldn't need it.
I've had empires with over 60 cities, so I don't think 12 is all that high.
:wow:
I can't play with more than 7 or else I'm either so far ahead the game isn't fun or so far in debt the game isn't fun.
60?!?!?!? Holy crap!
Lunargent Apr 16, 2006, 03:04 PM Huge: with domination victory only allowed type on a fractal map. I can easily get up to that many cities. I space them in a hexagonal pattern so they don't overlap or waste much space either, though conquered lands get a bit messy. With that many cities, I can run 10% science, and still be the tech leader. The only hard part is keeping track of what city is supposed to be doing what, and getting troops to where I need them. Wars have to be planned out 50-100 turns in advance. Games like this often take 40 hours to play through.
woodelf Apr 16, 2006, 03:33 PM Did barbarian animals get nerfed in 1.10d? I have yet to have a Hunter get enough xp to get Animal Capture and then find animals to capture!
woodelf Apr 16, 2006, 03:59 PM I just sent you a new CTD Kael.
Lunargent Apr 17, 2006, 05:19 PM Building a city directly on a mana node causes a CTD.
Edit: nm, I can't reproduce it.
Chalid Apr 18, 2006, 07:39 AM Are negative diplomatic modifiers due to the use of death/entropy mana shown, in the list of the relations modifiers?
I havent figured out how to do that yet.
It is in:
CvGameTextMgr.cpp, Line 6741
void CvGameTextMgr::getAttitudeString(CvWString& szBuffer, PlayerTypes ePlayer, PlayerTypes eTargetPlayer)
Kael Apr 18, 2006, 08:00 AM It is in:
CvGameTextMgr.cpp, Line 6741
void CvGameTextMgr::getAttitudeString(CvWString& szBuffer, PlayerTypes ePlayer, PlayerTypes eTargetPlayer)
Awesome, I will check it out.
Kael Apr 19, 2006, 02:49 PM Status update: Woodelf has submitted 2 CTD's. Its harder to isolate these, in one fo the traces I have to wipe 3 civs to keep the CTD from occuring. Without all 3 gone it still occurs.
I have backreved the .dll to talchas's spell system dll (aka: the sdk stuff without my changes) and the crashes don't occur. So its one of the sdk changes I made, now I just gotta fiigure out which one.
Kael Apr 19, 2006, 04:30 PM Talchas,
Okay still having problems isolating and I think i need to call in the big guns. There are 2 1.10d save games included, both CTD consistently in 2-3 turns.
In the AutoSave_AD-0136.Civ4SavedGame save I was able to keep the CTD from occuring if I wiped the Kuriotates, Doviello and Khazad civs. It still CTD'ed if I left any of them in. I wasn't able to isolate to specific units.
I rolled back to the latest (4/14) ffhspells CvGameCoreDLL.dll and I still got the same CTD's. When I rolled back to the (3/19) ffhspells CvGameCoreDLL.dll the CTD's stopped. I know thats quite a range, I didn't keep any between them, Im hoping you have them and will be able to isolate further.
I suspect that it may have been something added in the latest ffhspells because we didnt see these ctds in earlier versions, they seem pretty consistent and they happen at about the same point in the game.
I have the latest ffhspells chnages as the addition of the promotion aiweight and the fix for the units that were judging plots without units in them.
http://kael.civfanatics.net/files/Files.zip
woodelf Apr 19, 2006, 06:29 PM I have some Dwarven Soldiers running around building mines in my current game. Since we can't see Ancient Forest I was surprised to get 50:hammer: after building a mine. I went to a forest covered hill and there is no option to chop the forest, but I can build the mine and get the :hammer: anyways. Should this be possible? Or should we give dwarven soldiers the ability to chop forests on every tile?
Kael Apr 21, 2006, 03:08 PM It is in:
CvGameTextMgr.cpp, Line 6741
void CvGameTextMgr::getAttitudeString(CvWString& szBuffer, PlayerTypes ePlayer, PlayerTypes eTargetPlayer)
Thanks Chalid, that worked perfectly.
talchas Apr 21, 2006, 03:42 PM Well, that was really stupid of me - I specifically put in a check to see if enemy was null before trying to get its strength, but immediately before that I have a logging message which doesn't. Fixed, tested on those saves and uploaded to the usual place. Only changed file is CvUnitAI.cpp.
Back to work on spell targeting. BTW, I am now starting to keep old versions of the spell system through subversion, I didn't have any old copies before.
Kael Apr 21, 2006, 03:45 PM Well, that was really stupid of me - I specifically put in a check to see if enemy was null before trying to get its strength, but immediately before that I have a logging message which doesn't. Fixed, tested on those saves and uploaded to the usual place. Only changed file is CvUnitAI.cpp.
Back to work on spell targeting. BTW, I am now starting to keep old versions of the spell system through subversion, I didn't have any old copies before.
Awesome, thanks Talchas!
woodelf Apr 21, 2006, 05:36 PM Cool, does that mean 1.10e is around the corner?
Kael Apr 21, 2006, 06:12 PM Cool, does that mean 1.10e is around the corner?
Yeap it will be out this weekend.
woodelf Apr 21, 2006, 06:16 PM Cool.
I'll take a break from FfH then until she's out.
Kael Apr 23, 2006, 04:01 PM 110e isnt going to make it out tonight, it failed testing. Sorry guys.
woodelf Apr 23, 2006, 04:36 PM I'm initially sad, but after 5 CTDs last week I'll get over it. ;)
Kael Apr 23, 2006, 04:55 PM I'm initially sad, but after 5 CTDs last week I'll get over it. ;)
You do have a particular talent for finding CTD's. 0.95 was the most CTD intensive version of FfH and I think it was due largely to the fact that you were bus working with the moon mod and didn't test it as much. Well.... that and my own buggy code. :D
woodelf Apr 23, 2006, 04:57 PM I have a knack. :p
Taking time off from 0.95 just let you know how much you need me. :lol: That would have a great negotiating tool for salary leverage, if there was any salary...
Kael Apr 23, 2006, 04:57 PM I have a knack. :p
Taking time off from 0.95 just let you know how much you need me. :lol: That would have a great negotiating tool for salary leverage, if there was any salary...
:lol: I'll double your salary!
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