View Full Version : FfH2 0.12 Bugs:


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Kael
Jun 03, 2006, 11:17 PM
0.12b

Download here: FallfromHeaven2012b.exe (http://kael.civfanatics.net/files/FallfromHeaven2012b.exe) (173 Meg)
Patch a download here: FfH2012b.exe (http://kael.civfanatics.net/files/FfH2012b.exe) (1 Meg)

To see what has already been checked into the next version see the first post in this thread: http://forums.civfanatics.com/showthread.php?t=171497

Fixes:

1. Elven Scout is now elven.
2. Overseers residence and Theatre of Dreams now give -1 trade routs instead of -1% trade route modifier (reported by Black Whole).
3. Added Chalid's fix so that Ancient Forests spawn correctly.
4. Charm Person works correctly (reported by Teg_Navanis).
5. Fixed a CTD caused when using Recruit (reported by AndrewDJ).
6. Lumbermills can now be built on Ancient Forests.
7. Feast spell now correctly causes hurry angry in cities (reported by Teg_Navanis).
8. Fixed a CTD caused by the Temple of the Veil graphics.
9. Fixed a recruit failure when the civ doesn't have the unit type that is to be created (reported by DMN).
10. Tomb of Basium now correctly gives -25% great people rate instead of -2% (reported by Black Whole).
11. Crusade no longer removes your state religion.
12. Fear is now working correctly.
13. Donal is no longer destroyed when recruiting (reported by MacV).
14. Fixed the Spiritual Hammer spell (reported by pa12ick).
15. Fixed the Transmutation spell (reported by pa12ick).
16. Fixed the Tremor spell (reported by Nikis-Knight).


Additions:

1. Added an 'ORTHUS_TURN' to the editor to allow player to adjust the turn Orthus appears, default is 75.
2. Added the Acheron the Red Dragon unit (barbarian hero).
3. Capturing workers now gives you the type of worker you captured, so if you capture an elven worker you get an elven worker (and he is able to do all the things for your civ that elven workers can do ;) ).
4. Added the Abashi the Black Dragon unit (sheaim hero).
5. Added the Merryman unit (balseraphs, replaces warrior).
6. Added the Malakim Swordsman unit (malakim, replaces axeman).
7. Added the Malakim Chariot unit (malakim, replaces chariot).
8. Added the Eurabatres the Gold Dragon unit (kuriotates hero).
9. Removed the Mobility III promotion.
10. Removed the Spell Extension III promotion.
11. Added the Gridlines building (luchuirp).
12. Added the Wood Golem unit (luchuirp, replaces the axeman).
13. Added the Gargoyle unit (luchuirp, replaces the pikeman).
14. Added the Scuptors Studio building (luchuirp, replaces the barracks).
15. Added the Bone Golem unit (luchuirp, replaces the immortal).
16. Added the Dragon Slayer unit (grigori, replaces maceman).
17. Added the Dragon Slaying promotion.
18. New bombadment system.


Balance changes:

1. Permanently summoned units (Skeleton, Tiger, Kraken, Guadian Vines, Treant) cant move or attack the turn they are summoned.
2. Gilden no longer requires and Archery Range to be built.
3. If you are at peace with the barbarians and have 50% higher score than the rank 2 player, the barbarians will declare war on you.
4. The Golden Wood no longer gives negative gold for unhealthiness.
5. Scorched Earth trait doesn't auto-raze cities if you were the origional owner of it.
6. Loki won't be killed if he is in a stack where another defender loses (recommended by Teg_Navanis).
7. Loki can now flee into stacks of allied units (recommended by Teg_Navanis).
8. Melee and Disciple units can no longer learn the Mobility II promotion (recommended by Chalid).
9. Twincast taken away from Liches.
10. Twincast can be learned by Arcane units with Combat V promotion.
11. Handicap animal penalties removed because they were reducing player controlled animals too.
12. You can no longer Haste immobile units (guardian vines, runeguards, etc).


Cosmetic changes:

1. Added a tile graphic for the new forest.
2. Loki given the appropriate "battle cry" for his special maneuver.
3. All traits now have their abilities reflected in the pedia.
4. Tons of new text fixes and additions by Nikis-Knight.
5. New slideshow during world building.
6. Anti-promotion (elf slaying, etc) are now displayed correctly in the interface (coded by Chalid).
7. Tiered promotion now only show the most advanced version known (coded by Chalid).
8. New Pedia page for Heroes (coded by Chalid).
9. New barbarian zoom music.


Editor changes:

1. Increased the unit limit from 255 to 510 (I ran out of space).

Kael
Jun 04, 2006, 12:15 AM
Okay, its up. Please reserve this thread only for reporting bugs. Balance recommendations, ideas for changes or additions and such should be in other threads.

Ringtailed
Jun 04, 2006, 01:17 AM
is the balseraph warrior unit (merryman) supposed to require ivory to build? because it does.

AndrewDJ
Jun 04, 2006, 02:27 AM
Ok, playing as Luchiurp, I've notice the game locking up for several seconds: once when I clicked on the "Display Resources" button; and once when I founded Runes, when the sound looped for several seconds before finally showing the movie.

AndrewDJ
Jun 04, 2006, 02:44 AM
Also playing as Luchiurp with Runes of Kilmorph as state religion, I can't make the Runes version of the Dwarven Soldiers in cities with the Runes religion present. I haven't checked the Khazad yet.

EDIT: I can make Fellowship of Leaves Elf Archers in Ljosalfar cities under leaves, though

Nadin Bytefelt
Jun 04, 2006, 03:27 AM
14. Added the Scuptors Studio building (luchuirp, replaces the barracks).
one problem for luchuirp: Iron Golem reguires barracks... can not building...
maby Iron Golem - reguires Scuptors Studio...
have a good day

Kael
Jun 04, 2006, 07:18 AM
Patch a put up. It fixes an editor problem that was causing some of the bonus requirements to be messed up (like the merryman requiring ivory).

loki1232
Jun 04, 2006, 08:04 AM
I love the new loading scenes.

Kael
Jun 04, 2006, 08:09 AM
I love the new loading scenes.

Mr Nemoy has officially left the mod, it was a long time coming.

Khadil Okharim
Jun 04, 2006, 08:37 AM
I tried the version 0.12. It was quite calm - perhaps I should rise my difficulty level. I played as Kuriotates and had great fun. The Golden Dragon is enormous! (Unfortunately I haven't waged only one single war... And there were only very few units with Cult of the Dragon)

In every game I build Wraith Unleashed. The anticipated chaos didn't come. The effects seem a little weak to me. I would prefer effects like a real apokalypse and chaos all around.

Btw: In this game nobody founded the Ashen Veil. Nobody discoverd the technology for it. The Balseraphs were the only evil civ, but even they didn't discover it (although all other techs werde discoverd).

Kael
Jun 04, 2006, 09:02 AM
I tried the version 0.12. It was quite calm - perhaps I should rise my difficulty level. I played as Kuriotates and had great fun. The Golden Dragon is enormous! (Unfortunately I haven't waged only one single war... And there were only very few units with Cult of the Dragon)

In every game I build Wraith Unleashed. The anticipated chaos didn't come. The effects seem a little weak to me. I would prefer effects like a real apokalypse and chaos all around.

There is a setting in the editor for the 'wrath convert chance'. Increasing that number will make Wrath Unleashed more dnagerous. As is, it could be very impacting or not very impacting at all. Which is how I kinda like it. I want all the games to play differently. Unfortunatly that means that if you are really pushing for an effect in a game you sometimes aren't going to get it.

Btw: In this game nobody founded the Ashen Veil. Nobody discoverd the technology for it. The Balseraphs were the only evil civ, but even they didn't discover it (although all other techs werde discoverd).

Yeap, thats entirely possible. I was playing a game last night where I was the only good civilization. The Balseraphs won't discover the Ashen Veil in your example if they adopted the Order or Runes first because that would cause them to stop being evil.

loki1232
Jun 04, 2006, 09:26 AM
I kinda like the idea of some religions not being founded.

Khadil Okharim
Jun 04, 2006, 09:33 AM
There is a setting in the editor for the 'wrath convert chance'. Increasing that number will make Wrath Unleashed more dnagerous. As is, it could be very impacting or not very impacting at all. Which is how I kinda like it. I want all the games to play differently. Unfortunatly that means that if you are really pushing for an effect in a game you sometimes aren't going to get it.

It's great that there is the possibility for everyone to choose how destructive the Avater of Wrath will be. I will try 60 instead of 30. I hope that gives the barbarians the chance to destroy some civs - even mine...


Yeap, thats entirely possible. I was playing a game last night where I was the only good civilization. The Balseraphs won't discover the Ashen Veil in your example if they adopted the Order or Runes first because that would cause them to stop being evil.

The Balseraphs belonged to the Runes of Kilmorph. Interesting idea that only evil civs found evil religions.

Fader55
Jun 04, 2006, 09:42 AM
Started a new .12 game, as Jonas of the Clan, pangea,huge. The Barbarians attacked as soon as I ran into them, first the animals, then the units too. I think the Barbarian trait ain't working. Here's the save.

The new open sceens are great.

Fader

Kael
Jun 04, 2006, 10:30 AM
Started a new .12 game, as Jonas of the Clan, pangea,huge. The Barbarians attacked as soon as I ran into them, first the animals, then the units too. I think the Barbarian trait ain't working. Here's the save.

The new open sceens are great.

Fader

Your right, it will be fixed in the next patch.

Nikis-Knight
Jun 04, 2006, 12:32 PM
Not sure if the resource patch works--my drown require incense.
Not sure if this is an error, but Heroic Epic requires sculpters studio. That's just for Lurichip, right?

evanb
Jun 04, 2006, 01:00 PM
The Sidar Palace Civilopedia entry states:

+434458808:) from Palace
+434458784:) from Amurite Palace
+434458832:) from Bannor Palace

?!? :confused:

Teg_Navanis
Jun 04, 2006, 01:46 PM
The specialist assignment system is messed up (fire and hire buttons overlap). Screenshot (http://forums.civfanatics.com/showpost.php?p=4091669&postcount=37)


And I'm still not sure whether this (http://forums.civfanatics.com/showpost.php?p=4091593&postcount=35)is a bug or merely a wrong text info.

Kael
Jun 04, 2006, 02:53 PM
Not sure if the resource patch works--my drown require incense.
Not sure if this is an error, but Heroic Epic requires sculpters studio. That's just for Lurichip, right?

The insence problem is fixed with patch A.

The heroic epic only requires the stuido if you are the luchuirp.

Kael
Jun 04, 2006, 02:55 PM
The specialist assignment system is messed up (fire and hire buttons overlap). Screenshot (http://forums.civfanatics.com/showpost.php?p=4091669&postcount=37)


And I'm still not sure whether this (http://forums.civfanatics.com/showpost.php?p=4091593&postcount=35)is a bug or merely a wrong text info.

I will see if I can get those specialist buttons cleaned up. And yeah, the drown text is just old info. I'll update it.

Kael
Jun 04, 2006, 02:55 PM
The Sidar Palace Civilopedia entry states:



?!? :confused:

Yeah the sidar palace has always done that. I have never been able to figure out why.

Teg_Navanis
Jun 04, 2006, 03:18 PM
Traceback (most recent call last):

File "CvGameInterface", line 123, in cannotAttack

File "CustomFunctions", line 37, in FFHFindClearPlot

AttributeError: 'CyPlot' object has no attribute 'getCity'
ERR: Python function cannotAttack failed, module CvGameInterface

Kael
Jun 04, 2006, 03:34 PM
Traceback (most recent call last):

File "CvGameInterface", line 123, in cannotAttack

File "CustomFunctions", line 37, in FFHFindClearPlot

AttributeError: 'CyPlot' object has no attribute 'getCity'
ERR: Python function cannotAttack failed, module CvGameInterface

I cant reproduce this. Was the unit being attacked on the edge of the map?

Teg_Navanis
Jun 04, 2006, 03:40 PM
When trying to cast wither while a stack of adepts was selected:

Traceback (most recent call last):

File "CvSpellInterface", line 62, in canCastAt

AttributeError: 'NoneType' object has no attribute 'getRangeSelectNum'
ERR: Python function canCastAt failed, module CvSpellInterface

Teg_Navanis
Jun 04, 2006, 03:42 PM
I cant reproduce this. Was the unit being attacked on the edge of the map?

Nope, but Loki was adjacent to an enemy city - maybe this isn't expected in the code.

Teg_Navanis
Jun 04, 2006, 03:47 PM
Having 0 movement points left, my adept can no longer cast any targeted spells (like wither and charm person). The selection box doesn't show up.

Azragaul
Jun 04, 2006, 03:53 PM
So I started a game with the Ljosalfar. Seems each patch I start with them. Came across a couple minor things.

Jonas the leader for Clan of Embers went to thank me for something and his text is missing got "AI_DIPLO_THANKS_LEADER_CLAN OF EMBERS" Instead.

I researched hunting, then mystisicm, then philo, got Fellowship of Leaves free and started building Elven archers. Later I reasearched Archery, so I could build Gilden Silveric and when I did the cities that were building Elven Archers could no longer build them. I got the city build screen and the message at the top, "Evermore (etc.) could no longer finish Elven Archers" I had to build Archery Ranges to again build the Elven Archers. (Bad timing too I was at War with the Orcs by then)

It was mentioned in some other thread that someone didn't like Basium theme song. It is by far one of my favorite. Please don't change it :)

Finally, the Dragon showed up got his own little desert island to play on. Very appropriate, very cool. I just scrolled in and out on it looking at it from my Carvel. It is fantaqstic looking great job.

Nikis-Knight
Jun 04, 2006, 04:12 PM
Workers seem to die rather than be captured now.

Kael
Jun 04, 2006, 04:48 PM
Workers seem to die rather than be captured now.

They are captured for me, are you sure you aren't getting them?

abman
Jun 04, 2006, 05:12 PM
I captured a barbarian worker, but got a message that my unit had destroyed it (But it hadn't, the worker survived).
What's up with this forest in the middle of a lake? Just a cosmetic thing? There's no improvements listed when you mouse-over.
http://xs101.xs.to/xs101/06231/lakeforest.jpg.xs.jpg (http://xs.to/xs.php?h=xs101&d=06231&f=lakeforest.jpg)

khanjackal
Jun 04, 2006, 05:20 PM
i think that's the fruits of yddrasyl wonder, or however you spell it

Kael
Jun 04, 2006, 05:23 PM
I captured a barbarian worker, but got a message that my unit had destroyed it (But it hadn't, the worker survived).
What's up with this forest in the middle of a lake? Just a cosmetic thing? There's no improvements listed when you mouse-over.
http://xs101.xs.to/xs101/06231/lakeforest.jpg.xs.jpg (http://xs.to/xs.php?h=xs101&d=06231&f=lakeforest.jpg)

Yeah. Oddly that looks like the old old picture of the ancient forests to my eyes (like the 0.11a version) which used to be so far in the corner of the tile they went into the next tile as you are seeing. I loaded my copy to make sure mine are using the new art and they are, strange.

Kael
Jun 04, 2006, 05:23 PM
i think that's the fruits of yddrasyl wonder, or however you spell it

Ahhh... good call khanjackal, I bet your right.

Kael
Jun 04, 2006, 06:03 PM
Patch b is up, it fixes the issue with the barbarians attacking barbarian trait leaders and some build issues.

mindlar
Jun 04, 2006, 08:11 PM
The link in the first post doesn't appear to be working for me anymore. Is it currently being replaced?

Kael
Jun 04, 2006, 08:16 PM
The link in the first post doesn't appear to be working for me anymore. Is it currently being replaced?

Yeah, 6 minutes left.

Nikis-Knight
Jun 04, 2006, 08:18 PM
I'm pretty sure I killed a few workers without capturing--I was Lurichrp, and did it when attacking a city for certain.

Kael
Jun 04, 2006, 08:22 PM
I'm pretty sure I killed a few workers without capturing--I was Lurichrp, and did it when attacking a city for certain.

K, its up.

Tyrion
Jun 04, 2006, 09:34 PM
I was playing as Sheiam and grabbed Cult of the dragon straight up. Now both Calabim and the Hippus waged war on me and it wasnt going to well. I had only two cities left but they just couldnt break them. Thank the gods for highly promoted warriors and then in turn archers.

So as you can expect they started pillaging the countryside and destroyed everything around me apart from one thing. A hunter camp on a source of Elephant.

Now they didnt ignore it Calabim placed a large stack of units on it just to protect it or maybe wait till they could burn it and they burnt the road.

Now im not sure if this is a bug but it looks like one. If not why would they refuse to burn the camp and yet destroy the road?

Oh and the Clans thank you as noted above is wrong and Calabim also in one of her speechs (forget which sorry) says (YOURCIV) instead of your civs name.

AndrewDJ
Jun 04, 2006, 10:50 PM
I've consistently had problems with Order Inquisitors having the 'Inquisition' button be greyed out, up through 011c. I haven't gotten far enough into an 012 game to have seen if this is still a problem, but has anyone encountered this?

Somberjay
Jun 04, 2006, 11:24 PM
Ran thru a couple of Short games to check out the changes. Love that Red Dragon, the smoke from his nostrils is Sweet!

Tried the Kurios and the Doviello and noticed that in each game I got a Vampiric Gov. In their cities. Worked nicely for me :) but I assume that is not as intended. The War Machine Owns!

Sarisin
Jun 05, 2006, 05:36 AM
I'm not sure if this is a problem with Civ in general, but I think it has to do with FFh and the Bar trait again.

This time I tried to play Sheelba/Clan that has the Bar trait. It was a huge map at Prince...with raging barbs naturally. :) All was fine as I created some goblin scouts and had them scouring the map and picking off all the goodie huts.

Two, then three civs went down courtesy of the raging barbs. But, then, I noticed two civs without the Bar trait, Mahala/Doviello and Perpentach/Balserph had scores that kept climbing, caught and passed me.

I got an Open Borders agreement with both and dispatched two goblin scouts to each civ to see what was going on.

Here is the problem: From turns 500 until 610, NOT ONE barb set foot in either of these civs. The civs were building more and more cities all with improvements with busy workers doing their thing.

Where were the barbs?

This is a balance issue, I think, because you are penalized by having the Bar trait with a 10% hit to research. However, these two civs don't get the penalty, have other traits, and are not attacked by barbs. I noticed the same in another game with Lanun/Falamar.

I did notice some of the Perpentach and Mahala defenders were very high level units - they likely did attack/defend early on. But, why no barbs invading for more than 100 turns? In the Calabrim game I played I was still being invaded in the year 1000 when I gave up.

Maybe they do get attacked early in the game, but why would the barbs just stop and let them build up their civs? I saw plenty of barbs wandering around and several barb cities near those two civs.

Is it because they are evil civs?

I dunno, but I really think this is either a balance issue, or just the AI cheating, the rat!:cry:

Comments?

felwar
Jun 05, 2006, 06:48 AM
I'm not sure if this is a problem with Civ in general, but I think it has to do with FFh and the Bar trait again.

This time I tried to play Sheelba/Clan that has the Bar trait. It was a huge map at Prince...with raging barbs naturally. :) All was fine as I created some goblin scouts and had them scouring the map and picking off all the goodie huts.

Two, then three civs went down courtesy of the raging barbs. But, then, I noticed two civs without the Bar trait, Mahala/Doviello and Perpentach/Balserph had scores that kept climbing, caught and passed me.

I got an Open Borders agreement with both and dispatched two goblin scouts to each civ to see what was going on.

Here is the problem: From turns 500 until 610, NOT ONE barb set foot in either of these civs. The civs were building more and more cities all with improvements with busy workers doing their thing.

Where were the barbs?

This is a balance issue, I think, because you are penalized by having the Bar trait with a 10% hit to research. However, these two civs don't get the penalty, have other traits, and are not attacked by barbs. I noticed the same in another game with Lanun/Falamar.

I did notice some of the Perpentach and Mahala defenders were very high level units - they likely did attack/defend early on. But, why no barbs invading for more than 100 turns? In the Calabrim game I played I was still being invaded in the year 1000 when I gave up.

Maybe they do get attacked early in the game, but why would the barbs just stop and let them build up their civs? I saw plenty of barbs wandering around and several barb cities near those two civs.

Is it because they are evil civs?

I dunno, but I really think this is either a balance issue, or just the AI cheating, the rat!:cry:

Comments?

Barbarians actually stop spawning after a point, depending on game speed. Has something to do with the amount of the map that is explored as well.

You may want to check out the world builder at that point and see if there are even any barbarians on the map to attack them.

Tyrion
Jun 05, 2006, 07:13 AM
Ok update on the no pillaging of hunting camp thingy.

Later on in teh game when the Calabim returned to wage war once more on me and finish the job (which they did at a heavy, heavy cost i lost around20 units to nearly 100 of theres it was truly incredible.) their crossbowmen burnt my camp.

So what im thinking is perhpas its just archers and bloodpets that cant pillage camps or calabims archers or bloodpets.

Either way somethings up. Still loving it though.

Teg_Navanis
Jun 05, 2006, 09:42 AM
The Altar of Luonnatar gives a blessed promotion to all unit (not only to those built in the same city).

abman
Jun 05, 2006, 10:50 AM
Has anyone else had CTD's while load/unloading from a ship? I had it three times in my last game, but was never able to exactly reproduce it. Just some loading of ships would randomly cause a crash.

Panda
Jun 05, 2006, 11:21 AM
Priests of the Leaves get both Blossom and Summon Tiger with Nature II.

Has anyone else had CTD's while load/unloading from a ship?

No.

Azragaul
Jun 05, 2006, 12:13 PM
AndrewDJ...I have seen the same problem I think I mentioned it back on one of the other bug threads. I just cant get the Inquisitors to work. They are always greyed out. My cities, AI cities etc. The only way I have been able to clean out religions is to purge the unfaithful.

I think the Pirate Cove may not be working. I tired to build one over and over again. I could never get it to work. I tried to do it in my own territory and neutral, on desert, grasslands and plains. I will try another game with the Lunan the version to see if I cannot get it to work.

Chalid
Jun 05, 2006, 01:28 PM
Two Phython errors. This one plopped twice when i tried to cast wither and had two Adepts (only one could cast Wither) and most probably some other units as well selected. I always had to stop Civ with the Taskmanager and reload the Autosave:

File "CvSpellInterface", line 62, in canCastAt

AttributeError: 'NoneType' object has no attribute 'get RangeSelectNum'


The other one plopped later during AI turns:

File "CvSpellInterface", line 51, in CanCast
File "", line 0, in ?
File "FFHSpells", line 550, in reqEarthquake
AttributeError: 'NoneType' object has no attribute 'getTeam'

Aletr
Jun 05, 2006, 02:07 PM
Found that defensive units NOT defending actually. What happend is that when was in war with hyborem, i had unit stack on hill in desert: 2 heroes(bambur[100 exp.] and 1 defensive with 10 power which name i dont remember[~60 exp.]) and 1 unit(power 6, some promotions), hyborem's stack came near and his hero Fallen someone(7 power) attacked my units on the hill. My defensive hero should had defended the stack BUT what happend is that he stayed out of the battle, and actually bambur too and my regular unit defended(and died), i think its a bug because heroes was much more powerfull than that unit and anyway that was their mission to defend the stack and defensive promotion didn't worked. Every one of my units had full health bar. Playing with FFH II 0.12b

Teg_Navanis
Jun 05, 2006, 02:43 PM
Traceback (most recent call last):

File "CvGameInterface", line 123, in cannotAttack

File "CustomFunctions", line 37, in FFHFindClearPlot

AttributeError: 'CyPlot' object has no attribute 'getCity'
ERR: Python function cannotAttack failed, module CvGameInterface

I cant reproduce this. Was the unit being attacked on the edge of the map?

There is no function pPlot.getCity(). Try pPlot.getPlotCity() instead

Psycadelic_Magi
Jun 05, 2006, 04:22 PM
My bugs are so much more insignificant than everyone elses, but is it just me or do ancient forests still look really weird? Spreading out on one level from the highest point in the tile- interesting on forest/peak... Im assuming you know this already but I wondered why you cant get it to follow the same pattern as the regular forests?

Kael
Jun 05, 2006, 04:49 PM
The Altar of Luonnatar gives a blessed promotion to all unit (not only to those built in the same city).

Yeap, that was a scheduled changed for 0.12.

Kael
Jun 05, 2006, 04:50 PM
Priests of the Leaves get both Blossom and Summon Tiger with Nature II.

Yeap, thats intended.

Kael
Jun 05, 2006, 04:53 PM
There is no function pPlot.getCity(). Try pPlot.getPlotCity() instead

You earn a gold star for playtesting. Not even Woodelf, king of the CTD and playtester extrodinaire has ever given me a code fix. Thanks! :D

Sina
Jun 05, 2006, 04:55 PM
I reinstalled the game today (computer crash) and I don't get the icons for gold, science etc anymore. It works fine in vanilla.
First time I tried the newest version of FfH2.

http://img337.imageshack.us/img337/5834/civ4screenshot00000cm.jpg (http://imageshack.us)

Kael
Jun 05, 2006, 05:09 PM
I reinstalled the game today (computer crash) and I don't get the icons for gold, science etc anymore. It works fine in vanilla.
First time I tried the newest version of FfH2.

http://img337.imageshack.us/img337/5834/civ4screenshot00000cm.jpg (http://imageshack.us)

Weird, I dont have this problem. Anyone else have it?

Maniac
Jun 05, 2006, 05:32 PM
I don't know if this is a bug, but...
In FfH when I reconned with a hawk, I got a special hawk sound, and IIRC the map stayed centered on the hawk for a while, so I could actually see what was explored.

Now in FfH2 I don't get a special hawk sound anymore, just the usual incomprehensible human voice blurb, and the map immediately centers on the next unit, so I have to return to the hawk location to see what was explored.

woodelf
Jun 05, 2006, 05:50 PM
You earn a gold star for playtesting. Not even Woodelf, king of the CTD and playtester extrodinaire has ever given me a code fix. Thanks! :D

:cry:

Now I have to learn python to regain my throne....

woodelf
Jun 05, 2006, 05:51 PM
Some of my building icons are fuzzy when in the City screen. Anyone else see that?

edit - let me check all of my graphic settings. They got changed somehow.... :crazyeye:

Kael
Jun 05, 2006, 06:01 PM
I don't know if this is a bug, but...
In FfH when I reconned with a hawk, I got a special hawk sound, and IIRC the map stayed centered on the hawk for a while, so I could actually see what was explored.

Now in FfH2 I don't get a special hawk sound anymore, just the usual incomprehensible human voice blurb, and the map immediately centers on the next unit, so I have to return to the hawk location to see what was explored.

Your right, i didnt add the sound to the new hawk, ill get it added.

Nikis-Knight
Jun 05, 2006, 07:37 PM
Grym Gyr definately isn't getting workers on city sack. I think it has to do with retaining the workers type across civs perhaps.

Arcadian83
Jun 05, 2006, 08:52 PM
The Spiral Minaret / Twisted Spire doesn't and never did (for me) give 1 gold for each official religion building. I was playing as Ljosalfar with Fellowship of Leaves. I presume it is supposed to give 1 gold for each temple? Are there any other <religion> buildings it should give gold for?

Pack of the Nilhorn needs Pedia entry and Sid's Tips to explain its value. I've never built it and don't remember seeing an AI build it. The AI undervalues it, and it may be underpowered or overpriced.

Elven archers can no longer build forests, but the "Sid's Tips" says they still can. Elven archers are a bit overpriced without this ability.

Alexis of Calabim said to me "Well, well, well... Wou want it to end, you say? I m afraid that is not an option. [OUR_PEOPLE] thirsts for blood, and our own cities are all but sucked dry."
(needs an apostrophy in "I'm" and "[OUR_PEOPLE]" must be a bug)

pa12ick
Jun 06, 2006, 11:29 AM
I echo Arcadian83, the Twisted Spire never seems to add gold.

Also, I found that I couldn't upgrade a horseman (level 6) to a horse archer, even in a city with stables, after getting stirrups, when I had horses. I couldn't even build one, either. (Civopedia doesn't list anything as being able to upgrade to horse archer, but the slideshow on worldbuilding does show it.)

Are you still adding spells, because that still seems incomplete?

Kael
Jun 06, 2006, 11:57 AM
I echo Arcadian83, the Twisted Spire never seems to add gold.

Also, I found that I couldn't upgrade a horseman (level 6) to a horse archer, even in a city with stables, after getting stirrups, when I had horses. I couldn't even build one, either. (Civopedia doesn't list anything as being able to upgrade to horse archer, but the slideshow on worldbuilding does show it.)

Are you still adding spells, because that still seems incomplete?

I have no problem building horse archers if I have Stirrups and Horses.

Yeah, still have some spells to do. If you check the spells thread the ones in bold are checked in and the other atre left to do.

The twisted spire seems to be working for me too.

Silverkiss
Jun 06, 2006, 12:28 PM
Twisted Spire works well for me too. Maybe you forgot to build temples ? =P

drjones
Jun 06, 2006, 12:29 PM
I captured a few animals and sent them back to my empire, they were able to cross enemy territory where I had no open borders agreement. The bear also had it's button light up when it was in an enemy city so I assume I could have built a dancing bear there though I did not actually try it.

Not sure if that is intentional, I suppose a tiger would not be stopped by customs.

It seems like the captured animals still are getting negatives vs. barbs at least every time a 3 star bear got attacked by an orc spearman the bear went down without doing much damage.

Let me know if you need mroe info, doing a large highlands map so I have been testing the barbs well :)

Kael
Jun 06, 2006, 12:34 PM
I captured a few animals and sent them back to my empire, they were able to cross enemy territory where I had no open borders agreement. The bear also had it's button light up when it was in an enemy city so I assume I could have built a dancing bear there though I did not actually try it.

Not sure if that is intentional, I suppose a tiger would not be stopped by customs.

It seems like the captured animals still are getting negatives vs. barbs at least every time a 3 star bear got attacked by an orc spearman the bear went down without doing much damage.

Let me know if you need mroe info, doing a large highlands map so I have been testing the barbs well :)

Yeap, captured animals make wonderful spies. If you are playing on the lower difficulty levels their is still a bonus against animals (although much smaller than it used to be). Its a double edged sword, the bonus makes it easier to capture the animals, but they are also less effective.

Teg_Navanis
Jun 06, 2006, 02:43 PM
It bothers me that you can spread disease by attacking with fireballs, skeletons and the like. How about changing

if pWinner.isHasPromotion(gc.getInfoTypeForString('PR OMOTION_DISEASED')):

to

if pWinner.isHasPromotion(gc.getInfoTypeForString('PR OMOTION_DISEASED') and cf.FFHIsAlive(pLoser)):

The same could be done with all corresponding functions (if pLoser is diseased, if pWinner is plague carrier, if pLoser is plague carrier).

Actually, I would prefer a system where you check whether the diseased unit is attacking or defending. If it is attacking, it is alright to infect the defending units. However, if the diseased unit is defending, only the attacker should be infected (and only if he is 'alive' i.e. not undead, a spell or similar).

I think you can do some more fun stuff if you add a python event that has pAttacker and pDefender as arguments instead of pWinner and pLoser.

Teg_Navanis
Jun 06, 2006, 03:04 PM
An improvement suggestion concerning werewolves, slaves and other units that are created after a combat.

Problem: If I attack a single unit with a ravenous werewolf which is upgraded to a blooded one after the combat, the ravenous werewolf will be replaced before it moves to the new plot. This may be annoying if your strategy depends on the unit moving to the new plot, for example taking a city.

Possible solution: create a new python event at the very end of the C++ function updateCombat, after the movement of the unit, and move some of the onCombatResult checks to this new python event.

I don’t know if you can work with the losing unit's attributes though, since it’s killed before this point. One possibility would be to do some validity checks (is it ‘alive’ or a spell) before it is killed and then provide the results of these checks as arguments of the new python event, but maybe you can also delay killing the losing unit and temporarily move it to plot -1, -1 (the cheap way ;))

Frozen-Vomit
Jun 06, 2006, 03:22 PM
I was able to twincast skeletons -> the problem: after casting i had more skeletons than adepts with death one...

Corlindale
Jun 06, 2006, 03:44 PM
I was fooling around with the Worldbuilder a bit, deciding to give the Khazad a little advantage in their last remaining city. However, the combat odds seems a bit odd:

http://img336.imageshack.us/img336/397/dragons8eb.th.jpg (http://img336.imageshack.us/my.php?image=dragons8eb.jpg)

Seems the 3 city raider promotions are applied cumulatively, totalling a 150% bonus. Surely that isn't intended, it seems very high?
Perhaps a bug with the new bundled promotion system?

Chalid
Jun 06, 2006, 03:53 PM
No that is as it should be
At least in vanilla it is.

All bonus promotions are added up.

Corlindale
Jun 06, 2006, 03:59 PM
Ah, I guess you're right. Just thought 150% seemed an awfully high bonus... could be an indication that I'm often a little too inclined to skip the Warfare tech early on, and go straight for Adepts and other casters.

Chalid
Jun 06, 2006, 04:01 PM
Combat 5 gives + 100% eg. City Defense 3 gives 150% also. Thats why experienced units are so much stronger than unpromoted ones.

Corlindale
Jun 06, 2006, 04:08 PM
Yes, yes, I know about combat V and the others. I had just somehow gotten into my head that the final city raider gave an 80% bonus or something.

pa12ick
Jun 06, 2006, 04:53 PM
I have no problem building horse archers if I have Stirrups and Horses.

Yeah, still have some spells to do. If you check the spells thread the ones in bold are checked in and the other atre left to do.

The twisted spire seems to be working for me too.

Ah, I realized after I played again that I was using the Khazad. They can't build some of the "horse tech tree". I noticed that those techs that usually give "horse archer", "camel archer" etc. had no units in them. My mistake, it's sometimes tough to tell what's a bug and what's intentional because you're still updating the Civopedia, etc.

As for the Twisted Spire, I don't know what to tell you. Even if I'm trending upwards with my gold "income", I always seem to experience a decrease in gold the turn that the Twisted Spire is built. If I catch it, I'll save and send.

Thanks.:goodjob:

drjones
Jun 06, 2006, 05:01 PM
... If you are playing on the lower difficulty levels their is still a bonus against animals (although much smaller than it used to be). Its a double edged sword, the bonus makes it easier to capture the animals, but they are also less effective.

Currently playing on Emperor, the combat odds do not show any extra weakness but I have had 2 incidents of powerful animals beaten without doing much damage to unpromoted 2str barbs. Not proof of anything but it seemed unlikely.

Also, are giants tagged as animals? My hunter seemed to get the animal bonus vs. them.

On the request front, is there a way to add a checkbox to game setup for 'balanced' civs? (ie 1/3 of each alignment) I realize you can set each civ by hand but I like to be suprised however getting a few hours into a game and finding no evil/good players exsist is a bummer of a suprise. Or is the plan to release the mod with a specific balanced scenario including all the civs?

Playing Ljosalfar on epic right now, lots of fun! Keep up the good work.

drjones
Jun 06, 2006, 05:09 PM
Forgot one, should summoned tigers be able to build tiger cages?

Corlindale
Jun 06, 2006, 05:11 PM
Forgot one, should summoned tigers be able to build tiger cages?

Yes, that's intentional.

Teg_Navanis
Jun 06, 2006, 05:33 PM
happened when I attacked Orthus with a Pyre Zombie:

Traceback (most recent call last):

File "CvEventInterface", line 24, in onEvent

File "CvEventManager", line 173, in handleEvent

File "CvEventManager", line 655, in onCombatResult

ArgumentError: Python argument types in
CyUnit.isHasPromotion(CyUnit, str)
did not match C++ signature:
isHasPromotion(class CyUnit {lvalue}, int)
ERR: Python function onEvent failed, module CvEventInterface



Edit: Just to annoy woodelf a bit more :p


for i in range(pPlot.getNumUnits()):
pUnit = pPlot.getUnit(i)
iRnd = CyGame().getSorenRandNum(30, "Bob") - 10
if pUnit.isHasPromotion('PROMOTION_FIRE_RESISTANCE'):
iRnd = iRnd - 10
if pUnit.isHasPromotion('PROMOTION_VULNERABLE_TO_FIRE '):
iRnd = iRnd + 10
if iRnd >= 1:
pUnit.setDamage(pUnit.getDamage() + iRnd, True)

to


for i in range(pPlot.getNumUnits()):
pUnit = pPlot.getUnit(i)
iRnd = CyGame().getSorenRandNum(30, "Bob") - 10
if pUnit.isHasPromotion(gc.getInfoTypeForString('PROM OTION_FIRE_RESISTANCE')):
iRnd = iRnd - 10
if pUnit.isHasPromotion(gc.getInfoTypeForString('PROM OTION_VULNERABLE_TO_FIRE')):
iRnd = iRnd + 10
if iRnd >= 1:
pUnit.setDamage(pUnit.getDamage() + iRnd, True)

loki1232
Jun 06, 2006, 06:03 PM
I started the game as the doviello. My leader was that guy with the barb trait, Charadon. However, I was not at peace with the Barbs. Its like wth!
First i fought some animals, then a barb goblin. At that point i quit and posted this.
Perhaps at the beginning fo the game it triggerred the barbs declaring war on me because i founded my city first and thus had more than 50% score than the second place civ.

Chaosrik
Jun 06, 2006, 06:30 PM
Not sure if this has always been the case but on the finnacial advisor screen the city income is showing the base income without any modifiers at all. This doesn't really show the 'true picture' as often the gold mods can make a huge difference.

Kael
Jun 06, 2006, 06:50 PM
I started the game as the doviello. My leader was that guy with the barb trait, Charadon. However, I was not at peace with the Barbs. Its like wth!
First i fought some animals, then a barb goblin. At that point i quit and posted this.
Perhaps at the beginning fo the game it triggerred the barbs declaring war on me because i founded my city first and thus had more than 50% score than the second place civ.

In 0.12b they arent supposed to declare war before turn 20. Were you playing 0.12b?

Kael
Jun 06, 2006, 07:02 PM
It bothers me that you can spread disease by attacking with fireballs, skeletons and the like. How about changing

if pWinner.isHasPromotion(gc.getInfoTypeForString('PR OMOTION_DISEASED')):

to

if pWinner.isHasPromotion(gc.getInfoTypeForString('PR OMOTION_DISEASED') and cf.FFHIsAlive(pLoser)):

This would stop diseased corpsed form being able to spread disease. Anything diseased should be able to spread disease, regardless of if it is alive. The problem with the logic here is something that Ive never really liked about disease, that it hits back into the winners stack.

I'll change it so the only attacking unit that can get disease is the single attacker, not the entire attacking stack. That will fix the fireball issues.

[quote]The same could be done with all corresponding functions (if pLoser is diseased, if pWinner is plague carrier, if pLoser is plague carrier).

Actually, I would prefer a system where you check whether the diseased unit is attacking or defending. If it is attacking, it is alright to infect the defending units. However, if the diseased unit is defending, only the attacker should be infected (and only if he is 'alive' i.e. not undead, a spell or similar).

Doh! Nevermind, you and I think to much alike. I should read your full post before I start working on stuff. Your absolutly right, and I will make it work like that.

Kael
Jun 06, 2006, 07:06 PM
I was able to twincast skeletons -> the problem: after casting i had more skeletons than adepts with death one...

Thats okay, I dont worry to much if someone sneaks a bonus skeleton.

Kael
Jun 06, 2006, 07:12 PM
Currently playing on Emperor, the combat odds do not show any extra weakness but I have had 2 incidents of powerful animals beaten without doing much damage to unpromoted 2str barbs. Not proof of anything but it seemed unlikely.

Also, are giants tagged as animals? My hunter seemed to get the animal bonus vs. them.

Yeap they are animals, hunters are good at dealing with all that wild stuff.

On the request front, is there a way to add a checkbox to game setup for 'balanced' civs? (ie 1/3 of each alignment) I realize you can set each civ by hand but I like to be suprised however getting a few hours into a game and finding no evil/good players exsist is a bummer of a suprise. Or is the plan to release the mod with a specific balanced scenario including all the civs?

Playing Ljosalfar on epic right now, lots of fun! Keep up the good work.

Nothing planned for balancing the civs. I kinda like the all random and wondering what I am going to find out there. A world full of freinds or a bunch of enemies arrayed against me. Adds a new level of variety to the game.

Kael
Jun 06, 2006, 07:13 PM
Forgot one, should summoned tigers be able to build tiger cages?

Yes, but your a bad person for doing it.

Kael
Jun 06, 2006, 07:14 PM
happened when I attacked Orthus with a Pyre Zombie:

Traceback (most recent call last):

File "CvEventInterface", line 24, in onEvent

File "CvEventManager", line 173, in handleEvent

File "CvEventManager", line 655, in onCombatResult

ArgumentError: Python argument types in
CyUnit.isHasPromotion(CyUnit, str)
did not match C++ signature:
isHasPromotion(class CyUnit {lvalue}, int)
ERR: Python function onEvent failed, module CvEventInterface



Edit: Just to annoy woodelf a bit more :p


for i in range(pPlot.getNumUnits()):
pUnit = pPlot.getUnit(i)
iRnd = CyGame().getSorenRandNum(30, "Bob") - 10
if pUnit.isHasPromotion('PROMOTION_FIRE_RESISTANCE'):
iRnd = iRnd - 10
if pUnit.isHasPromotion('PROMOTION_VULNERABLE_TO_FIRE '):
iRnd = iRnd + 10
if iRnd >= 1:
pUnit.setDamage(pUnit.getDamage() + iRnd, True)

to


for i in range(pPlot.getNumUnits()):
pUnit = pPlot.getUnit(i)
iRnd = CyGame().getSorenRandNum(30, "Bob") - 10
if pUnit.isHasPromotion(gc.getInfoTypeForString('PROM OTION_FIRE_RESISTANCE')):
iRnd = iRnd - 10
if pUnit.isHasPromotion(gc.getInfoTypeForString('PROM OTION_VULNERABLE_TO_FIRE')):
iRnd = iRnd + 10
if iRnd >= 1:
pUnit.setDamage(pUnit.getDamage() + iRnd, True)

Ahh, perfect! Thanks again!

Nikis-Knight
Jun 06, 2006, 08:24 PM
Golems can be plagued. Pretty sure that's an oversight.

and if caging summonded tigers makes him bad, hate to see whan flesh grafting them to ravenous werewolves makes me!

Kael
Jun 06, 2006, 09:04 PM
Golems can be plagued. Pretty sure that's an oversight.

and if caging summonded tigers makes him bad, hate to see whan flesh grafting them to ravenous werewolves makes me!

Yeah, some of you guys are being way to creative with the graft flesh spell, making all sorts of broken monstrocities. ;)

Horacio
Jun 07, 2006, 12:58 AM
Not sure if they're bugs:

1. I had a level 6 Adept and he could directly be upgraded to Summoner/Archmage without going the Conjurer/Mage path first.

2. What are the prerequisites for The War Machine?
I had researched Machinery and built a Siege Shop but was unable to build it.

3. When casting the Ring of Flames it always says that "30% damage" have been done, but whenever I tried it it was something else like 20% or even 100%.

4. Once my Mardero gained 101 xp without fighting.
When I had to reload the game because of a crash he was capped at 100, so I was unable to reproduce this one.

Sarisin
Jun 07, 2006, 02:37 AM
Just completed a Conquest win at year 363 by not declaring war on anyone and letting the raging barbs do their thing.:)

A couple of random notes/questions from the game:

1. I noticed the barbs do not necessarily attack in order of power as previously. For example, when there were a bunch surrounding your city, you would get Lizard Dudes, Orc Spearman, and then the pesky goblins. Now, you just get attacked by whoever. Any change put in to do this?

2. I noticed the barbs create two wonders rather quickly:

Dragon Horde - this creates the Red Dragon? Haven't seen him yet. It is not the same as in previous versions that gave you gems, etc.

Form of the Titan - this one surprised me and came rather fast. Does this give barbs anything like level promotions?

3. I was calmly attacking a lion with my Level 3 warrior and got creamed. Why? The lion was LEVEL 5!! How did this happen?

4. Finally, thank you so much for putting in that 50% points rule for the civ with the BAR trait. I think it was Hylorem who was cruising along building cities and improvements like crazy because of peace with the barbs. The points were accumulating and the next thing I knew his cities started going down. I didn't see an announcement of war with the barbs (Is there one?), but I am sure that is what happens. It really helps the balance of the game with that BAR trait. :goodjob:

Sarisin
Jun 07, 2006, 02:52 AM
Barbarians actually stop spawning after a point, depending on game speed. Has something to do with the amount of the map that is explored as well.

You may want to check out the world builder at that point and see if there are even any barbarians on the map to attack them.

Thanks for your reply, but when I was making my way to the other two civs I saw plenty of barbs wandering around. I saw some moving past my cities too. Also, several other AI civs were wiped out by the barbs while these two were not being attacked and improving their cities. So, there were barbs on the map to attack them.

My point is a balance issue. If you give a civ (I was playing Sheelba) with the BAR trait that includes peace with the barbs, but also a 10% penalty for research, you should not have other AI civs without the BAR trait having peace with the barbs. Otherwise, they enjoy a large advantage because no penalty to their research plus whatever traits they happen to have.

You do make an interesting point about "barbs not spawning after a point." I have seen this much later in the game - certainly after yr. 600. Late in the game if there is still open territory the barbs seem to prefer building and developing their own cities unless you take them down rather than 'raging' like they do earlier in the game. They can put together some pretty tough defenses too, but not with any heroes or special units I have seen - yet.

Oh well, sure is fun playing and testing this mod...

Moon Hunter
Jun 07, 2006, 03:04 AM
i was playing as the ljosalfar again...

i found a lion with city raider promotion... makes sort of senseless since they cant enter cultural borders...

i also found a tiger that got surrounded by culture, and eventualy his own tile got under cultural influence, but opposed to me thinking he would either go attack, or run to tiles without cultural influence, he got paralyzed in the spot, ignoring all units around him

also, in a different game i trained yvain the woodelf, who i believe is a civilization hero, not religious hero, but as i changed from organized religion to free religion, the game said he abbandoned me, even though he didnt.

Horacio
Jun 07, 2006, 03:36 AM
Just completed a Conquest win at year 363 by not declaring war on anyone and letting the raging barbs do their thing.:)

A couple of random notes/questions from the game:


2. I noticed the barbs create two wonders rather quickly:

Dragon Horde - this creates the Red Dragon? Haven't seen him yet. It is not the same as in previous versions that gave you gems, etc.

3. I was calmly attacking a lion with my Level 3 warrior and got creamed. Why? The lion was LEVEL 5!! How did this happen?



2. The Dragons Horde still gives 3 Gems, but to obtain it you must kill the Dragon and conquer the city. This is first "Quest" which has been introduced to FfH.
I played an Epic game and it was built around turn 600 - even on Epic rather late.

3. Ever since FfH2 (I hope this is correct) animals can get promotions. Particularly nasty if you have some level 4 bears strolling around your borders.
On the other hand they can help a great deal in defending early cities when you manage to capture them.

Horacio
Jun 07, 2006, 03:41 AM
i
i also found a tiger that got surrounded by culture, and eventualy his own tile got under cultural influence, but opposed to me thinking he would either go attack, or run to tiles without cultural influence, he got paralyzed in the spot, ignoring all units around him


In my last game I found two bears sitting in Hyborems territory.
Is Hyborem at peace with barbs/animals?
Because he ignored them, too.
Since I was on "friendly" terms with Hyborem, I captured the bears and used them as dancing bears to strengthen my cities close to his borders :p

Fader55
Jun 07, 2006, 06:33 AM
Playing an Huge,Islands, with the Lanun & my workers seem to not be able to build Coves. I've got the initial save, could you tell mewhat I'm doing wrong?

Thanx

Fader

Kerrang
Jun 07, 2006, 08:58 AM
Thats okay, I dont worry to much if someone sneaks a bonus skeleton.

That's kewl, I have been able to sneak in bonus skellies using summoned Efreet as well.

Kerrang
Jun 07, 2006, 09:05 AM
Playing an Huge,Islands, with the Lanun & my workers seem to not be able to build Coves. I've got the initial save, could you tell mewhat I'm doing wrong?


I don't think Pirate Coves are finished yet. I was not able to build them with Lanun Workers either, so I added a couple with the editor, and they were not functional. I ended up having my workers build forts on those spots instead, and placed Boarding Parties in the forts. At one point an enemy ship came too close to one of my forts, so I nabbed it with a boarding party, which swapped the ship and the Baording Party, so I ended up with a boarding party in the water, and a ship on land.

It was no big deal, I had a Pirate ship near by, so I picked up the Boarding Party on the same turn, and was able to move the ship into the water on the next turn. Kael may want to add some code that has the captured ship check what tile it is moving to, and move it to the nearest adjacent water tile if the tile is a land tile. I think it would also make sense to have the boarding party and captured ship land on the same tile.

Kerrang
Jun 07, 2006, 09:07 AM
An improvement suggestion concerning werewolves, slaves and other units that are created after a combat.

Problem: If I attack a single unit with a ravenous werewolf which is upgraded to a blooded one after the combat, the ravenous werewolf will be replaced before it moves to the new plot. This may be annoying if your strategy depends on the unit moving to the new plot, for example taking a city.


Why not make the Werewolf upgrades a promotion?

drjones
Jun 07, 2006, 09:37 AM
Along those lines I had a worker nabbed by barb lizardman from the water, as a result the barb weorker appeared in the water and stayed there a looong time.

The message for capturing workers is something like 'you have destroyed a worker' but a new one appears in the spot you just occupied so they are not really destroyed.

Is the plan to have 3 levels of summons/spells for each mana type eventually? If not can we get the promotions for empty slots to not show up? Ie if I promote to conjourer body would not be an option I can select so I don't waste the promotion.

As for the tigers, I assumed my eco friendly elves were putting them in some lavish natural enclosure. Of course they seem keen on filling native habitats with invasive species so maybe they are no better than us!

Neo Guderian
Jun 07, 2006, 10:09 AM
Several Points.

1). I have a multiplayer game going with the previous version (the one before the dragons, 11c?). I want to start testing the new .12b but still have .11c so I can finish the multiplay game. Can I simply rename the .11c folder and then install .12b?

I really want to finish this multiplayer game with my civmate. It is insane. Forget the AI, find a partner and go multiplay! I invaded his terriotry with 140units! Oh the strategy and tactics. I am in heaven (pun intended).

Noticed that the spell extension 3 is gone. That might help things, as I was able to completely annihilate his 40 ship fleet with a handful of mages/archmages with Spell Ext 3. Perhaps there needs to be some sort of Aegis ship (that can help protect from spells?) Maybe a promo for the Arcane barge?

Even though its the previous version Ill make note of it here for future reference so that the team can check it out. In multiplay, it seems that the Wither spell causes an Out Of Sync. The game ran fine until I used that spell on Sphener. Then just about every turn after, the spell targeting cursor would come up out of nowhere. When i would escape out of that cursor, the game would go OOS again. I'll include a save just in case it might be of some help.

I will check this out saturday (my civ buddy is on civ restriction till saturday because his wife is mad at him. Thats cause for a divorce in my opinion :)

Thanks again FFH team. Who needs a life when there is FFH civ!

I am playing as orcs, he is Malakim. No passwords are in place.

Chalid
Jun 07, 2006, 10:17 AM
.12 will install in a new directory, so no problem with question one.

The targeted spells do not yet work in MP unfortunateley. I think wither is targeted.

Kerrang
Jun 07, 2006, 10:25 AM
I am playing as the Lanun, and I have a Vampire Governer showing up as a specialist in my city screens. I cannot add a governer, but I thought it was weird that they are showing up since I am not Calabim, and I don't remeber seeing it there with other civs. It is not a huge issue, but it also seems to be causing the +/- selectors to overlap for the specialists, which is a bit of an annoyance.

Kael
Jun 07, 2006, 11:08 AM
Along those lines I had a worker nabbed by barb lizardman from the water, as a result the barb weorker appeared in the water and stayed there a looong time.

The message for capturing workers is something like 'you have destroyed a worker' but a new one appears in the spot you just occupied so they are not really destroyed.

Is the plan to have 3 levels of summons/spells for each mana type eventually? If not can we get the promotions for empty slots to not show up? Ie if I promote to conjourer body would not be an option I can select so I don't waste the promotion.

3 sorcery ranks for all spheres but not summoning. Conjurers have a smaller amount of spheres to pick from than mages. But they are blocked from those now so you can't pick a spell sphere that doesn't have a spell planned for it (ie: you can't choose to learn body 2 or bosy 3 with a conjurer).

Kael
Jun 07, 2006, 11:09 AM
I am playing as the Lanun, and I have a Vampire Governer showing up as a specialist in my city screens. I cannot add a governer, but I thought it was weird that they are showing up since I am not Calabim, and I don't remeber seeing it there with other civs. It is not a huge issue, but it also seems to be causing the +/- selectors to overlap for the specialists, which is a bit of an annoyance.

Yah, I will check it out.

Kael
Jun 07, 2006, 11:12 AM
Several Points.

1). I have a multiplayer game going with the previous version (the one before the dragons, 11c?). I want to start testing the new .12b but still have .11c so I can finish the multiplay game. Can I simply rename the .11c folder and then install .12b?

I really want to finish this multiplayer game with my civmate. It is insane. Forget the AI, find a partner and go multiplay! I invaded his terriotry with 140units! Oh the strategy and tactics. I am in heaven (pun intended).

Noticed that the spell extension 3 is gone. That might help things, as I was able to completely annihilate his 40 ship fleet with a handful of mages/archmages with Spell Ext 3. Perhaps there needs to be some sort of Aegis ship (that can help protect from spells?) Maybe a promo for the Arcane barge?

Even though its the previous version Ill make note of it here for future reference so that the team can check it out. In multiplay, it seems that the Wither spell causes an Out Of Sync. The game ran fine until I used that spell on Sphener. Then just about every turn after, the spell targeting cursor would come up out of nowhere. When i would escape out of that cursor, the game would go OOS again. I'll include a save just in case it might be of some help.

I will check this out saturday (my civ buddy is on civ restriction till saturday because his wife is mad at him. Thats cause for a divorce in my opinion :)

Thanks again FFH team. Who needs a life when there is FFH civ!

I am playing as orcs, he is Malakim. No passwords are in place.

Wither has a problem that should be fixed in 0.12. Targeted spells can cause Out-of-sync errors in multiplayer though. Im not sure if this breaks the game or if it just means it posts an error. Let me know how it works for you.

Teg_Navanis
Jun 07, 2006, 11:31 AM
I guess I know why units disappear (just lost a stack with 2 beast masters, a spartiatoi and typhoid mary). It's because of this code: (line 1101-1115 in CvEventManager)

if (pPlot.getFeatureType() == gc.getInfoTypeForString('FEATURE_FOREST_ANCIENT') and pPlot.isOwned()):
iRnd = gc.getDefineINT('TREANT_SPAWN_CHANCE')
if pPlot.isBeingWorked():
pCity = pPlot.getWorkingCity()
if pCity.isHasRealBuilding(gc.getInfoTypeForString('B UILDING_SHADOWED_VALE')):
iRnd = iRnd * 3
if CyGame().getSorenRandNum(100, "Bob") <= iRnd:
p2Player = gc.getPlayer(pPlot.getOwner())
eTeam = gc.getTeam(pPlayer.getTeam())
i2Team = p2Player.getTeam()
if (eTeam.isAtWar(i2Team) and p2Player.getStateReligion() == gc.getInfoTypeForString('RELIGION_FELLOWSHIP_OF_LE AVES')):
p2Plot = cf.FFHFindClearPlot(pUnit)
if p2Plot != -1:
newUnit = p2Player.initUnit(gc.getInfoTypeForString('UNIT_TR EANT'), p2Plot.getX(), p2Plot.getY(), UnitAITypes.NO_UNITAI)
newUnit.setHasPromotion(gc.getInfoTypeForString('P ROMOTION_SUMMONED2'), True)


Notice the line

p2Plot = cf.FFHFindClearPlot(pUnit)

If you're looking for a place to spawn the treant, the argument of the function should not be the moving unit, since this unit belongs to the enemy team.

As it is now, a spawned treant will always spawn on the largest stack of enemy units (instead of friendly ones).

drjones
Jun 07, 2006, 11:39 AM
3 sorcery ranks for all spheres but not summoning. Conjurers have a smaller amount of spheres to pick from than mages. But they are blocked from those now so you can't pick a spell sphere that doesn't have a spell planned for it (ie: you can't choose to learn body 2 or bosy 3 with a conjurer).

Ah my conj had earth 2 and only the stone wall spell, there is no + next to Kikijub on the list so I assume it and earth elemental are not in yet?

The other limits seem to work fine but the 'pedia lists all sphere promotions being available to conj/sorc.

Kael
Jun 07, 2006, 11:47 AM
Ah my conj had earth 2 and only the stone wall spell, there is no + next to Kikijub on the list so I assume it and earth elemental are not in yet?

The other limits seem to work fine but the 'pedia lists all sphere promotions being available to conj/sorc.

Yeah, earth is one of the ones with planned summoning spells.

Kael
Jun 07, 2006, 11:48 AM
I guess I know why units disappear (just lost a stack with 2 beast masters, a spartiatoi and typhoid mary). It's because of this code: (line 1101-1115 in CvEventManager)

if (pPlot.getFeatureType() == gc.getInfoTypeForString('FEATURE_FOREST_ANCIENT') and pPlot.isOwned()):
iRnd = gc.getDefineINT('TREANT_SPAWN_CHANCE')
if pPlot.isBeingWorked():
pCity = pPlot.getWorkingCity()
if pCity.isHasRealBuilding(gc.getInfoTypeForString('B UILDING_SHADOWED_VALE')):
iRnd = iRnd * 3
if CyGame().getSorenRandNum(100, "Bob") <= iRnd:
p2Player = gc.getPlayer(pPlot.getOwner())
eTeam = gc.getTeam(pPlayer.getTeam())
i2Team = p2Player.getTeam()
if (eTeam.isAtWar(i2Team) and p2Player.getStateReligion() == gc.getInfoTypeForString('RELIGION_FELLOWSHIP_OF_LE AVES')):
p2Plot = cf.FFHFindClearPlot(pUnit)
if p2Plot != -1:
newUnit = p2Player.initUnit(gc.getInfoTypeForString('UNIT_TR EANT'), p2Plot.getX(), p2Plot.getY(), UnitAITypes.NO_UNITAI)
newUnit.setHasPromotion(gc.getInfoTypeForString('P ROMOTION_SUMMONED2'), True)


Notice the line

p2Plot = cf.FFHFindClearPlot(pUnit)

If you're looking for a place to spawn the treant, the argument of the function should not be the moving unit, since this unit belongs to the enemy team.

As it is now, a spawned treant will always spawn on the largest stack of enemy units (instead of friendly ones).

Good point, back when I wrote that the function did exactly as its called and found open plots. Since then Ive changed the function to return plots with units in it. Hmm.. gotta figure out a way to fix it.

Okay, I just rewrite the whole thing. Now it kicks the invaders out of the plot and spawns the treant there. The attackers lose their movement so they will have to wait for the treants turn to pass before they do anything. I increased the treant spawn chance to 50% and set 8 attacking axemen 3 tiles away from my city, with 2 rows of ancient forests between us. Only one got through to attack the city.

Moon Hunter
Jun 07, 2006, 03:47 PM
i found 2 bugs..

a) the tiles with new forest do get their graphic, which is btw very nice, but they dont grow to reular forest, even after 10 turns...

b) the orthus axe duplication again...
even though the issue with an immortal havin g it has been resolved, i encountered the following

a bear had managed to get the orthus axe, and as my elven ranger attacked the bear, he got it as well as the captured bear had it...

attached savegame, go check

Kael
Jun 07, 2006, 04:08 PM
i found 2 bugs..

a) the tiles with new forest do get their graphic, which is btw very nice, but they dont grow to reular forest, even after 10 turns...

Its not a straight 10 turns, its a percentage chance each turn.

b) the orthus axe duplication again...
even though the issue with an immortal havin g it has been resolved, i encountered the following

a bear had managed to get the orthus axe, and as my elven ranger attacked the bear, he got it as well as the captured bear had it...

attached savegame, go check

Makes sense. I'll block it.

Marnid
Jun 07, 2006, 06:11 PM
Maybe I am not sure what the intended outcome is, but the twisted spire doesn't seem to produce any gold.

I am assuming that it adds an amount of gold equal to the number of temples of that religion (in this game 2 or 3), but this doesn't appear in either the mouseover of gold or commerce in the upper left of the city screen. (I didn't check to see if it is reported in the financial advisor screen though).

I also had the same problem in version .11 when playing as Hippus with the Runes of Kilmorph religion.

I have attached a savegame of this (the twisted spire is in the capital of the Sheaim).

Chalid
Jun 07, 2006, 06:17 PM
@Marnid: The spire does not add the gold into the city that has the spire but each temple gives one additional gold (in the city the temple is built).

pa12ick
Jun 07, 2006, 07:19 PM
Is Runes considered nuetral, or is it Leaves?

I researched Unquestioning Obedience, and it gave me the option to change my Civic from "Basic Care" to "Protect the Meek". But when I chose it, from the popup window, I had "Fend for Themselves" after the Anarchy was over. I understand maybe not being able to chose that Civic, but putting me on a worse one afterward? That seems silly.

Oh, and please explain why anyone would chose that option. All it does is give +1 unhealthy to all cities. I even tried with an evil Civ/Veil religion. What's the point of it?

Ocatvius
Jun 07, 2006, 07:35 PM
Kind of a game-breaking bug for me:

I have a stack of 20 or so units outside of a city with 3 archmages, 3 inquisitors. If I select the entire stack (with Alt) I can recast certain spells over and over again, Domination for example. I should be limited to one spell per unit, per turn. Additionally, when I "dominate" the enemy unit, it just disappears rather than switching sides.

Kael
Jun 07, 2006, 07:42 PM
Is Runes considered nuetral, or is it Leaves?

It depends on what you mean by "considered neutral", religions dont have alignments. Its truer to say that it is non-evil (since you can be either good or neutral and follow the runes).

I researched Unquestioning Obedience, and it gave me the option to change my Civic from "Basic Care" to "Protect the Meek". But when I chose it, from the popup window, I had "Fend for Themselves" after the Anarchy was over. I understand maybe not being able to chose that Civic, but putting me on a worse one afterward? That seems silly.

Thats because i had the anarchy civic set to fend for themselves, i will fix that.

Oh, and please explain why anyone would chose that option. All it does is give +1 unhealthy to all cities. I even tried with an evil Civ/Veil religion. What's the point of it?

Fend for Themselves has no upkeep, Basic Care has low upkeep.

Kael
Jun 07, 2006, 07:59 PM
Kind of a game-breaking bug for me:

I have a stack of 20 or so units outside of a city with 3 archmages, 3 inquisitors. If I select the entire stack (with Alt) I can recast certain spells over and over again, Domination for example. I should be limited to one spell per unit, per turn. Additionally, when I "dominate" the enemy unit, it just disappears rather than switching sides.

Okay I rewrote domination so it should work better. I will check into the stack issues.

Nikis-Knight
Jun 07, 2006, 08:15 PM
Prophecy of Ragnarok seems to only allow one priest. Says allows 3.


Actually, I think it's a button issue, but the effect is the same.

Tyrion
Jun 07, 2006, 09:17 PM
Oh on the Vampire Governor issue it's come up in one of my Hippus cities.
Cant make any and he's faded out as such but he's still there...

Sarisin
Jun 07, 2006, 09:33 PM
2. The Dragons Horde still gives 3 Gems, but to obtain it you must kill the Dragon and conquer the city. This is first "Quest" which has been introduced to FfH.
I played an Epic game and it was built around turn 600 - even on Epic rather late.**

3. Ever since FfH2 (I hope this is correct) animals can get promotions. Particularly nasty if you have some level 4 bears strolling around your borders.
On the other hand they can help a great deal in defending early cities when you manage to capture them.***

**Thanks for your explanation! I play at Marathon and the Red Dragon showed up sooner than turn 600. It was close to my city and with a power of 14, no way I could go after him that early in the game. Actually, his city continued to grow, several cities were added and a small barb empire grew that kept spawning barbs which headed my way.

Has Orthuss been eliminated in this update? I haven't seen him in my last two games and kinda liked it when the ole cuss came knockin' early in the game. :D


***You are right about the bears, and they have given me somewhat of a dilemma in my current game.

I managed to capture 3 of them and sent them to my city. I found they are great attackers/defenders in the early game against barb orc spearmen and goblins. They have maxed out on XP and are big helps against the raging barbs. However, my city has grown so that I need a dancing bear now to entertain vs. attack/defend.

Do I use one of these high-level bears or keep them as attackers/defenders?:confused:

Frozen-Vomit
Jun 08, 2006, 05:15 AM
Don't know what i'm doing wrong - the feed ability of loshna valos(?) doesn't work in this save... (but i tried it out before and it worked without problems...)

Also it seems that the unhappieness from feasting on population doesn't work correctly or is not high enough (never had any unhappienes from feeding in this game)

black_imperator
Jun 08, 2006, 07:31 AM
is it normal that most of the units are invisible ?

i play with a french version , i don't know if it does problems

Kael
Jun 08, 2006, 09:38 AM
**Thanks for your explanation! I play at Marathon and the Red Dragon showed up sooner than turn 600. It was close to my city and with a power of 14, no way I could go after him that early in the game. Actually, his city continued to grow, several cities were added and a small barb empire grew that kept spawning barbs which headed my way.

Has Orthuss been eliminated in this update? I haven't seen him in my last two games and kinda liked it when the ole cuss came knockin' early in the game. :D

Nope, Orthus is still in.

Kael
Jun 08, 2006, 09:38 AM
is it normal that most of the units are invisible ?

i play with a french version , i don't know if it does problems

Definitly not normal. Anyone else having this problem?

JBK180
Jun 08, 2006, 10:22 AM
Definitly not normal. Anyone else having this problem?

I see (or don't see!) some invisible units, too, when playing on low resolution. Those units include: goblin, orc spearman, and fire elemental. The skeleton is only partly visible (head, shield, and sword).

My computer is partly to blame -- I can start the game in high resolution, but once I've saved and closed it out, I can only reload if I've lowered the settings -- but I also wonder if possibly some of the new units in this mod don't have a low-resolution image associated with them for display on the low-resolution setting. (That's a total guess. I have no idea if that's how it works.)

pa12ick
Jun 08, 2006, 10:27 AM
On the tips for Blitz it says pretty much any type of unit can get it, as long as they already have Combat V (Recon, Melee, Archer, etc.), yet when I had a Dwarven Hammerfist w/Combat V, he didn't have the option of getting the Blitz promotion on the next opportunity. Only my Recon based units had it.

Yes, I'd researched Celerity already.

Chalid
Jun 08, 2006, 11:11 AM
I see (or don't see!) some invisible units, too, when playing on low resolution. Those units include: goblin, orc spearman, and fire elemental. The skeleton is only partly visible (head, shield, and sword).

My computer is partly to blame -- I can start the game in high resolution, but once I've saved and closed it out, I can only reload if I've lowered the settings -- but I also wonder if possibly some of the new units in this mod don't have a low-resolution image associated with them for display on the low-resolution setting. (That's a total guess. I have no idea if that's how it works.)

Fireelemntal is definetley low graphics setting as its effects get deactivated.
The others could be the missing mipmaps (low resolution grahics, some of our units don't have them (some accidentially, some on purpose)). Maybe it could also be related to missing non shader versions of the units. If you can list some units you do not see and some units you do see we can investigate the differences between them and find the problem.

Corlindale
Jun 08, 2006, 11:14 AM
Before I switched out my graphic card for a better one I also experienced quite a bit of invisible units, most of them because I had effects disabled. My old graphic card didn't support shaders either, perhaps that's your problem?

bebematos
Jun 08, 2006, 04:56 PM
I have been also experimenting some problems with invisible graphics with the following units: Pyre Zombie, Lizardman Druid, Elven Immortal, Infernal Lord, Law Bringer, Fire Elemental, Losha Valos, Elven Macemen, Sect of Flies, Goblin, Skeleton, Treant and Orc Spearmen, as showed by the following picture:

http://img146.imageshack.us/my.php?image=ffh27iw.jpg

Other units like the others lizardmen, the Executioner, the Orc Axemen, the Doviello Axemen, the Elven Rider, the Elven Paladin, Basium and the Elven Warrior change models when walk. Basium, for example, is a blue-skinned warrior when static and a floating helm and skull club when walking.

I hope anyone can help me and congratulatins, again, for the mod.

Chalid
Jun 08, 2006, 05:11 PM
I have investigated it and its a shader problem. Basically whoever made the models did the nif editing only for teh shader nif and renamed it to non shader. when your graphics card does not support shaders that is a problem.

I'll mention it to C.Roland and SeZereth as well.

Kael
Jun 08, 2006, 05:34 PM
bebematos, you rock!

Civmansam
Jun 08, 2006, 07:49 PM
Here is a bug that I don't think has been mentioned yet, It happened when my witch doctor cast Wither.

URL=http://imageshack.us]http://img330.imageshack.us/img330/8104/civ4screenshot00006cm.jpg[/URL]

PS: Rampaging Butterpecan? Where did that come from

PPS: Don't worry I wasn't taking time off from SW. Well maybe I was... YOUR MOD IS SO GOOD THOUGH!

Arcadian83
Jun 08, 2006, 07:51 PM
@Marnid: The spire does not add the gold into the city that has the spire but each temple gives one additional gold (in the city the temple is built).

Chalid is correct. I'm thinking it's a common misconception that the Twisted Spire should give all the gold in the city in which the wonder is built, like the official-religion wonder does. Thanks for clearing this up, it was confusing me :crazyeye: Maybe a mention of this in the 'pedia entry would clear things up for any other confused people.

On another random note, I had a game where Orthus captured my 2nd city, and my capital's culture expanded and it converted back while Orthus was in it, apparantly causing Orthus to vanish entirely. Sorry I don't have a save.

Kael
Jun 08, 2006, 08:07 PM
Here is a bug that I don't think has been mentioned yet, It happened when my witch doctor cast Wither.

PS: Rampaging Butterpecan? Where did that come from

PPS: Don't worry I wasn't taking time off from SW. Well maybe I was... YOUR MOD IS SO GOOD THOUGH!

Wither is fixed in 013.

Rampaging Butterpecan describes my mood well, as terrifying and dangerous as ice cream can get (ie: not very).

Nikis-Knight
Jun 08, 2006, 08:25 PM
Inquisition hall isn't giving crusaders command right now.

didolover
Jun 08, 2006, 08:25 PM
playing duel and the game went into the infinte circle thingy (that is, the game hung up) had to shut down to get out - reloaded and same thing happened - and heres a bonus - on re-start my task bar switched from being on the bottom (normal for me) to being on the side

btw how are all you all getting third level spells? my magic users never seem to get past 2 ...

didolover
Jun 08, 2006, 08:27 PM
sorry i wanted to upload the save for you

Kael
Jun 08, 2006, 08:27 PM
playing duel and the game went into the infinte circle thingy (that is, the game hung up) had to shut down to get out - reloaded and same thing happened - and heres a bonus - on re-start my task bar switched from being on the bottom (normal for me) to being on the side

btw how are all you all getting third level spells? my magic users never seem to get past 2 ...

Only archmages or summoners can get rank 3 spells.

didolover
Jun 08, 2006, 08:37 PM
i understand that
i guess my guys arent becoming archmages and summoners ...

Horacio
Jun 09, 2006, 01:00 AM
Once your "magic" guys reach level 6 you can upgrade them to archmages and summoners (if you have researched the needed techs, of course)

AndrewDJ
Jun 09, 2006, 01:10 AM
Once your "magic" guys reach level 6 you can upgrade them to archmages and summoners (if you have researched the needed techs, of course)

I seem to recall that you also need reagents to get archmages and summoners.

Jono
Jun 09, 2006, 02:06 AM
When's the next patch coming out? I mean when will I finally be able to play around with air elementals? :)

Chalid
Jun 09, 2006, 03:10 AM
Originally Posted by Chalid
@Marnid: The spire does not add the gold into the city that has the spire but each temple gives one additional gold (in the city the temple is built).
Chalid is correct. I'm thinking it's a common misconception that the Twisted Spire should give all the gold in the city in which the wonder is built, like the official-religion wonder does. Thanks for clearing this up, it was confusing me :crazyeye: Maybe a mention of this in the 'pedia entry would clear things up for any other confused people.


The Vanilla wonder (Spiral Minaret) does give the gold in the cities with the temples/monasteries/kathedrals as well. Only the Wonders for religion founders (the ones that give one per city with the religion) give the gold in the city where they are built.
But mentioning it in the pedia will save us a lot of questions on this matter. (It was asked something like three times before..)

black_imperator
Jun 09, 2006, 03:14 AM
Definitly not normal. Anyone else having this problem?

i downloaded new pilots for my graphic card and finally it works all units are visible.

drjones
Jun 09, 2006, 10:51 AM
Bugsish:


Had a CTD during the enemy turn, what info do you need about the error? Is there an error log somewhere?


Having 1 caster who could summon tiger I could not cast it since I had a captured tiger still (let this one live free, free as the wind blows to eat elves and stuff) May be intentional & reasonable but a future 'pedia note about it would be nice.

I was able to use some buffs on fireballs. I did not test what variety worked or how much effect they had on gameplay but 'realism' wise seemed silly.

Notesish:

I had a wolf on a single inaccesable island in a lake that I never got around to getting rid of till I built an arcane barge and fireballed it, I seriously laughed out loud at the creativity of this mod great work!

You have an amazingly complicated system here with the spell casting especialy and obviously lots of work to get it all together but I was wondering if you have considered once all the AI and features and such are working adding something like the unit/stack graphical information included in Sevos mod (from another mod compoenet I beleive). In particular it would be nice if there was a graphical representation on the unit icon in the stack that noted how many turns of life a summoned unit had left, if the unit has cast allready etc. in addition to the unit health and action status that other mods have done.

AI seem pretty passive in general, the religions/alignments do cause problems but in my games they do not DOW much and when they do they send stacks of melee units in general without much magic support which I have been able to dispatch pretty easily with a mage/conj heavy armies. I have been playing around with arc/summ leaders so that helps. I don't envy the AI changes necessary to balance things even without many special abilities vanilla is pretty easy to manipulate into making bad decisions. It seems like the weighting system vanilla uses to prompt certain development choices for the AI would lead to the need to develope templates for effective casters of many different types and encourage the AI to chose from them rather than making weighted random choices on each available spell and ending up with a hodgepodge or using up too many promotions that they would be better off saving till the unit can be upgraded. But I guess you know more about these problems than I do.

Kael
Jun 09, 2006, 12:33 PM
Bugsish:


Had a CTD during the enemy turn, what info do you need about the error? Is there an error log somewhere?

A save from before the crash if it is reporducable.

Having 1 caster who could summon tiger I could not cast it since I had a captured tiger still (let this one live free, free as the wind blows to eat elves and stuff) May be intentional & reasonable but a future 'pedia note about it would be nice.

Your right, I need to get the pedia entries updated.

I was able to use some buffs on fireballs. I did not test what variety worked or how much effect they had on gameplay but 'realism' wise seemed silly.

Which buffs?


Notesish:

I had a wolf on a single inaccesable island in a lake that I never got around to getting rid of till I built an arcane barge and fireballed it, I seriously laughed out loud at the creativity of this mod great work!

You have an amazingly complicated system here with the spell casting especialy and obviously lots of work to get it all together but I was wondering if you have considered once all the AI and features and such are working adding something like the unit/stack graphical information included in Sevos mod (from another mod compoenet I beleive). In particular it would be nice if there was a graphical representation on the unit icon in the stack that noted how many turns of life a summoned unit had left, if the unit has cast allready etc. in addition to the unit health and action status that other mods have done.

Yes, but as you mentioned first we need to get it working as we want, then we will do all of the ui stuff.

AI seem pretty passive in general, the religions/alignments do cause problems but in my games they do not DOW much and when they do they send stacks of melee units in general without much magic support which I have been able to dispatch pretty easily with a mage/conj heavy armies. I have been playing around with arc/summ leaders so that helps. I don't envy the AI changes necessary to balance things even without many special abilities vanilla is pretty easy to manipulate into making bad decisions. It seems like the weighting system vanilla uses to prompt certain development choices for the AI would lead to the need to develope templates for effective casters of many different types and encourage the AI to chose from them rather than making weighted random choices on each available spell and ending up with a hodgepodge or using up too many promotions that they would be better off saving till the unit can be upgraded. But I guess you know more about these problems than I do.


Chalid is working on the ai right now, hopefully mages will be a little smarter soon.

H.GrenadeFrenzy
Jun 09, 2006, 02:22 PM
It seems very dificult to get Vitae for golems from Leaves dciples making it dificult to allow promtions for Lurchuirp unless you play hotseat with Ljosalfar and team up but I am not sure it makes senxe completely because wouldn't Bannor or Kilmorph be just as likely to do this.........Lurchuirp has so many different kinds of golems that it lookes like promotions are going to stay off limits before much into the game........I may be missing something but Bestow Vitae for Leaves seems like something unlikely to be used unless you have the above mentioned option and Lurchuirp could use a few midlevel promotion gaining unit...........the hammerfist are nice but invading Archers and Longbowman either with promotions are murder........regardless of numbers in my game even with walls

Teg_Navanis
Jun 09, 2006, 04:00 PM
The game freezes when I end the turn. I'm not sure what causes it, but it is connected to the sound effect (it did also happen some turns earlier (with the sound effect), but that's the first save where the freeze is reproducable).

Frozen-Vomit
Jun 09, 2006, 05:00 PM
i have pagan temple and temple of leaves in one city but can only assign one priest... :(

Azragaul
Jun 09, 2006, 05:01 PM
Could not give promotions to Wood Golems is this intentional? They were gaining experience. My guess is that they were not given access to any promotions. If they are going to replace Axemen they are going to need something. Maybe I am missing something?

Dane of Blades (Chaos I, Extra First Strike) is one spells that stacks on Fireballs. I mentioned it before a while back. Somewhere in this thread I might have mentioned a couple others. I cannot remember off the top of my head right now.

drjones
Jun 09, 2006, 06:57 PM
Here is the save, twice it has gone down in 3 turns during the enemy turn.

I did some ad-hoc testing with the world builder (till it crashed again) and I noticed that loyalty seemed to effect firbeall and meteors in addition to the one noted before.

Kael
Jun 09, 2006, 07:10 PM
It seems very dificult to get Vitae for golems from Leaves dciples making it dificult to allow promtions for Lurchuirp unless you play hotseat with Ljosalfar and team up but I am not sure it makes senxe completely because wouldn't Bannor or Kilmorph be just as likely to do this.........Lurchuirp has so many different kinds of golems that it lookes like promotions are going to stay off limits before much into the game........I may be missing something but Bestow Vitae for Leaves seems like something unlikely to be used unless you have the above mentioned option and Lurchuirp could use a few midlevel promotion gaining unit...........the hammerfist are nice but invading Archers and Longbowman either with promotions are murder........regardless of numbers in my game even with walls

Yeah I agree, I may be replacing bestow vitae with another spell.

Kael
Jun 09, 2006, 07:11 PM
The game freezes when I end the turn. I'm not sure what causes it, but it is connected to the sound effect (it did also happen some turns earlier (with the sound effect), but that's the first save where the freeze is reproducable).

Ill check it out, thanks teg.

Kael
Jun 09, 2006, 07:14 PM
Could not give promotions to Wood Golems is this intentional? They were gaining experience. My guess is that they were not given access to any promotions. If they are going to replace Axemen they are going to need something. Maybe I am missing something?

Dane of Blades (Chaos I, Extra First Strike) is one spells that stacks on Fireballs. I mentioned it before a while back. Somewhere in this thread I might have mentioned a couple others. I cannot remember off the top of my head right now.

Yeap, thats one of the disadvantages of golems, they dont learn so they dont level. They are "front loaded", bigger than comparable units but they dont scale. The Luchuirp will require a different strategy to take advantage of their strengths and deal with this weakness.

When Barnaxus comes in the next patch I garuntee that the luchuirp arent underpowered (though they may be overpowered).

I'll block dance of blades from effecting spells.

H.GrenadeFrenzy
Jun 09, 2006, 07:25 PM
[QUOTE=Azragaul]Could not give promotions to Wood Golems is this intentional? They were gaining experience. My guess is that they were not given access to any promotions. If they are going to replace Axemen they are going to need something. Maybe I am missing something?


Luchuirp has this problem all round unless they get Leaves as a state religion then they cannot give Bestow Vitae LIFE Sorcery 3 to their golems which is the only way any golem gets promotions........It is a pain in the ass and makes them so weak even if the initial strength is more that unless Kilmorph gets it too there is not much of a point......as it stands dwarves can't make it without elves or at least the religion of elves........maybe the design team will do something with it but it is set up that way on purpose so if you want them to have promotions get the promotions first with other units and then promote them or play hotseat with the Ljosalfar and Luchuirp moving your units around and exchange them start with permanent alliance make both 1st at setup then you are right beside each other........if ya wanna be real riskay mix it up and do the same with Bannor sart with their Enforcer make enough for three civs after you get training yards and barracks give them Fire and strength and send them to Ljosalfar after they discover Leaves and make them into Elven Archers then send them to Luchuirp to be made into Wood Golems then upgrade them further after Ljosalfar can give them Bestow Vitae..........see the difficulty in making these guys reasonable......get all three religions in Each Civ and you will defeat your enemies but be careful opening this can of worms lets the AI civ do the same with evil and thats mean because the AI seems to pick up on this fine and surround you fast to limit expansion.............all in all it is difficult to play that civ because of the promotion and bestow vitae limitations............so unless Luchuirp get Bestow Vitae through it becoming availabe to Kilmorph your only choices are Found Leaves and Stick with it.........get Help from whomever does or the extensive operation I just explained..........hope I cleared things up for you.

Fortuneatly, the above strategy only works in part for if someone gifts you a unit it isn't up for an upgrade unless you really like flesh golems at least so far......I forgot to mention the hypothetical end...my bad but gift units are still helpful.......I heavily suggest loyalty and courage spells very helpful at higher levels of play especially for the inverse of this is terrible....but you probrably already know that ...huh?

H.GrenadeFrenzy
Jun 09, 2006, 07:33 PM
Yeah I agree, I may be replacing bestow vitae with another spell.

Elven Archers are far worse with that invisible in your forest as well as theirs(nice touch) they are worse than a surprise it is midieval whipe out.........can't be touched Dwarves don't stand a chance verses half as many invading elves.........Leaves wins. Perhaps Kilmorph will stand a chance after Barraxus is out.

H.GrenadeFrenzy
Jun 09, 2006, 07:46 PM
For Heroes seems to be Hunters Fortified in Cities by AI even without extra promotions the AI will Kill of Heroes quickly especially if they have any other help like cities on hill but powerwise they kill heroes fast Especially Mounted ones.........power level and promotion of the Hero and the Health of the Hero seem pretty much irrelevant and so does the level of play......just noticed and thought you should know........not bothered by it just giving test results you can ask MadBrad I witnessed it happen to him first luckily he saved on his first.........then it happened to me but I learned something from watching him and did the same.........haven't found the logic thought you should know...........and I mean single handed Hunters....it is cool.........Hunters are one of my favorite units.

AndrewDJ
Jun 09, 2006, 08:22 PM
I still cannot make Order inquisitors conduct an inquistion. The button is grayed-out. Save is attached.

Kael
Jun 09, 2006, 08:24 PM
I still cannot make Order inquisitors conduct an inquistion. The button is grayed-out. Save is attached.

Yeah, its fixed in version 0.13: http://forums.civfanatics.com/showthread.php?t=171497

Panda
Jun 10, 2006, 04:40 AM
The game just hangs up. I gave up when the machine was still processing after I came back from a smoke.

Frozen-Vomit
Jun 10, 2006, 05:12 AM
Is it intentionall that you can cast bloom on cottages, farms and mines??

black_imperator
Jun 10, 2006, 06:26 AM
i dont know if it is normal but Yvain the wood elf stays with me even if i change religion wherea Kittrah Kyriel disappears .

Sarisin
Jun 10, 2006, 06:35 AM
Once again I am seeing selective attacks by the raging barb gang, i.e., they continue to swamp me while ignoring other civs without the BAR trait.

I really had no intention of duplicating the same problem I noted before with Falamar/Lanun, but as luck would have it, I found his civ close to mine. Again, my religion spread to several of his cities and I could see what was going on in his civ.

I am in yr. 755 and getting swarmed by stacks (max so far 27) of mostly Worg Riders, Orc Axemen with the occasional Orc Spearman, Lizard Man, Prophet (??!!) and Archer in the mix.

I cannot see any of the other remaining 7 civs, but I can see Falamar and he clearly has no barbs in his territory at all. I have checked since my religion spread, but nothing.

I still cannot understand why the AI for either CIV or FFh would send barbs in numbers at me while ignoring another nearby civ without the BAR trait. Oh, by the way, Falamar has the 50% rule covered too which would make the barbs declare war on him.

CIV is a great game and FFh makes it infinitely better, but this balance issue makes it tough to win if you enjoy playing with raging barbs like I do. ;)

griffin71
Jun 10, 2006, 08:37 AM
Is it correct that a meteor can only be cast by a unit with XP >=50, even if the unit has the appropriate promotion (Fire III)?
It seems earth elemental and fire elemental cannot be summoned when XP<100, or not at all. Is that correct?

Examples:
Earth Elemental: Elven Summoner in Idul (see gamesave attached)
Fire Elemental: Elven Summoner in Idul
The Regenerate promotion does not work either (< 50 XP): it that intentional?
See mage in Idul.

If this IS correct, please say so on the civilopedia!

Thanks!

Chalid
Jun 10, 2006, 08:51 AM
Once again I am seeing selective attacks by the raging barb gang, i.e., they continue to swamp me while ignoring other civs without the BAR trait.

I really had no intention of duplicating the same problem I noted before with Falamar/Lanun, but as luck would have it, I found his civ close to mine. Again, my religion spread to several of his cities and I could see what was going on in his civ.

I am in yr. 755 and getting swarmed by stacks (max so far 27) of mostly Worg Riders, Orc Axemen with the occasional Orc Spearman, Lizard Man, Prophet (??!!) and Archer in the mix.

I cannot see any of the other remaining 7 civs, but I can see Falamar and he clearly has no barbs in his territory at all. I have checked since my religion spread, but nothing.

I still cannot understand why the AI for either CIV or FFh would send barbs in numbers at me while ignoring another nearby civ without the BAR trait. Oh, by the way, Falamar has the 50% rule covered too which would make the barbs declare war on him.

CIV is a great game and FFh makes it infinitely better, but this balance issue makes it tough to win if you enjoy playing with raging barbs like I do. ;)

I could name one reason for this:
Too many Barbs on the Continent.

When the number of barbs on one continent is greater than an certain number (dependend on different factors) the barbs develop a collective goal. They do at this point not attack everyone but select one city that will be attacked with all force. When this city is destroyed the next city is targeted. It seems that unfortunateley one of your cities was selected as target.

This behaviour is not FfH specific but a vanilla behaviour. Ususally it does not happen as with vanilla settings never enough barbs on one continent appear. The first time this behaviour was reported was with an mod that increased barbarian activity sometimes back in december. ffH does not increse the activity as much but on big continents with ragign barbarians sometimes the step over that border happens.

Chalid
Jun 10, 2006, 08:59 AM
Is it correct that a meteor can only be cast by a unit with XP >=50, even if the unit has the appropriate promotion (Fire III)?
It seems earth elemental and fire elemental cannot be summoned when XP<100, or not at all. Is that correct?

Examples:
Earth Elemental: Elven Summoner in Idul (see gamesave attached)
Fire Elemental: Elven Summoner in Idul
The Regenerate promotion does not work either (< 50 XP): it that intentional?
See mage in Idul.

If this IS correct, please say so on the civilopedia!

Thanks!
No they should be able to cast them independend of XP. Make sure they have both promotions (FireIII and Sorcery - this means only Archmages can cast Meteors) for the Meteors and FireIII/EarthIII plus Summoning for the Elementals.

Maybe use the newest Version as Regeneration was brok (or maybe it even is still broke in the newest version)

Kael
Jun 10, 2006, 09:09 AM
i dont know if it is normal but Yvain the wood elf stays with me even if i change religion wherea Kittrah Kyriel disappears .

Your right, it will be fixed in 0.13.

Teg_Navanis
Jun 10, 2006, 09:41 AM
Another savegame. When I end the turn, I get the message that I declared war on someone. Well, I didn't. Is the war triggered by python? If it is some sort of AI-code (e.g. the AI declaring war on you if you use ring of fire), I'd like it to be disabled for humans.

aku
Jun 10, 2006, 10:17 AM
Couple of issues.
First one is probably only a glitch. When hovering cursor over an enemy city there was a strange "Research: Never" text shown. Screenshot 1.

Second. Is this normal? I mean resources in town screen looking like this? Screenshot 2.

Third. Is Ancient Temple no longer giving disciple units extra moves? Because all priests i build start with 1 move and I have one Ancient Temple explored, connected to road etc.

Finally fourth and most evil. Accidently I found out that I can kill any number of units with wither spell on a single turn. It works when I have multiple units selected, cast wither, select a target unit, press cast and boom. I hear a thunderbolt sound and target unit disapears. I managed to take over to highly defended cities with this one just to try if I manage to reproduce this bug. Attaching a savegame for this one just in case.

Edit. By the way the "thunder of doom" can probably be done with any spell that uses targetting cursor. I just had the same effect with pillar of flames so it's probably something more than just wither.

Kerrang
Jun 10, 2006, 10:36 AM
Couple of issues.
First one is probably only a glitch. When hovering cursor over an enemy city there was a strange "Research: Never" text shown. Screenshot 1.


Your city was built on top of an ancient temple, and as a result you will not be able to explore/improve the temple. That is why you are seeing the 'research: never' text.

Black Whole
Jun 10, 2006, 02:23 PM
Two issues:
1) The civilopedia entry of 'Altar of Luonnotar' says that the blessed is only given to units trained in the buliding city butevery trained unit gains the promotion.

2) There's a Great Person called 'Capria' though she's also a leader.

H.GrenadeFrenzy
Jun 10, 2006, 03:50 PM
Two issues:
1) The civilopedia entry of 'Altar of Luonnotar' says that the blessed is only given to units trained in the buliding city butevery trained unit gains the promotion.

2) There's a Great Person called 'Capria' though she's also a leader.

or dejavue if your french....that is french right?...i think.....anyway......I swear I saw Kael answer this and say that it is supposed to be that way and the civilopedia neeeeds the edit.........It may have been on another thread of course I can find it but if anyone knows where it is?.... Please post after me to help Black Hole out and if I imagined it, E-mail me and I edit this post. If I am correct please confirm and leave location.......thanx.......I can't believe it but it is so familiar that I must investigate under ..........which thread..hmmm......

Teg_Navanis
Jun 10, 2006, 04:41 PM
Two issues:
1) The civilopedia entry of 'Altar of Luonnotar' says that the blessed is only given to units trained in the buliding city butevery trained unit gains the promotion.


GrenadeFrency is right, this is intentional:

http://forums.civfanatics.com/showpost.php?p=4129216&postcount=53

The civipedia text should be changed though.

Nikis-Knight
Jun 10, 2006, 07:52 PM
Domination failing says I lose my caster, but I don't in this version, tried twice.

btw, won my first game just now! (usually don't see them through the whole way.) 5 hours straight. Take it as a complement!

Mad Mike
Jun 10, 2006, 08:34 PM
GRAPHIC.
Worg riders look like they are riding hoses, -

Kael
Jun 10, 2006, 08:48 PM
GRAPHIC.
Worg riders look like they are riding hoses, -

They are, that is just placeholder art right now.

Oran-ge
Jun 10, 2006, 11:35 PM
Some bugs/xploits:
When a Shadow attacked my Ranger the other day, its marksman ability made it attack the hawk that my Ranger was carrying instead of the many mages in my stacks. Is that intentional?

Whenever I tried to use the Domination spell, sometimes it tells me 'Unit gained by Domination,' while I don't see the unit anywhere. Also, I could use the Domination spell on Shadows or on invisible units. The spell cursor pops up on the invisible unit's til.

mindlar
Jun 11, 2006, 12:10 AM
This game consistently hangs after ending the turn. I have no idea what is causing it, but suspect that it is something that I am building since changing civic options allows the turn to proceed.

pa12ick
Jun 11, 2006, 12:17 AM
I just found something odd with units that have the "Dwarven" promotion/trait. For Dwarven Hammerfists for example, who also have the Guerilla II promotion, they get the movement bonus in hills.

But for units (like Bambur, Maros & Arthendain, for example) who have the "Dwarven" trait, but haven't been given the Guerilla II promotion, they don't seem to get that movement bonus, even though it says they should.

Is this a bug?

Sarisin
Jun 11, 2006, 02:16 AM
I could name one reason for this:
Too many Barbs on the Continent.

When the number of barbs on one continent is greater than an certain number (dependend on different factors) the barbs develop a collective goal. They do at this point not attack everyone but select one city that will be attacked with all force. When this city is destroyed the next city is targeted. It seems that unfortunateley one of your cities was selected as target.

This behaviour is not FfH specific but a vanilla behaviour. Ususally it does not happen as with vanilla settings never enough barbs on one continent appear. The first time this behaviour was reported was with an mod that increased barbarian activity sometimes back in december. ffH does not increse the activity as much but on big continents with ragign barbarians sometimes the step over that border happens.


Thanks for taking the time to give me that explanation, Chalid. I must be one unlucky player because it seems like the barbs are always targeting my city and letting the others off easy. :)

Yes, I am playing a huge map (Fantasy Realm) so that is probably it. It is strange though I can go maybe 20 turns with only a few units (usually the pesky Worg Riders with the most movement points) harassing me. Then, again, all hell breaks out with one or more stacks showing up. For now, I am able to send my Rangers, Adepts, Ritualist, Horsemen, etc. to eliminate them, but when the Lizardmen Rangers and Orc Macemen show up soon I will be in trouble. I am in yr 1,000 now, hopelessly behind in points, but still having fun defending my small civ from the bad guys. Sometimes it is not necessarily about winning, but just enjoying the game, right?:mischief:

Anyway, your explanation makes sense to me - more of a luck thing than a balance issue in the game/mod.

Thanks again!

Maian
Jun 11, 2006, 03:55 AM
Not sure if this is a bug or not. I'm playing the elves and:

1) I can plant new forests over any improvement, even improvements that remove forests when they are built, e.g. mines.

2) Building farms and cottages in forests doesn't remove the forests. Personally I think this is cool, at least for elves, but I don't know if this is intended functionality.

On a completely unrelated note, please fix that multiplayer out-of-sync bug with targeted spells ASAP :)

Sureshot
Jun 11, 2006, 04:04 AM
Farms, Cottages, and Pastures all have Elven equivalents that can be built without removing forests.

I'm guessing you shouldn't be able to Bloom on mines/quarries/forts, but you can, which makes me wonder if other Civs can Bloom on anthing too.

Chalid
Jun 11, 2006, 05:01 AM
Yes at the moment all civs can bloom over the improvements. Im strongly advice Kael to switch that off :D

Teg_Navanis
Jun 11, 2006, 06:26 AM
I haven't asked yet if this is a bug or not, but it bothers me: when I use the go to mode to send my unit into unknown territory, the order should be cancelled if an enemy unit is in the way (as it is the case in vanilla case). In FfH, I already lost a bunch of units because they attacked enemies I didn't even know were there.

Frozen-Vomit
Jun 11, 2006, 06:31 AM
Ok, two things :)

- Genesis turns flood plains to grassland, seems overpowered...

- Automated workers destroy forests to build windmills even if "automated workers leave forests" is checked. But i think this annoyed me in vanilla as well...

Frozen-Vomit
Jun 11, 2006, 06:39 AM
Recruiting got me 9 units, one of them a conjurer that couldn't cast anything...

(edit: ignore the part with the summoner - he learend to cast in a few turns ;) )

Frozen-Vomit
Jun 11, 2006, 07:10 AM
I just noticed that every nation can build the gouvernors manor (i had it in the city build list from my last game as calabim).

And i can't airlift my priest of leaves :(

Frozen-Vomit
Jun 11, 2006, 07:37 AM
And finally a ctd:

when i move the three summoned wraiths into perpentachs land (declaring war) the game crashes...

(edit: forgot to attach the file)

z00t
Jun 11, 2006, 07:55 AM
playing Luichirp + founded runes of kilmorph + converted to it and I still cant build dwarven soldiers

Chalid
Jun 11, 2006, 09:21 AM
This
I haven't asked yet if this is a bug or not, but it bothers me: when I use the go to mode to send my unit into unknown territory, the order should be cancelled if an enemy unit is in the way (as it is the case in vanilla case). In FfH, I already lost a bunch of units because they attacked enemies I didn't even know were there.
and this

- Automated workers destroy forests to build windmills even if "automated workers leave forests" is checked. But i think this annoyed me in vanilla as well...


Are both Vanilla things.

The first one is not so well known for vanilla as your units usually have only one movement point, so they see the unit before moving and cancel their Orders. If you'd try it with vanilla units with 2/3 movement point youd see teh same behavior.

The second one can be taken care of easily. I think they will cut down ancient forests as well, which is also not good.

Xuenay
Jun 11, 2006, 09:33 AM
When the number of barbs on one continent is greater than an certain number (dependend on different factors) the barbs develop a collective goal. They do at this point not attack everyone but select one city that will be attacked with all force. When this city is destroyed the next city is targeted. It seems that unfortunateley one of your cities was selected as target.

That sounds like a pain (and unbalancing, too). Is it possible to disable it via the SDK?

Gileyal
Jun 11, 2006, 10:14 AM
Not sure if this is a bug or not... but I played the Elohim and was surprised to find I can build the lycanthorpe guy (Baron forgot his name)... Not that its that horrible, but it just doesn't seem like this guy would ally with the Elohim.

Kerrang
Jun 11, 2006, 10:18 AM
Not sure if this is a bug or not... but I played the Elohim and was surprised to find I can build the lycanthorpe guy (Baron forgot his name)... Not that its that horrible, but it just doesn't seem like this guy would ally with the Elohim.

As far as I know Baron Duin can be built by any civ, provided they have researched the proper tech, and I think that is intended.

Kael
Jun 11, 2006, 10:26 AM
And finally a ctd:

when i move the three summoned wraiths into perpentachs land (declaring war) the game crashes...

(edit: forgot to attach the file)

Its being caused by the ancient forest bug. Its all been rewritten in 0.13. If you want to get around it walk around the ancient forest that you are entering the tile into or delete it with the worldbuilder.

Kael
Jun 11, 2006, 10:29 AM
As far as I know Baron Duin can be built by any civ, provided they have researched the proper tech, and I think that is intended.

Yeap, Kerrang is correct.

Sureshot
Jun 11, 2006, 10:59 AM
For Custom games, choosing tech time period offers the choices "Ancient, Classical, etc., ..., Renaissance, System Use, System Use, System Use, ..., ..., System Use".

Renaissance gives most techs (missing only the last 1 or two of each branch) but gives way outdated (and seemingly inappropriate to civ) units. I got 3 Elven Archers, 2 Starter Settlers, 1 Worker, and 1 Mercenary for Ljosalfar.

Choosing any of the System Use options starts the game with no units and the game ends as soon as it loads.

Kael
Jun 11, 2006, 11:12 AM
For Custom games, choosing tech time period offers the choices "Ancient, Classical, etc., ..., Renaissance, System Use, System Use, System Use, ..., ..., System Use".

Renaissance gives most techs (missing only the last 1 or two of each branch) but gives way outdated (and seemingly inappropriate to civ) units. I got 3 Elven Archers, 2 Starter Settlers, 1 Worker, and 1 Mercenary for Ljosalfar.

Choosing any of the System Use options starts the game with no units and the game ends as soon as it loads.

Yeah the 'system use' eras are for the systems use only, not for players.

Choosing the later eras wont give units that require resources to make (since you dont have any at the begining). You will need to get some of those resources and upgrade them.

Sureshot
Jun 11, 2006, 11:23 AM
Ah, that makes sense then, but is there no plan for a time period with full tech researched?

Teg_Navanis
Jun 11, 2006, 11:56 AM
the ring of flames log message is wrong:

sMessage = PyHelpers.PyInfo.UnitInfo(pUnit.getUnitType()).get Description() + ' damaged ' + str(iDmg) + '% by Ring of Flames'


to

sMessage = PyHelpers.PyInfo.UnitInfo(pUnit.getUnitType()).get Description() + ' damaged ' + str(insDmg) + '% by Ring of Flames'


(line 1283 in FFHSpells.py)

Gileyal
Jun 11, 2006, 11:59 AM
Yeap, Kerrang is correct.
From a story point its a little strange. Aren't Lycanthorpes evil? Why would they fight for the cause of the Elohim?

Kael
Jun 11, 2006, 01:08 PM
the ring of flames log message is wrong:

sMessage = PyHelpers.PyInfo.UnitInfo(pUnit.getUnitType()).get Description() + ' damaged ' + str(iDmg) + '% by Ring of Flames'


to

sMessage = PyHelpers.PyInfo.UnitInfo(pUnit.getUnitType()).get Description() + ' damaged ' + str(insDmg) + '% by Ring of Flames'


(line 1283 in FFHSpells.py)

Good point, Ill change it Teg.

AndrewDJ
Jun 11, 2006, 01:13 PM
From a story point its a little strange. Aren't Lycanthorpes evil? Why would they fight for the cause of the Elohim?

The Fall From Heaven World is a Dark Fantasy, where the 'good' aren't necessarily all that good, and the 'evil' aren't necessarily all that evil.

An analogy: Fall From Heaven is to ordinary fantasy as 'film noir' is to Jack Webb's 'Dragnet'.

Kael
Jun 11, 2006, 01:20 PM
From a story point its a little strange. Aren't Lycanthorpes evil? Why would they fight for the cause of the Elohim?

No more so than the fact that they can summon demons.

In truth we had to decide how much of the roleplaying aspects we wanted to enforce. Can elves be evil? Can the dark elves be good? Can a mage in a civilization with a state religion of the order summon demons? Can a good civilization raze cities? Could the same adept learn both life and death magic? etc etc.

These questions could go on forever. But at the end of the day we decided on a general rule that we wouldn't enforce roleplaying aspects. We want the player to decide what they will and wont do with their empire. If you want to play the Elohim as a good nation, following the Order and with werewolves then why should we stop you? Whose to say that in your own particular storyline werewolves aren't good defenders of nature?

We add a lot of detail, because some players enjoy it. But it is your world. A toybox full of toys for you to play with.

So we typically only limit units for design purposes, not roleplaying ones. Good civs dislike civs that use death and entropy magic not because we are trying to enforce that roleplaying aspect, but because those spheres tend to be more powerful and it serves as a counter to that extra power (we try to balance different units/spells/etc in a variety of ways instead of by simply modifying its power or cost). The fact that we were able to take the design balance need and ascribe it to a roleplaying function was to mask the mechanic in a way that players would understand.

BTW: I typically see tighter roleplaying as the province of scenerios. If you wanted to make a scenerio that had werewolves teamed with a civ that made more sense to you that would be cool. But we probably won't enforce those kind of restrictions at the mod level.

Teg_Navanis
Jun 11, 2006, 02:15 PM
Concerning http://forums.civfanatics.com/showpost.php?p=4094507&postcount=77
and
http://forums.civfanatics.com/showpost.php?p=4094532&postcount=78:
Having looked at the code of ring of fire, it came to my mind that this spell might be the reason for Losha Valas disappearance in another game, without her resurrecting thanks to her immortal promotion.

Some of the onCombatResult code should also be run when a unit is killed by a spell like ring of fire.

drjones
Jun 11, 2006, 02:39 PM
playing Luichirp + founded runes of kilmorph + converted to it and I still cant build dwarven soldiers

Having the same problem, spent the weekend getting my ass kicked on emperor as luichirp and on the odd game where the evil civs dont steamroll me before I get runes and I manage to get copper and hold onto it I cannot build barracks and thus no soldiers if the civolopedia is correct.

So maybe a bug there? I know there has been talkm of balance with teh dorfs and them not being complete yet but it seems like the dwarf soldiers are not a major improvemnt on axemen if you still need the prereqs for axemen. But then I can't make em so maybe they are great in practice. Is the assumption that luri should be dead unless they beeline for constrution?

Teg_Navanis
Jun 11, 2006, 02:41 PM
yet another (actually, two) suggestions concerning ring of flames.

1. not only the caster should get a message when ring of flames damages a unit, but also the owner of the unit.

2. if you change

startWar(pUnit.getOwner(), caster.getOwner())

to

startWar(caster.getOwner(), pUnit.getOwner())

the caster of ring of flames will be the one declaring war. Thus, you cannot abuse the spell to make someone declare war on you. One problem remains: the AI doesn't know that using the spell near your units will lead to a war. I think the AI shouldn't use the spell when friendly units are nearby. And since you're already on it, a warning PopUp would be nice for the human players :)

Kael
Jun 11, 2006, 02:46 PM
yet another (actually, two) suggestions concerning ring of flames.

1. not only the caster should get a message when ring of flames damages a unit, but also the owner of the unit.

2. if you change

startWar(pUnit.getOwner(), caster.getOwner())

to

startWar(caster.getOwner(), pUnit.getOwner())

the caster of ring of flames will be the one declaring war. Thus, you cannot abuse the spell to make someone declare war on you. One problem remains: the AI doesn't know that using the spell near your units will lead to a war. I think the AI shouldn't use the spell when friendly units are nearby. And since you're already on it, a warning PopUp would be nice for the human players :)


def reqRingofFlames(caster):
if not canCast(caster):
return False
iX = caster.getX()
iY = caster.getY()
iPlayer = caster.getOwner()
pPlayer = gc.getPlayer(iPlayer)
if pPlayer.isHuman() == False:
eTeam = gc.getTeam(pPlayer.getTeam())
for iiX in range(iX-1, iX+2, 1):
for iiY in range(iY-1, iY+2, 1):
if not (iiX == iX and iiY == iY):
pPlot = CyMap().plot(iiX,iiY)
for i in range(pPlot.getNumUnits()):
pUnit = pPlot.getUnit(i)
p2Player = gc.getPlayer(pUnit.getOwner())
e2Team = p2Player.getTeam()
if eTeam.isAtWar(e2Team) == False:
return False
return True


The AI already won't cast it if their are friendly units within range.

z00t
Jun 11, 2006, 02:48 PM
not sure if this is a bug, but there is a bear with city raider 1 promotion near my border =)

Teg_Navanis
Jun 11, 2006, 03:04 PM
The AI already won't cast it if their are friendly units within range.

Humpf, in that case I still don't know why this (http://forums.civfanatics.com/showpost.php?p=4146704&postcount=171) happened.

Gyromancer
Jun 11, 2006, 07:54 PM
So, I've been thinking about the multiplayer OOS bug. Here's exactly what happens:

Player 1 casts targeted spell, selects target square. Unit selection screen pops up for both players. When player 1 slects a target he gets an OOS error. If player 2 selects the same target unit, the OOS is fixed (without a reconnect required. (I saw this with the graft flesh spell-- not sure what would happen if effects had a random element included) I wonder if this can be fixed by switching some logic that keys off of the player being human to instead key off of a variable set to point to the casting player.

Samuelson
Jun 11, 2006, 08:20 PM
While playing on epic Monarch I got these very strange dis-shaped culture borders that I have never seen before in this attached file.

Sureshot
Jun 11, 2006, 08:25 PM
Thats just because your borders wont extend out into Non-coastal ocean squares, isn't it (unless they're in the tiles that can yield to the city)?

awwwSNAP
Jun 11, 2006, 11:11 PM
I'm having two real problems, one is incredibly frustrating and the other is hard not to abuse...

Playing as Tasunke(?), I'm at war with Arturus Thorne... I have a stack of level 15+ Wind Knights, a few Archmages, and various support units sitting right next to one of his cities. Sometimes, after ending a turn, half or more of the stack... vanishes. No message or anything, no Treants spawning nearby, just... poof. Usually it's the higher level units, like the Wind Knights or Archmages, but a few times it's been the entire stack. I reload, and it doesn't happen until a few turns later. Not gamebreaking, but frustrating.

Also, Ring of Flames seems to randomly kill Heroes. I managed to off Sphener, Arthendain, and Maros (all at full health) with it. (Then felt bad, and reloaded). Should this be happening?

awwwSNAP
Jun 12, 2006, 12:13 AM
Oops... looks like the Ring of Flames is being taken care of...

The Wind Knights are still disappearing on me, though.

Sarisin
Jun 12, 2006, 06:03 AM
That sounds like a pain (and unbalancing, too). Is it possible to disable it via the SDK?

Yes, and now I am convinced they have not targeted just one of my CITIES, but just my civ. This is because they are sending stacks every so often (I am on turn 1200 now) alternatively against my three cities - fortunately, not at the same time. This may have something to do with the limits of barbs on the map as Chalid mentioned. It is manageable as I can just shift my forces to protect that particular city, wipe out the intruders, and then re-deploy them back to be ready for the small incursions.

Here are a couple of more strange things I have encountered recently:

1. Barbarian catapaults and chariots. Never saw them before. The catapaults occasionally wander out, but mostly stay in the barb cities as defenders. The chariots are a nuisance like the worg riders, but I have only seen them singly, not in stacks.

2. I came upon a barb city...defended by a BEAR. First time I ever saw that. I thought they were mostly in the wild or captured, but now I have seen one as a defender.

3. I saw a barb worker stranded on a water tile/inland lake. Couldn't move and I couldn't capture him. Just sorta hanging out there.

4. Attacked and razed a barb city. Came back no more than 10 turns later and surprise - a new barb city (pop. 5) had sprung up complete with roads, pastures, farms and even a couple of towns! Also, 4 barb defenders. Not a worker to be seen anywhere. Why can't I build cities like this in this amount of time?:)

5. Finally, back to the unbalanced issue:

I finally made contact with the Luchiurp. I was shocked to see they had 16 cities - how could you have that many on raging barbs and not the BAR trait? Plenty of improvements too. Luchiurp score was 1,500, Lanun next at around 700 and me with 650.

But, here was the kicker. I found a barb city with a pop of 13 right next to a Luchiurp city. The barb city had an incredible 17 defenders (7 catapaults!). Also, 4-5 barbs protecting resources. The Luchiurp had a whopping two low-level defenders.

Now, why oh why, would the AI keep those barbs in the city and not send them after that lonesome Lurchiurp city? Instead, I get the stacks showing up at my border.:cry:

I'm not sure this is a bug, but it is definitely a balance issue when the AI seems to prefer sending the barbs at you while ignoring easier pickins' nearby.

I am still enjoying the game even though I am losing because I have developed a strong second army made up of the Baron and his werewolve followers. My maintenance costs are out of sight, but I am funding this army by having them run rampant (or, you could say RAGING) on the barbs, destroying their cities (except for that one with 17 defenders!) and pillaging their improvements. After this gets tiring, I suppose it will be time to have payback on the Lurchiurp for cheating. :lol:

Chalid
Jun 12, 2006, 06:23 AM
I"ll check back with Kael, but one could switch the Barbs built in cities not to act like Barbs but like regular units...

About the Lurchip untouched by barbs that sounds too strange. Even if the barbs taget only one of your cities they still should attack the AI.

Maybe its a problem with the barb trait - python - code after all. Someone should check this. Teg_Navanis?
The other possibility could be a Handicap thing. Do barbs focus on players at high difficulty? I"ll check that...

Teg_Navanis
Jun 12, 2006, 08:10 AM
I can't see any bug in the python code that could trigger peace between the Luchiurp and the barbarians. If you provide a savegame, I could check if the barbs are 'officially' at peace with Luchiurp or if they are merely ignoring him. It would also be interesting to know if there were always civs with the barbarian trait in the bugged games.

Chalid
Jun 12, 2006, 08:14 AM
At the first glance i do not see anything in the SDk either.. very strange.

Frozen-Vomit
Jun 12, 2006, 08:15 AM
I was able to haste meteors...

DarthCycle
Jun 12, 2006, 08:32 AM
Just to reiterate two AI behavior I am still seeing in version 0.12b

1) At least one of the AI civ is always late to build its road network. It has the tech and the workers, it just doesn't build the roads. The worker improve the tiles with farm and mines though, even the strategic ressource like rock with quarry. This is a problem because its strategic ressources, like copper, is not connected to its trade network hence it is stuck with warrior and archer. Hence an easy target. I've noticed that a trigger point to start the road building for the AI seems to be when we negociate an open border agreement.

2) All AI civs are not building catapult. This has two major impacts: the AI cannot conduct effective city invasion and using the dreadful SOD (stack-of-doom) is a viable tactic.

Teg_Navanis
Jun 12, 2006, 08:36 AM
Another hang-up, savegame attached.


By the way: consecrate + galley (or any other ship) is way too strong if you're going for domination victory :devil:
I couldn't continue testing due to the hang-up mentioned, but it looks like you can add the whole ocean to your cultural borders :)

Chalid
Jun 12, 2006, 08:38 AM
Just to reiterate two AI behavior I am still seeing in version 0.12b

1) At least one of the AI civ is always late to build its road network. It has the tech and the workers, it just doesn't build the roads. The worker improve the tiles with farm and mines though, even the strategic ressource like rock with quarry. This is a problem because its strategic ressources, like copper, is not connected to its trade network hence it is stuck with warrior and archer. Hence an easy target. I've noticed that a trigger point to start the road building for the AI seems to be when we negociate an open border agreement.


I could not see that one. They built roads for me as soon as they have the tech and an worker (and the need of course). but i'll check it once more. Probably the resources are linked with rivers?
They often cannot built better Units because of the lack of barracks. (It is the same reason for the other behavior, they do not build siege Workshop...).

The fix for both Problems will be probably in 0.14 (maybe i can talk Kael to let me slip it even into 0.13 but we do not want to change many AI things at once).

Chalid
Jun 12, 2006, 08:40 AM
Another hang-up, savegame attached.


By the way: consecrate + galley (or any other ship) is way too strong if you're going for domination victory :devil:
I couldn't continue testing due to the hang-up mentioned, but it looks like you can add the whole ocean to your cultural borders :)

Sea tiles do not count for domination... but the increased range of sigth is to powerfull anyway. For the crash thats kaels resort...

Frozen-Vomit
Jun 12, 2006, 08:44 AM
I seem to be unable to build the cave of ancestors playing as amurites...

Kael
Jun 12, 2006, 09:37 AM
I seem to be unable to build the cave of ancestors playing as amurites...

You are right, its not linked correctly to the amurites. I will fix it. Thats a core feature of the amurites im surprised no one noticed it before.

c.fe
Jun 12, 2006, 09:41 AM
I could not see that one. They built roads for me as soon as they have the tech and an worker (and the need of course). but i'll check it once more. Probably the resources are linked with rivers?
They often cannot built better Units because of the lack of barracks. (It is the same reason for the other behavior, they do not build siege Workshop...).


I just want to add that I had the strange "no roads" behaviour in my recent game, too.

Kael
Jun 12, 2006, 10:59 AM
I'm having two real problems, one is incredibly frustrating and the other is hard not to abuse...

Playing as Tasunke(?), I'm at war with Arturus Thorne... I have a stack of level 15+ Wind Knights, a few Archmages, and various support units sitting right next to one of his cities. Sometimes, after ending a turn, half or more of the stack... vanishes. No message or anything, no Treants spawning nearby, just... poof. Usually it's the higher level units, like the Wind Knights or Archmages, but a few times it's been the entire stack. I reload, and it doesn't happen until a few turns later. Not gamebreaking, but frustrating.

Also, Ring of Flames seems to randomly kill Heroes. I managed to off Sphener, Arthendain, and Maros (all at full health) with it. (Then felt bad, and reloaded). Should this be happening?

I need a save of the units dissapearing.

Ring of Flames would instantly kill any unit that reduced its damage to far (negative damage was trated as positive). That has been fixed in 0.13.

Black Whole
Jun 12, 2006, 11:00 AM
I don't know if this is intended, I thought I mention it:
If you have founded the 'Cult of the Dragon' and have adopted it and you build the 'Purge the Unfaithful', it will remove the Cult from all of your cities.

Kael
Jun 12, 2006, 11:03 AM
I was able to haste meteors...

K, I blocked it.

Kael
Jun 12, 2006, 11:04 AM
Just to reiterate two AI behavior I am still seeing in version 0.12b

1) At least one of the AI civ is always late to build its road network. It has the tech and the workers, it just doesn't build the roads. The worker improve the tiles with farm and mines though, even the strategic ressource like rock with quarry. This is a problem because its strategic ressources, like copper, is not connected to its trade network hence it is stuck with warrior and archer. Hence an easy target. I've noticed that a trigger point to start the road building for the AI seems to be when we negociate an open border agreement.

2) All AI civs are not building catapult. This has two major impacts: the AI cannot conduct effective city invasion and using the dreadful SOD (stack-of-doom) is a viable tactic.

Im redoing the tech tree right now (we have to make sure they have the correct tech first). If they still dont build roads Ill up the ai weight on road building.

Kael
Jun 12, 2006, 11:05 AM
I could not see that one. They built roads for me as soon as they have the tech and an worker (and the need of course). but i'll check it once more. Probably the resources are linked with rivers?
They often cannot built better Units because of the lack of barracks. (It is the same reason for the other behavior, they do not build siege Workshop...).

The fix for both Problems will be probably in 0.14 (maybe i can talk Kael to let me slip it even into 0.13 but we do not want to change many AI things at once).

Yeah, lets get all the scheduled 0.13 changes in place first then see where we stand.

Kael
Jun 12, 2006, 11:06 AM
Another hang-up, savegame attached.


By the way: consecrate + galley (or any other ship) is way too strong if you're going for domination victory :devil:
I couldn't continue testing due to the hang-up mentioned, but it looks like you can add the whole ocean to your cultural borders :)

I blocked consecrate from being able to be cast on water. I'll check out the save game tonight.

Kael
Jun 12, 2006, 11:07 AM
I don't know if this is intended, I thought I mention it:
If you have founded the 'Cult of the Dragon' and have adopted it and you build the 'Purge the Unfaithful', it will remove the Cult from all of your cities.

It should be impossible to adopt the Cult of the Dragon as your state religion. And Purge the Unfaithful should remove it from all of your cities except the holy city.

thearkane
Jun 12, 2006, 11:08 AM
Has anyone made inroads in finding out what is causing the disappearance of units. I lost most of my main army,baron,spherener,marksman,druid,archmage,mage all heavly loaded with experinece. baron had over 150 pts experience,ect. the only unit left in the army was a cannon. no save i goofed and saved before checking on that army,argh.

Kael
Jun 12, 2006, 11:22 AM
Has anyone made inroads in finding out what is causing the disappearance of units. I lost most of my main army,baron,spherener,marksman,druid,archmage,mage all heavly loaded with experinece. baron had over 150 pts experience,ect. the only unit left in the army was a cannon. no save i goofed and saved before checking on that army,argh.

There is an ancient forest problem that could cause it and the ring of flames spell wipes out heroes. But we havent found anything outside of that. I would like to get a save of any other issues.

thearkane
Jun 12, 2006, 11:42 AM
Sorry about the save,i can go back to early this morning and hope it repeats,but it will be tommorrow before i get more game playing time. (if i am lucky). I dont think there is any ancient forest near that location. Nothing showed up in the ingame log about those units being killed, does ring of fire damage show up in the log?

Chalid
Jun 12, 2006, 11:54 AM
Im redoing the tech tree right now (we have to make sure they have the correct tech first). If they still dont build roads Ill up the ai weight on road building.

You and your AI weights ... :lol:

Route Building is considered independend of all other Improvements.:mischief: AiWeights wont help there.. :p

Kael
Jun 12, 2006, 12:05 PM
You and your AI weights ... :lol:

Route Building is considered independend of all other Improvements.:mischief: AiWeights wont help there.. :p

Drat! :)

thearkane
Jun 12, 2006, 12:14 PM
I did goof about one thing, the mage disappeared earlier,this auto save occured on that turn. one problem i can only get the save down to 595kbs with 7z zip at full compression. the actual units in stack, were spherener,beastmaster,baron,druid,treant,marksman, cannon,archmage.

felwar
Jun 12, 2006, 12:15 PM
Im redoing the tech tree right now (we have to make sure they have the correct tech first). If they still dont build roads Ill up the ai weight on road building.

Yeah Kael, I kept forgetting to bring this up. I've had a couple games where I tracked the technologies the AI's were getting in an attempt to create a well balanced game. I noticed that often even into the mid-game the AI would not research the wheel. Often only a few had it out of 18 sides (testing huge 18 sides usually).

I've taken to simply giving it to everyone around the time the first religion is founded. I believe this is why certain sides aren't building roads, as the ones who have the tech build them just fine.

H.GrenadeFrenzy
Jun 12, 2006, 12:56 PM
I'm not sure but we had that problem before usually with Mud Golems.....thought it was fixed or fixed itself, our way around it was to save and shut game down and restart then load it only happened in my presence on three occasions and yeah it's buggy but if you want a quick fix.....that did it for us......

Kael
Jun 12, 2006, 02:40 PM
Yeah Kael, I kept forgetting to bring this up. I've had a couple games where I tracked the technologies the AI's were getting in an attempt to create a well balanced game. I noticed that often even into the mid-game the AI would not research the wheel. Often only a few had it out of 18 sides (testing huge 18 sides usually).

I've taken to simply giving it to everyone around the time the first religion is founded. I believe this is why certain sides aren't building roads, as the ones who have the tech build them just fine.

Thats good to know, that should be greatly helped by the new tree design then.

Chalid
Jun 12, 2006, 05:21 PM
MetaMagic Nodes do not switch Mana to Matamagic Mana

Kael
Jun 12, 2006, 05:28 PM
MetaMagic Nodes do not switch Mana to Matamagic Mana

Yeah, metamagic isnt in the mod right now. There is no metamagic build option.

Chalid
Jun 12, 2006, 05:49 PM
Upps .. i should not play to much with world builder... its available there ... my bad ...

Zuul
Jun 12, 2006, 06:39 PM
If you walk on some tiles that are dark even though you should see them you loose sight of your own unit. Looks like it just dissapears, but it's still there, so you can move it when you get enough movement points.

FM_Freyland
Jun 12, 2006, 10:34 PM
If mentioned already, forgive me: "Rust" does not seem to do anything, and the last time I tried casting it, not only did it not do anything to the target, but the icon did not "go out" and I was able to try casting it over, and over, and over again without losing the ability to cast. Trying a different spell did take away my ability to cast anything else that turn.