View Full Version : FfH2 0.13 Bugs:


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Kael
Jun 23, 2006, 08:31 AM
0.13

Download here: FallfromHeaven2013d.exe (http://kael.civfanatics.net/files/FallfromHeaven2013d.exe) (173 Meg)

Patch: FfH2013d.exe (http://kael.civfanatics.net/files/FfH2013d.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. Ring of Flames doesn't autokill powerful units.
2. Aquae Sucellus correctly gives the regeneration promotion (reported by mamimo).
3. Fixed an error if loki tried to run beside a city (reported WITH FIX by Teg_Navanis).
4. Fixed an error in the Righteous Cause spell.
5. Inquisition ability is fixed.
6. Command Post now correctly gives xp.
7. Specialists can now be added and removed correctly.
8. Fixed a CTD being caused by the Brewery building graphic in large cities (reported by strategyonly).
9. Yvain now correctly abandons you if your state religion isnt the Fellowship (reported by black_imperator).
10. Fixed an error that caused treants spawned by Ancient Forests to sometimes wipe units.
11. The Amurites can now build the Cave of Ancestors correctly (reported by Frozen-Vomit).
12. Rust will now target correctly.
13. Acheron heals now (reported by Woodelf).


Additions:

1. Added the Barnaxus unit (luchuirp hero).
2. Removed the Coloseum.
3. Added the Hippus Settler unit (hippus, increased move).
4. Added the Giant Spider unit (animal, invisible to non-recon units).
5. Added the Grigori Medic unit (grigori, can cure disease).
6. Added the Govannon unit (amurite hero, can teach other units to cast dance of blades, escape, haste and raise skeleton).
7. Added the Mage Guild (required to train adepts, the library is now just for research).
8. Removed techs: Chivalry, Competitve Games, Craftsmanship, Dwarven Mining, Dwarven Studies, Elven Studies, Gunpowder, Militia, Polytheism, Survival and The Wheel.
9. Added techs: Armored Cavalry, Festivals, Military Strategy, Blasting Powder, Alteration, Elementalism, Way of the Wicked, Way of the Wise, Orders from Heaven, Crafting, Smelting, Way of the Earthmother, Arete, Exploration, Deception, Honor, Precision and Way of the Forests.
10. Added the Repair ability (dwarf, enchantment1, heals golems, ships and siege units).
11. MageAI added by Chalid.
12. HeroAI added by Chalid.
13. Adjustable iCombat added by Chalid.
14. Correct AI adjustment on Mana and Bonuses added by Chalid.
15. AI tweaking on choosing promotions.
16. Religions alignments added by Chalid.
17. The AI will now sacrifice slaves for production and animals for cages added by Chalid.
18. Added the Sprawling trait (SDK coding by Chalid).
19. Added the Settlement building.
20. Added the City Hub building.
21. Adjusted the starting units for all civs.
22. Adjusted the starting techs for all civs.
23. Some AI leaders now prefer certain religions.
24. If you raze the city with the Dragons Hoard in it you get 200 gold and the plot turns into a gem resource.
25. Added the Train Worg Rider ability (allows goblins to upgrade to worg riders for free by combining with a wolf).
26. Added the Mutation spell (Divine, Chaos 2).
27. Added the Reversal of Fortune spell.
28. Added the Summon Kikijub spell (Summoning, Earth 2).
29. Added the Unyielding Order spel (Sorcery, Law 3).
30. Added the Valor spell (Sorcery, Law 2).
31. Added the Magnadine unit (hippus hero).


Balance changes:

1. The Raider trait no longer gives the commando promotion to mounted units.
2. Elder Council adjusted from +1 research to +2 research.
3. Library changed from +10% research to +25%.
4. Subdue Animal now gives +25% vs animals.
5. Raider trait now gives 2x the gold from pillaging instead of 3x.
6. Shock II requires Combat III and Shock I now.
7. Arquebus reduced from 14 to 9 strength and from 240 to 180 cost. They also aren't national units any longer. This change was made to strengthen the effect of gunpowder and differentiate gunpowder and non-gunpowder using civs.
8. Acheron increased from 14 to 18 strength.


Cosmetic changes:

1. Added the Grigori Phalanx unit (grigori, art change).
2. Added the Grigori Pikeman unit (grigori, art change).
3. Leaders alignment is now displayed in the scoreboard.
4. You no longer get popups asking you to adopt civics you dont qualify for (woot!) added by Chalid.
5. Added the Hippus Warrior unit (hippus, art change).
6. Added the Hippus War Elephant unit (hippus, art change).
7. Added the Hippus War Chariot unit (hippus, art change).
8. Added the Hippus Scout unit (hippus, art change).
9. Added the Hippus Pikeman unit (hippus, art change).
10. Added the Hippus Longbowman unit (hippus, art change).
11. Added the Hippus Hunter unit (hippus, art change).
12. Added the Hippus Axeman unit (hippus, art change).
13. Added the Hippus Crossbowman unit (hippus, art change).
14. Added the Hippus Chariot unit (hippus, art change).
15. Added the Hippus Camel Archer unit (hippus, art change).
16. Added the Hippus Assassin unit (hippus, art change).
17. Added the Hippus Archer unit (hippus, art change).


Editor:

1. Added global define values that adjust the Strength of Animals, Dragons, Summons, Human player units, Ai player units.


Patch "a" fixes:

1. Grigori Pikeman and the Grigori Phalanx are now correctly assigned as UU (reported by Hian the Frog).
2. Stopped the AI from spinlocking when it tried to make a wolf and a goblin into a Worg Rider (reported by Leidolf).
3. Typhoid Mary lowered from 12 to 7 strength (recommended by AlazkanAssassin).
4. Orders from Heaven, Way of the Forests and the Infernal Pact mini-pictures show up correctly now.


Patch "b" fixes:

1. Clockwork Golem is now correctly checked in as a UU for the Luchuirp.
2. Error fixed in the Tremor spell (reported by lost_civantares).
3. Valor and Unyielding Order are now checked in correctly (reported by Frozen-Vomit).
4. Settlements have a much lower chance to found religions.


Patch "c" fixes:

1. Veil won't spread to Order cities and the Order wont spready to veil cities correctly.
2. Increased the rate at which new forests grow to real forests.
3. Loki flees combat correctly.
4. Cave of Ancestors now grants xp correctly (reported by Thorvald).
5. The Oracle no longer requires the Order as your state religion (recommended by Frozen-Vomit).
6. Any spell and ability that could be used multiple times in one turn were adjusted to avoid AI spinlocks.
7. The barbarians are now evil (recommended by Frozen-Vomit).
8. The Luchuirp start with a Scout instead of a Mud Golem.
9. Carnival escape chance reduced from 20 in 10,000 to 10 in 10,000.


Patch "d" fixes:

1. Carnival escape chance reduced from 10 in 10,000 to 3 in 100,000.
2. Guard stations now correctly go away if their isnt a unit with the guardsman promotion in the city.
3. Golems are now immune to fear.
4. Normal animals given -25% to city attack.
5. Free tech moved from Education to Writing.
6. Acrobats can now carry Parrots.
7. Barbarian betrayal is now correctly calculated against the 2nd ranked player instead fo the 3rd (thanks to c.fe for the fix).
8. You can no longer cast Bloom in tiles with improvements on them.

Kael
Jun 23, 2006, 08:32 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.

leidolf
Jun 23, 2006, 09:10 AM
After completing this turn as Sabathiel the game clocks and there looks like a memory leak. I watched the Mem Usage climb from 260MB to 340MB before I killed it. I have attached the savegame.

AlazkanAssassin
Jun 23, 2006, 09:18 AM
On Turn 65 the Luchuirp built Typhoid Mary (strength 12)
I don't think that was supposed to happen.

Chalid
Jun 23, 2006, 09:21 AM
Hmm.. had the same problem with the Elves yesterday but suspected i accidentally gave them Alchemy by the WB.
But obviosly there are some other ways to get that tech early on involved.

AlazkanAssassin
Jun 23, 2006, 09:35 AM
way of the forests had a pink square for an icon in the pick your research popup
So does infernal pact

woodelf
Jun 23, 2006, 09:48 AM
way of the forests had a pink square for an icon in the pick your research popup

:hmm: That wasn't one that did that during internal testing. :confused:

Kael
Jun 23, 2006, 10:03 AM
After completing this turn as Sabathiel the game clocks and there looks like a memory leak. I watched the Mem Usage climb from 260MB to 340MB before I killed it. I have attached the savegame.

Checking it now.

Hian the Frog
Jun 23, 2006, 10:22 AM
Kael,

it's not a bug, just a forgotting.

In civilopedia/civilizations, you can't see the new UU of Grigori.

The Frog.

Kael
Jun 23, 2006, 10:29 AM
Kael,

it's not a bug, just a forgotting.

In civilopedia/civilizations, you can't see the new UU of Grigori.

The Frog.

Your right, the grigori pikeman and phalanx weren't checked in correctly. It will be fixed in the patch.

Hian the Frog
Jun 23, 2006, 10:39 AM
Your right, the grigori pikeman and phalanx weren't checked in correctly. It will be fixed in the patch.

As the grigori medic.... right ?

Kael
Jun 23, 2006, 10:53 AM
On Turn 65 the Luchuirp built Typhoid Mary (strength 12)
I don't think that was supposed to happen.

Typhoid Mary (Alchemy) was moved up, she was much use in the late game. But her strength definitly needs adjusted. I'll lower it to 7.

Frozen-Vomit
Jun 23, 2006, 10:55 AM
I also have a memory leak: When i hit end turn the game is doing things and never stoppes, has been posted before but maybe it helps to have different saves that hang up...

Hian the Frog
Jun 23, 2006, 10:57 AM
Kael,

You add the Dwarven Warrior to Luchuirps. Good.
Why not to Khazad ? They are also Dwarves. A forgotten or that's you really want ?

The Frog, avatar of Lizardmen.:king:

ChaoticWanderer
Jun 23, 2006, 10:57 AM
seems to me way of the leaf has a pink box for art work

seems im second finding this DUH sorry

leidolf
Jun 23, 2006, 10:58 AM
way of the forests had a pink square for an icon in the pick your research popup
So does infernal pact

So does Orders from Heaven, pretty pink square.

Kael
Jun 23, 2006, 11:02 AM
As the grigori medic.... right ?

The grigori medic is already there but he isn't technically a UU (he doesn't replace a unit). He is a bonus unit that only the Grigori can build.

Hian the Frog
Jun 23, 2006, 11:07 AM
The grigori medic is already there but he isn't technically a UU (he doesn't replace a unit). He is a bonus unit that only the Grigori can build.


Right, understood.:)
Meanwhile, OMI because Grigori are the only that can build this unit, you could add it. It's just to help players to know more about this particular civ...
But it's just an opinion...to help players;)

The Frog.

AlazkanAssassin
Jun 23, 2006, 11:11 AM
Repeatable CTD when viewing religious tab in orbital view.

Chalid
Jun 23, 2006, 11:11 AM
We have some code that tells you that you cannot built it when you are not grigori - as it does tell you you cannot built siege units when elf and do forth. But I don't know if that pice of code made it into 0.13.

Bastian-Bux
Jun 23, 2006, 11:26 AM
My minimap was completely distorted when playing my first game with kuriotates.

Kael
Jun 23, 2006, 11:36 AM
I also have a memory leak: When i hit end turn the game is doing things and never stoppes, has been posted before but maybe it helps to have different saves that hang up...

Ahh, the AI had found some wolves out in the wilderness with its goblins and was having a little to much fun combining the two to make Worg Riders.

Kael
Jun 23, 2006, 11:45 AM
Patch a for 0.13 is up.

mja4430
Jun 23, 2006, 11:57 AM
Can't seem to build clockwork golems with Luchuirp. Have the buildings, resource and tech, but they don't show up in the build list.

Btw Great mod guys :)

Kerrang
Jun 23, 2006, 12:05 PM
Getting a File not Found error when trying to download version 013, I have tried with both Firefox and IE.

Kael
Jun 23, 2006, 12:08 PM
Getting a File not Found error when trying to download version 013, I have tried with both Firefox and IE.

Its being updated, it will be available in about 50 minutes.

ChaoticWanderer
Jun 23, 2006, 12:29 PM
also pink square with Infernal Pact

didolover
Jun 23, 2006, 12:31 PM
i cant download!

The requested URL /files/FallfromHeaven2013.exe was not found on this server.

Kael
Jun 23, 2006, 12:32 PM
i cant download!

The requested URL /files/FallfromHeaven2013.exe was not found on this server.

Its being updated, it will be ready in 26 minutes.

didolover
Jun 23, 2006, 12:34 PM
thanks maestro i posted before reading :blush:

Hian the Frog
Jun 23, 2006, 12:35 PM
Kael,

I send you a question and a problem on the main thread.

The Frog

Silverkiss
Jun 23, 2006, 12:46 PM
Are you supossed to build Temples of religions before you discover Philosophy?

Kael
Jun 23, 2006, 12:49 PM
Are you supossed to build Temples of religions before you discover Philosophy?

Yeap, you can build the temples now if you have the appropriate tech (way of the forests for the fellowship, etc).

Silverkiss
Jun 23, 2006, 12:57 PM
Oh ok, I was confused when I adopted Runes of Kylmorph and could build temples whidout having philosophy....

Hian the Frog
Jun 23, 2006, 12:59 PM
Kael,

Sorry to repeat my question.

Sheaim begin with "Ancient Chants" and Kuriotates with "Agriculture". I think is too easy for the first one to discover "Awaking the Ancients" and be the owner of the Cult of the Dragon. Don't you think that it could be the same tech for both civ ?

It's the same problem as with the Elves (as somebody explain).

The Frog.

Kael
Jun 23, 2006, 01:00 PM
K, FallfromHeaven2013a.exe is up.

Kael
Jun 23, 2006, 01:08 PM
Kael,

Sorry to repeat my question.

Sheaim begin with "Ancient Chants" and Kuriotates with "Agriculture". I think is too easy for the first one to discover "Awaking the Ancients" and be the owner of the Cult of the Dragon. Don't you think that it could be the same tech for both civ ?

It's the same problem as with the Elves (as somebody explain).

The Frog.

I like the Sheaim cult advantage (they have a smaller dragon after all).

Please use this thread for bugs, I created another for balance recommendations.

Xuenay
Jun 23, 2006, 01:19 PM
I like the Sheaim cult advantage (they have a smaller dragon after all).

They have a smaller one, so they should be compensated for?

*ducks*

Hian the Frog
Jun 23, 2006, 01:28 PM
Kael,

When you are playing and if you look at the Technology Advisor, you can read that you can buid a "Temple" if you have philosophy tech. What is this building, i can't build it and i don't find it in the civilopedia ? It's ok for Pagan temple.

The Frog.

The Frog.

Kael
Jun 23, 2006, 01:30 PM
Kael,

When you are playing and if you look at the Technology Advisor, you can read that you can buid a "Temple" if you have philosophy tech. What is this building, i can't build it and i don't find it in the civilopedia ? It's ok for Pagan temple.

The Frog.

The Frog.

Yeha, its the pagan temple.

Zurai
Jun 23, 2006, 01:36 PM
I've been having *lots* of hangups while loading games. They seem to be at the "Init Graphics" stage.

drjones
Jun 23, 2006, 02:17 PM
Is the issue that made regenerate map not work correctly with regent placement fixed?

Kael
Jun 23, 2006, 02:23 PM
Is the issue that made regenerate map not work correctly with regent placement fixed?

No, if you regen the MapChecker doesn't rerun.

Kavok
Jun 23, 2006, 03:01 PM
I don't know if this was fixed yet or not (still playing 012).

I was playing as the Ljosfar(elves!) and I had elven archers BEFORE archery, however once I researched archery I needed to build the correct building for them. Seems a little bit backwards. :)

Also happy to report that this mod works decently well using Cedega/Linux. CTDs happen fairly often but I didn't expect it to work perfectly.

Kael
Jun 23, 2006, 03:16 PM
I don't know if this was fixed yet or not (still playing 012).

I was playing as the Ljosfar(elves!) and I had elven archers BEFORE archery, however once I researched archery I needed to build the correct building for them. Seems a little bit backwards. :)

Also happy to report that this mod works decently well using Cedega/Linux. CTDs happen fairly often but I didn't expect it to work perfectly.

Yes, the archer thing is fixed.

drjones
Jun 23, 2006, 03:17 PM
Minor item: When a spider is in view range but not of a scout the camera still jumps to its location during the barb move turn.

Note: On a highlands map emp difficulty I have lost 6 scouts and 2 warriors, all to spiders. If the AI is simmilarly pwnd by spiders I guess thats fine but they seem to have a lot of scouts showing up. The lage amount of hills and forests on this map gives them a bit of an edge. This might be an abberation but might want to tone em down or make them appear later?

bebematos
Jun 23, 2006, 04:53 PM
As Kuriotates I need 6 libraries to build the Great Library Wonder. I thought the plan to them was when a building required X buildings to build another building, as the Great Library and the advanced temples, it only required one building in each of your cities ...

rendermad
Jun 23, 2006, 05:24 PM
As kuriotates when I found a religion it usually ends up in a settlement, which is quite a waste. I also found out you can build temples in your settlements using priests. Are those intended to happen?

Silverkiss
Jun 23, 2006, 05:37 PM
Problaby not, or if you using Runes of Kyllmorph you could.... well own everyone whit your immense amout of money xP

felwar
Jun 23, 2006, 06:05 PM
Kael, I am enjoying exploring the new tech tree. It has a very different feel to it... far less linear than the old one. I'm assuming some of the techs (like tracking) will be fleshed out more?

2 things after starting a game as the Luchuirp:

1) While it's great that I start with a mud golem, I get no scout for exploring huts, and while I have a tech called crafting (as in "creating something"), I can't actually build anything with that mud golem. It feels wrong.

2) I built 2 mines, both on hills/plains sqaures. One had a gold resource and the other had nothing. The one with the gold resource only received +1 hammer (aside from the coin bonus), yet the one with nothing received +2 hammers. Is there a hammer penalty for gold?

Kael
Jun 23, 2006, 06:09 PM
Kael, I am enjoying exploring the new tech tree. It has a very different feel to it... far less linear than the old one. I'm assuming some of the techs (like tracking) will be fleshed out more?

2 things after starting a game as the Luchuirp:

1) While it's great that I start with a mud golem, I get no scout for exploring huts, and while I have a tech called crafting (as in "creating something"), I can't actually build anything with that mud golem. It feels wrong.

That is probably best for the balance thread rather than reported as a bug, but you are right that we will probably need to replace the worker with a scout. That was my call, Chalid and Woodelf both disagreed with the idea to give them a starting worker (see what I get for not listening to the team).

2) I built 2 mines, both on hills/plains sqaures. One had a gold resource and the other had nothing. The one with the gold resource only received +1 hammer (aside from the coin bonus), yet the one with nothing received +2 hammers. Is there a hammer penalty for gold?

Yes, as in vanilla gold give -1 hammer and +6 gold.

Hian the Frog
Jun 23, 2006, 06:29 PM
Kael, the Team,

Time to go to bed....nearly 3 AM in France.

Just to say : NO PROBLEMS after 189 turns on a standard map, Epic Speed, Prince level as Bannor Civ.:goodjob:

The only problem is: my brain crash with the new tech tree..;)

Impressive job, guys !!! Really!

PS: I had nearly improve my map/scenarii to 0.13a. Ready to test tomorrow i think... Looking for 2/3 guys (and woodelf, the friend of lizardmen;) ) to test it.

The Frog

wilboman
Jun 23, 2006, 06:38 PM
I also found out you can build temples in your settlements using priests. Are those intended to happen?
Yeah, I noticed that one as well, I voted we leave it in, because I kind of liked the quick culture boost if you were willing to sacrifice a priest.

If you get the full three gold boost per temple for Kilmorph, I can see that we need to do something about it though. But AFAIK, the settlement swallows most, if not all of the gold it makes.

Oh, by the way, I presume it's "Warg" Rider, since I suspect the name is derived from ta nordic word for wolf, "varg". Major nitpicking, I know, but that has been nagging my norseness for a while now.

Nikis-Knight
Jun 23, 2006, 06:45 PM
I started as Balseraphs, and I see city hub on my city build screen. It requires settlement which I know I shouldn't ever get as non-kuriotates, but can this icon be removed?

Silverkiss
Jun 23, 2006, 06:53 PM
If you get the full three gold boost per temple for Kilmorph, I can see that we need to do something about it though. But AFAIK, the settlement swallows most, if not all of the gold it makes.

I tought settlements didnīt cost anything in maintenance...

wilboman
Jun 23, 2006, 06:55 PM
That's true, but then they don't actually earn any money (or at least, very, very little) either. They're basically just there to allow you to grab yummy, yummy resources.

Kael
Jun 23, 2006, 07:10 PM
That's true, but then they don't actually earn any money (or at least, very, very little) either. They're basically just there to allow you to grab yummy, yummy resources.

Yeap, exactly as he says.

It should be Worg, stolen from Tolkien. I actually don't like stealing from Tolkien because his stuff is so well know and so copied everywhere (which is why I also prefer norse and celtic references to greek/roman), but I just cant imagine a goblin riding anything but a worg.

Silverkiss
Jun 23, 2006, 07:17 PM
Oh yeah, i forgot the -x% to gold...

wilboman
Jun 23, 2006, 07:19 PM
Warg. (http://en.wikipedia.org/wiki/Warg) It is Tolkien, but the word is "borrowed" from Norwegian/Swedish. Forgive me for nagging, I won't do it again. Much.:mischief:

I see in the article, however, that in D&D and Warcraft your version of the word is used. So I suppose it's an individual thing.

Silverkiss
Jun 23, 2006, 07:37 PM
"A warg (or worg) is a mythological creature that resembles a wolf, but is generally larger and more intelligent."

First line on the wikipedia article.

Kael
Jun 23, 2006, 07:57 PM
Warg. (http://en.wikipedia.org/wiki/Warg) It is Tolkien, but the word is "borrowed" from Norwegian/Swedish. Forgive me for nagging, I won't do it again. Much.:mischief:

I see in the article, however, that in D&D and Warcraft your version of the word is used. So I suppose it's an individual thing.

Ahh.. right you are, see I steal so much I dont even know where i am stealing from anymore.

Hamsterman
Jun 23, 2006, 08:27 PM
Are 2.012 save files not compatible with the 2.013 patch? My save file won't load in 2.013, or so it says.

Kael
Jun 23, 2006, 08:35 PM
Are 2.012 save files not compatible with the 2.013 patch? My save file won't load in 2.013, or so it says.

Right, it definitly won't work.

Zurai
Jun 23, 2006, 08:43 PM
Yeap, exactly as he says.

It should be Worg, stolen from Tolkien. I actually don't like stealing from Tolkien because his stuff is so well know and so copied everywhere (which is why I also prefer norse and celtic references to greek/roman), but I just cant imagine a goblin riding anything but a worg.

If it makes you feel any better, Goblins and Wolves being friendly comes from Norse mythology in the first place. I don't recall offhand if goblins ever rode wolves - I think they did, but I'm not certain - in the mythology, but they are certainly friendly with each other and support each other.

Nikis-Knight
Jun 23, 2006, 08:59 PM
Captured workers become mud golems. I'm sure that process is as painful as becoming a drown.

Zurai
Jun 23, 2006, 09:09 PM
Nah, they're not really Mud Golems - they're just completely covered in dirt cuz they're kept where the Mud Golems are. Golems don't need showers, you know. ;)

Lone Soldier
Jun 23, 2006, 09:22 PM
Hi. This is my first post for FFH, but I must say it is truly a great mod and excellent work to all of you. :)

When I installed 2.013a and try to run, I get an error while the system tries to load the xml (uncached).

"Tag: UNITAI_MAGE_OFFENSIVE in Info class was incorrect. Current XML file is Units/CIV4UnitInfos.xml"

I get it about 4 or 5 times and then the game will load. Then I get the pink squares for the leaders and also red circles for the settler once I start.
Any ideas, or is it something I did?

BeefontheBone
Jun 23, 2006, 10:16 PM
Did you download the whole mod not just the patch? Sounds like that old chestnut.

Kael, you might want to adopt a better naming convention for your patch files - ofr example, the one on the front of this thread should be clearly labelled as a 0.13 -> 0.13a patch (FFH2_0113_0113a_patch.exe or something). They both have the same filename at present.

rendermad
Jun 23, 2006, 10:21 PM
so, any comments on the fact that religions get founded in kuriotate settlements? seems like a waste....

Kael
Jun 23, 2006, 10:22 PM
so, any comments on the fact that religions get founded in kuriotate settlements? seems like a waste....

Have to think about it. Not an easy problem.

Maian
Jun 23, 2006, 10:48 PM
Attacking Loki results in a Python exception along the lines of "FFHFindClearPlot requires 3 arguments (2 given)".

Even after fixing that error (find the Loki code and add an extra None parameter to the FFHFindClearPlot call), it still doesn't fix the bugs I initially reported here (http://forums.civfanatics.com/showpost.php?p=4168293&postcount=201):
1) The attacking unit doesn't move into the place Loki escaped from.
2) Loki can't retreat into friendly or neutral units and cities.
3) Loki can't retreat into friendly transport ships.

edit: removed outdated code

Lone Soldier
Jun 23, 2006, 11:03 PM
Did you download the whole mod not just the patch? Sounds like that old chestnut.

Kael, you might want to adopt a better naming convention for your patch files - ofr example, the one on the front of this thread should be clearly labelled as a 0.13 -> 0.13a patch (FFH2_0113_0113a_patch.exe or something). They both have the same filename at present.


Oh duh! :blush: I install my games to C:\Games, not the default C:\Program Files..... so, in my eager anticipation, I installed .013 to the nonexistant \Program Files\Firaxis folder, and the .013a patch to the right place in C:\Games\Civ4\Mods.

:rolleyes:

lost_civantares
Jun 23, 2006, 11:07 PM
Kael I was just playing and and saw a barbarian worker appear (no worldbuilder/cheat here). I looked back an auto save, and it wasn't there before, so that is kind of weird:

http://img156.imageshack.us/img156/7323/what7bq.jpg (http://imageshack.us)


So I went and captured it and I got this:

http://img146.imageshack.us/img146/87/what2tf.jpg (http://imageshack.us)

Sarisin
Jun 24, 2006, 03:07 AM
An early crash in yr. 129 playing the elves on a huge Panagea map, Noble, with raging barbs. All went fine until a few turns after the barbs started heading for my city. Have not downloaded the patch yet, but the problem seems different from those noted. Thanks.

130771

Bad Player
Jun 24, 2006, 03:15 AM
I swear the barbs are only attacking me (I have raging barbs on btw)! EDIT: Well I saw a barb city called Evermore so they must have taken that from the neutral elves.

Traxer2
Jun 24, 2006, 03:22 AM
Did you download the whole mod not just the patch? Sounds like that old chestnut.

Kael, you might want to adopt a better naming convention for your patch files - ofr example, the one on the front of this thread should be clearly labelled as a 0.13 -> 0.13a patch (FFH2_0113_0113a_patch.exe or something). They both have the same filename at present.

Ohh thank you .. found my problem!

Had the unitai_mage_misc and unitai_mage_offensiv problem too .. dl the patch (0.13a) only but i had the 0.12 version and not 0.13 .. the mod do start but its all messed up.

Chalid
Jun 24, 2006, 03:49 AM
so, any comments on the fact that religions get founded in kuriotate settlements? seems like a waste....

Have to think about it. Not an easy problem.

I put the code for this in my code thread.

Black Whole
Jun 24, 2006, 04:52 AM
In my current game, the Malakim have a settlement. I don't know how they got it. I think the settlement has joined the Malakim because of their culture. Or is this intended?

Bad Player
Jun 24, 2006, 05:52 AM
Bug: If you have a hunter with a hawk and then also some other units in a stack, when you press the all move to (group) button it makes you select the hawk and you can't move the stack without using the hawks move first.

Frozen-Vomit
Jun 24, 2006, 06:04 AM
In my last game i made a lot of civic changes and the civic screens said that there would be three turns of anarchy. But then the anarchy lasted only for one turn (at the beginning of the turn Perpentach declared war - then the anarchy was suddenly over.)

Hian the Frog
Jun 24, 2006, 07:43 AM
Kael, the Team,

I try to understand the Kuriotates and how works settlements. Not clear at that time.

1) I conquer a city by culture with a massive use of prophets. This one is now a settlement of size 1, with a training ground. Logical or bug ?

2) Is it possible to improve a settlement to a city? Even if one your city had to become to settlement there after ? If, yes how to do ? Is it possible to build a city hub in a settlement ?

The :confused: Frog.

woodelf
Jun 24, 2006, 07:57 AM
1 - Most likely a bug. Not sure if captured cities turned settlements should keep their prior buildings or not.

2 - No. ;) But I'm not sure what happens if you lose a main city yet. Can a settlement be converted? I'm still in the fog on this as well.

Xuenay
Jun 24, 2006, 08:13 AM
A friend of mine reported that there seems to be a bug concerning AIs and vampirism. An AI hero with vampirism will spread it to other units - including the units of other players, if there happens to be an Open Borders treaty allowing it. ;) Though my friend didn't complain, the vampirism the elven player gifted to his two units allowed him to win the war he was fighting with the Bannor...

Hamsterman
Jun 24, 2006, 08:17 AM
Does anyone have a link for a faster download of the full 2013 exe than that posted above? I'm getting a dismal 14kb/s on cable.

Nikis-Knight
Jun 24, 2006, 08:23 AM
Captured workers become mud golems. I'm sure that process is as painful as becoming a drown.

Actually, its not captured workers, I just discovered, but only workers gained on city capture that switch types.

Teg_Navanis
Jun 24, 2006, 08:23 AM
I'm afraid this one doesn't help too much. Happened during the AI turn, but I hope I can create a savegame where the error is reproducable.

Traceback (most recent call last):

File "CvEventInterface", line 24, in onEvent

File "CvEventManager", line 173, in handleEvent

File "CvEventManager", line 449, in onBeginPlayerTurn

RuntimeError: unidentifiable C++ exception
ERR: Python function onEvent failed, module CvEventInterface

mja4430
Jun 24, 2006, 08:40 AM
Went poking around the xml a bit. Looks like the clockwork golem wasn't setup as a unique unit in the civinfo xml file.


Mike

Kael
Jun 24, 2006, 09:19 AM
Went poking around the xml a bit. Looks like the clockwork golem wasn't setup as a unique unit in the civinfo xml file.


Mike

You are right, it will be fixed in the next version.

Hian the Frog
Jun 24, 2006, 09:31 AM
Kael,

I send you a possible(?) bug.
A culturaly captured city that become a settlement with a training yard.

The Frog.

lost_civantares
Jun 24, 2006, 10:01 AM
I got this error after going to the next turn after casting the Domination Spell (which had been working fine for many turns):
http://img370.imageshack.us/img370/8296/what1gm.jpg (http://imageshack.us)

Sarisin
Jun 24, 2006, 10:08 AM
An early crash in yr. 129 playing the elves on a huge Panagea map, Noble, with raging barbs. All went fine until a few turns after the barbs started heading for my city. Have not downloaded the patch yet, but the problem seems different from those noted. Thanks.

130771

I think I found my problem, but I don't know the answer...

I geared the graphics setting down from HIGH to MEDIUM and it is running OK.

I do prefer the HIGH setting and have never had this problem in an early game before like this. I have a pretty high-powered system and have only gone to medium in the huge maps, late game occasionally.

Frozen-Vomit
Jun 24, 2006, 10:43 AM
It seems that the "Law II Sorcery" isn't added correctly.

valyn
Jun 24, 2006, 02:16 PM
I have possible bugs regarding Charm, Loki and Targeted Spells.

I used Loki to charm an Orc Spearman and Loki was attacked and killed the next turn. The orc still showed to have the "Charmed" promotion. The orc would not attack other units or a stack of units with Loki in it. Charm may be written such that the unit can attack the caster that charmed it; the civlopedia didn't have anything to say about charm.

Loki doesn't seem to withdrawing from combat. Loki was killed about 15 times straight without witdrawing. This was within my own borders and I tried with him both adjacent to a city and not. Civlopedia still states that he should be hard to kill because of his ability to run away.

A caster cannot cast a targeted spell if he has to movement left. The green targeting box allow a stack to be clicked on, but nothing happens. If this is as intended then targeted spells should be greyed out if the unit has no movement. It seems strange to me that an Inquisitor of the Veil could approach a city and cast ring of flames but not pillar of fire.

Kael
Jun 24, 2006, 02:23 PM
I got this error after going to the next turn after casting the Domination Spell (which had been working fine for many turns):
http://img370.imageshack.us/img370/8296/what1gm.jpg (http://imageshack.us)

K, that will be fixed in the next patch.

Kael
Jun 24, 2006, 02:28 PM
It seems that the "Law II Sorcery" isn't added correctly.

k, fixed in the next patch.

Kael
Jun 24, 2006, 02:43 PM
Kael, the Team,

I try to understand the Kuriotates and how works settlements. Not clear at that time.

1) I conquer a city by culture with a massive use of prophets. This one is now a settlement of size 1, with a training ground. Logical or bug ?

Settlements keep their former buildings, not that they do much good (we wouldnt want to destory them because we want them to stay in case the former owner comes back).

2) Is it possible to improve a settlement to a city? Even if one your city had to become to settlement there after ? If, yes how to do ? Is it possible to build a city hub in a settlement ?

Yes, if you have less than 3 main cities (say one gets destroyed) you can promote one of your settlements to a city by building a city hub.

Kael
Jun 24, 2006, 03:19 PM
Patch "b" is out. The link and list of fixed issues in in the first post.

drjones
Jun 24, 2006, 03:44 PM
Wierd one that may be a vanilla bug from version a:

when my scout hits the goodie hut, nothing happens.

Chalid
Jun 24, 2006, 04:07 PM
I had an python exception in the onBuild function when building an Arcane barge. No savegame through but it CTD some turns later... Have not picked up again to check if its repeatable.

Lightzy
Jun 24, 2006, 04:13 PM
typhoid mary comes at a stage in the game where even with 12 power rating she's mostly a one-shot weapon.. with 7 she's absolutely surely a 1 shot weapon.
is that what she's supposed to be?

Silverkiss
Jun 24, 2006, 04:29 PM
Loki lost his ability to run away from combats ? I just got my Loki killed T_T

Xanikk999
Jun 24, 2006, 04:30 PM
Wierd one that may be a vanilla bug from version a:

when my scout hits the goodie hut, nothing happens.

Its not a bug. If the goodie hut is in fog of war when you approached it, it was probably popped by a rival civ earlier and the fog just wasnt updated yet until you approached it.

puck11b
Jun 24, 2006, 05:16 PM
I don't know if it is just bad luck, but I don't think I've had a single new forest grow into a forest, after a good long time (guessing 100+ turns). Playing as the Aumarites


*edit*
Nevermind, I found some squares that I know for a fact advanced from new forest to forest. I do however have a patch of three that were the first ones that I built that have been new forest for centuries.

Kael
Jun 24, 2006, 05:44 PM
I don't know if it is just bad luck, but I don't think I've had a single new forest grow into a forest, after a good long time (guessing 100+ turns). Playing as the Aumarites


*edit*
Nevermind, I found some squares that I know for a fact advanced from new forest to forest. I do however have a patch of three that were the first ones that I built that have been new forest for centuries.

You're right, we made another change that dramatically decreased the rate at which they will turn into real forests. I'll boost the rate in the next patch.

Kael
Jun 24, 2006, 05:46 PM
Loki lost his ability to run away from combats ? I just got my Loki killed T_T

It will be fixed in the next patch.

Xyshi
Jun 24, 2006, 05:56 PM
I was having a problem where my troops that i just landed from my galleons would jump back onto my ships on their own. Really not sure why as the units seemed random and sometimes a galleon would end up with more than 4 units loaded.

I think it was caused by the fact that my galleons were grouped cuz i went back the turn before and seperated them and then landed them individually the next turn. But i had to move them away a space or they would jump back on the next turn... very annoying.

King Coltrane
Jun 24, 2006, 09:54 PM
2 things:

first, the wither spell i think it is, often causes the enemy unit to utterly dissappear, like banish i think, insteat of gaining the disease promotion or whatever it is. however this is only about 40% of the time if that, often it works correctly.

second, i have captured workers (mud golems and workers) during an amphibious assault and every time i have the attacking unit end in the land square that was attacked (if it is empty after the attack) and the worker ends up in the water, where the ship is, but i find myself able to build roads on the water... not sure whats up with that, though it does look kinda cool

Nikis-Knight
Jun 24, 2006, 10:46 PM
Elven Maceman requires mithril, not iron. version .13c.

edit: mark that up to cosmetic issues. If I don't have a barracks, it says requires mithril on the unit build screen, but it works fine if I have iron. :)

drjones
Jun 24, 2006, 11:36 PM
Its not a bug. If the goodie hut is in fog of war when you approached it, it was probably popped by a rival civ earlier and the fog just wasnt updated yet until you approached it.

I know what you are refering to but in this case I end a turn immediately next to the hut, turn cycles and it is still displayed, pop hut and nothing happens. Entire time no other units are there, and it is turn 4 so even the magical AI scouting ability should not have their men that close to my start yet.

kevjm
Jun 25, 2006, 04:39 AM
I know what you are refering to but in this case I end a turn immediately next to the hut, turn cycles and it is still displayed, pop hut and nothing happens. Entire time no other units are there, and it is turn 4 so even the magical AI scouting ability should not have their men that close to my start yet.

Had you founded any cities by that point? If you have no cities and pop a hut, you can end up with nothing where it was going to give you a tech.

Burevix
Jun 25, 2006, 08:04 AM
I have run into a similiar problem as some of the others on the forum where I hit the next turn and the game seems to keep thinking and spinning the clock. I thought that maybe it was just taking a little while to get to the next turn but after a few minutes I checked the task manager and it said that the program had stopped responding. So I started it up again and went into the world builder before I went to the next turn and changed some things. I deleted a giant spider in the north of the continent that was next to the Dovillo cultural border. That seemed to work but then it got stuck in the loop again a few turns later. The second time I deleted the spider and I set the AI players to war with each other to change up their priorities in the case that maybe they were doing something that would cause the problem. That fix seemed to get the game working again. I am not sure what the specfic problem is, I attached the save file on the turn right before the problem begins. Thanks for your time, I have been having a great time with the mod or is it a total conversion now.

Nikis-Knight
Jun 25, 2006, 09:13 AM
What's going on here? The mercenaries have two different base strength values. Did you find a way to change them?

Kael
Jun 25, 2006, 09:17 AM
I have run into a similiar problem as some of the others on the forum where I hit the next turn and the game seems to keep thinking and spinning the clock. I thought that maybe it was just taking a little while to get to the next turn but after a few minutes I checked the task manager and it said that the program had stopped responding. So I started it up again and went into the world builder before I went to the next turn and changed some things. I deleted a giant spider in the north of the continent that was next to the Dovillo cultural border. That seemed to work but then it got stuck in the loop again a few turns later. The second time I deleted the spider and I set the AI players to war with each other to change up their priorities in the case that maybe they were doing something that would cause the problem. That fix seemed to get the game working again. I am not sure what the specfic problem is, I attached the save file on the turn right before the problem begins. Thanks for your time, I have been having a great time with the mod or is it a total conversion now.

Thanks Burevix, the fix will be in todays patch.

Kael
Jun 25, 2006, 09:20 AM
What's going on here? The mercenaries have two different base strength values. Did you find a way to change them?

Yeap, Chalid wrote a function that lets us adjust the base strength. Those mercenarys have both been effected by the Mutation spell. It does random things, and is why they have different strengths.

Nikis-Knight
Jun 25, 2006, 10:52 AM
I lost a guardian vine and can't seem to summon another. (I checked the military advisor to make sure I didn't have one hiding somewhere.)
umm, well, now I can, so nevermind. They can't come in cities now.

Nikis-Knight
Jun 25, 2006, 12:00 PM
I have a hang-up at this spot, dunno why, using latest version.

Kael
Jun 25, 2006, 12:37 PM
I have a hang-up at this spot, dunno why, using latest version.

That will be fixed in todays patch, thanks.

anisotropy
Jun 25, 2006, 02:25 PM
This isn't a bug as much as a request per se (if this isn't the right spot, then please tell me where to post it). Regarding mana nodes: when I am building a new node, I always have the option of building any type I want, even after I've built that particular kind (e.g. a water node). Obviously, if I already have a water mana node, I don't really NEED another one. Is there a quick way to check what nodes I have already built, besides scrolling all around my map? Maybe the buttons can still show up, but not be highlighted if I've already built that node type? That way, I'll be able to know what I've made and what I need still.

Zurai
Jun 25, 2006, 02:39 PM
Is there a quick way to check what nodes I have already built, besides scrolling all around my map?

Open any of your cities connected to the trade network. All the mana types are listed in the strategic resources section.

BeefontheBone
Jun 25, 2006, 03:26 PM
Assuming your network is fully connected (you don't have 2 separate bits for whatever reason), that is probably the easiest way. Unfortunately, they're not listed together, which is irritating. It would be handy to have the number of sources you already possess displyed somewhere when it offers you the chance to build a node, though (on the mouseover after "Provides Fire Mana" perhaps?)

Kael
Jun 25, 2006, 07:43 PM
Patch C is up, list of fixes is in the first post. It shouldn't break save games.

eerr
Jun 25, 2006, 08:20 PM
for some mysterious reason it said i declared war on vallash(as the sheaim),
but it didn't look like they had any mages near my cities.
they just captured the dragons horde nearby?
i played it through from the most recent autosave but it did not happen again


also, my giant spider retained the lookout promotion(from the sentry tower) after he was attacked.

also, you can gift infinite skeletons to anyone who has open borders with you(
summon new ones each turn...
legions of undead anyone?

Burevix
Jun 25, 2006, 10:40 PM
I have been playing as the Bannor in a few games and I have not been able to find the guardhouse in my building lists on the city screen when I have guardsmen and shieldbearers fortified in the city. Has this feature not been implemented as of yet?
The patch C was a game saver, I had lost several games to the dreaded spinlock. Thanks for all the work from the team.

Lightzy
Jun 26, 2006, 03:19 AM
where's the reasoning in the mary typhoid change?
I mean, what thread, so I could read it :)

Maian
Jun 26, 2006, 03:31 AM
Multiplayer exploit: One player gift an infinite amount of national units to another player, resulting in armies full of a teammate's national units.

Chalid
Jun 26, 2006, 03:42 AM
What would you propose as solution? Grading the unit down one level when it is gifted? eg. Immortal->Macemen
Or prohibiting gifting National Units and Heros?

Prohibiting to gift limited unit classes is very easy.

BeefontheBone
Jun 26, 2006, 04:39 AM
It seems there are a few issues with summoned units - animals can be captured without retaining their summoned status, and the same goes for units which are gifted to friendly players (meaning you can cripple the AI with unit upkeep, in theory at least). Perhaps summons need to be a duplicate unit (Summoned Skeleton, Summoned Tiger etc) which start with the summoned promotion and would therefore keep it when gifted/captured. That might mess up Spell Extension, though. Hmmm.

kevjm
Jun 26, 2006, 04:53 AM
@ Chalid

I think I've found an AI issue, I know you've been playing around with this aspect of the AI so I thought I'd mention it here. Here's what happened:

My hero (Valin) is parked outside the enemy city. They have a very large stack of merrymen (warriors) in there city. I'm shocked when they start attacking me, I get ready to blame you Chalid for killing my hero, when all of a sudden they stop. I let Valin heal for a turn. Next turn, they attack with a single merryman and stopped. End result: they wasted much of their forces feeding my hero with exp.

Is it possible the AI calculated it could destroy my hero with the stack they had in the city, attacked with everything they had but stopped when they believed they needed the rest of their units for city defence? The AI could use a little tweaking if this is the case.

I'm assuming that the single warrior they attacked with the second turn was freshly built, btw

Chalid
Jun 26, 2006, 05:05 AM
Thats an issue i have not yet dealed with...

What you have seen were all his counter and attack units that were not needed (in the ais view) to defend the city. The problem is the Ai first tests if there is a aim it can kill easily (65% chance). If there is not it thinks 35% chance are enough. That alone is not to bad but now comes the stupid thing.
It divedes these 35% by the number of units in its tile. So each of the merymen probably attacked with chances below 5% and bader through there were several that were deemed nessesary to defend the city but were calculated for the attack as well.

So what you are seeing is standard stupid vanilla behaviour. I've already sketched out on my notes how i want to change this but its farther down on my list. First i have to deal with the stupid mages (especially when they have come by ship they are completly cluless right now) and i hope that we can teach them to cast the spells from the view of the top level unitai instead of a low level AI as it is now.

And yes the warrior was most probably fresh built or coming form another town.

kevjm
Jun 26, 2006, 05:17 AM
That's good to hear, thanks for the quick reply

thearkane
Jun 26, 2006, 06:20 AM
a couple of problems.
1)this has occured since the release of 2,(for me) when attempting to trade with another civ,after shutting down the contact civ repops up,it then shuts down normally. (not that this is a major problem i dont trade much)

2)this has occured since 13 came out. i cant quick save. sometimes it indicates it is saving but if i try to load it had not been updated.130954

Kael
Jun 26, 2006, 06:37 AM
where's the reasoning in the mary typhoid change?
I mean, what thread, so I could read it :)

There wasnt much around it. In the new tech tree alchemy can be gained much earlier than in pervious versions. Someone noted that because fo that they can rush a 12 strength attack in the early game, which is to effective. So Mary was reduced to str 7.

Kael
Jun 26, 2006, 06:52 AM
I have been playing as the Bannor in a few games and I have not been able to find the guardhouse in my building lists on the city screen when I have guardsmen and shieldbearers fortified in the city. Has this feature not been implemented as of yet?
The patch C was a game saver, I had lost several games to the dreaded spinlock. Thanks for all the work from the team.

I did some testing around this and actually found the opposite problem, once created the guard stations never went away. Which will be fixed in the next version.

Black Whole
Jun 26, 2006, 08:58 AM
The Malakim start with a Lightbringer and not with a warrior. Is this intentional?

Kael
Jun 26, 2006, 08:59 AM
The Malakim start with a Lightbringer and not with a warrior. Is this intentional?

Yes .

Hian the Frog
Jun 26, 2006, 09:15 AM
And woodelf thinks that's fun....My only lion escaped from his cage and ate my worker. :mad: I now have a lion skin carpet....no happiness bonus.

The Frog

thearkane
Jun 26, 2006, 09:52 AM
the problem #1 (in post 131) may be linked to a trade tech. in current game i have no trade techs yet and it does not occur.

Also is there a way i could change the frequency of desert tiles when map is generated?

Chalid
Jun 26, 2006, 09:56 AM
Also is there a way i could change the frequency of desert tiles when map is generated?

Thats dependend on the map script/temperature setting.

Tropical gives very few deserts, cold, too.
Arid and Rocky give many deserts.

thearkane
Jun 26, 2006, 10:02 AM
Thats dependend on the map script/temperature setting.

Tropical gives very few deserts, cold, too.
Arid and Rocky give many deserts.

i usually use temperate,pangea. i just feel that the normal generator makes way to many deserts. i know about tropical but then i feel there is to much jungle. i was hoping there was a python or whatever is used to determine the occurance that i could change. oh well thanks anyway.

Xuenay
Jun 26, 2006, 10:07 AM
i usually use temperate,pangea. i just feel that the normal generator makes way to many deserts. i know about tropical but then i feel there is to much jungle. i was hoping there was a python or whatever is used to determine the occurance that i could change. oh well thanks anyway.

http://forums.civfanatics.com/forumdisplay.php?f=182

Sarisin
Jun 26, 2006, 10:09 AM
Playing Charadon/Doviello on a huge Lakes map with raging barbs.

I have the BAR trait.

The scores in year 443 for the top three civs are:

Charadon: 280
Tasunke: 201
Sabathiel: 185

The barbs started attacking me. It doesn't seem to hit the 50% threshold on points.

Please explain. I have attached a save at yr. 441. Hit enter a couple of times.

Thanks130976

Kael
Jun 26, 2006, 10:24 AM
Playing Charadon/Doviello on a huge Lakes map with raging barbs.

I have the BAR trait.

The scores in year 443 for the top three civs are:

Charadon: 280
Tasunke: 201
Sabathiel: 185

The barbs started attacking me. It doesn't seem to hit the 50% threshold on points.

Please explain. I have attached a save at yr. 441. Hit enter a couple of times.

Thanks130976

It seems like the barbarians aren't exceptionally good at math. ;)

Seriously I don't know why this occurs. I suspect some sort of rounding error, here is the code which determines when to have the barbarians declare war on you:


if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_BA RBARIAN')):
eTeam = gc.getTeam(gc.getPlayer(gc.getBARBARIAN_PLAYER()). getTeam())
iTeam = pPlayer.getTeam()
if eTeam.isAtWar(iTeam) == False:
if CyGame().getPlayerScore(iPlayer) >= 1.5 * CyGame().getPlayerScore(CyGame().getRankPlayer(2)) :
if gc.getGame().getGameTurnYear() >= 20:
eTeam.declareWar(iTeam, False)


As you can see he isn't supposed to declare war at 280 over 201, but it is awfully close (he should declare war at 300 over 201) so I probably wont change anything based on this except to say that your peace lasts with the barbarians until you have about 50% more score than the 2nd ranked player.

c.fe
Jun 26, 2006, 10:30 AM
Seriously I don't know why this occurs. I suspect some sort of rounding error, here is the code which determines when to have the barbarians declare war on you:


if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_BA RBARIAN')):
eTeam = gc.getTeam(gc.getPlayer(gc.getBARBARIAN_PLAYER()). getTeam())
iTeam = pPlayer.getTeam()
if eTeam.isAtWar(iTeam) == False:
if CyGame().getPlayerScore(iPlayer) >= 1.5 * CyGame().getPlayerScore(CyGame().getRankPlayer(2)) :
if gc.getGame().getGameTurnYear() >= 20:
eTeam.declareWar(iTeam, False)


As you can see he isn't supposed to declare war at 280 over 201, but it is awfully close (he should declare war at 300 over 201) so I probably wont change anything based on this except to say that your peace lasts with the barbarians until you have about 50% more score than the 2nd ranked player.

From looking at CvGame.cpp it seems to me that you get the first player by calling getRankPlayer(0), so you are comparing the current player with the third-ranked one when you use getRankPlayer(2).

Chalid
Jun 26, 2006, 10:32 AM
the question is did he probably have one tech or people less when at the end of his turn. 14 points of tech are easily gained in one turn.

btw Kael, as those scores are integers it would probably calulate better if you did:
2 * CyGame().getPlayerScore(iPlayer) > 3 * CyGame().getPlayerScore(CyGame().getRankPlayer(1)) :

Edit: Oh yes that is most probably true, c.fe. 185 points would be the borderline to declare war.

Sarisin
Jun 26, 2006, 10:36 AM
Yes, when you are playing a civ with the BAR trait, you really have to watch the score closely to manage your points. I thought I was doing a good job until I saw the barbs pouring into my now 'sprawling' civ.

I mentioned a similar issue in the 'Balance' thread:

I was playing a game as Calabrim and the two teams above me (Jonas and Charadon) both had the BAR trait and scores much higher than mine (I was in third in points). However, because their scores were only a few points apart, no barbs attacked them.

I suggested, if possible, the program look at the next civ WITHOUT the BAR trait to determine if the score hits the 50% threshold.

Thanks again.

Xuenay
Jun 26, 2006, 10:40 AM
From looking at CvGame.cpp it seems to me that you get the first player by calling getRankPlayer(0), so you are comparing the current player with the third-ranked one when you use getRankPlayer(2).

Makes sense, in general Python usually starts counting things from 0 and not 1.

Kael
Jun 26, 2006, 11:12 AM
From looking at CvGame.cpp it seems to me that you get the first player by calling getRankPlayer(0), so you are comparing the current player with the third-ranked one when you use getRankPlayer(2).

You're absolutly right, it was comparing the the player with the 3rd ranked player. I will fix it as you suggested. I also changed the algorithym as Chalid recommended to avoid and decimal issues.

BeefontheBone
Jun 26, 2006, 11:41 AM
Sarisin's point is a good one (and could be easily implemented with another check in the code) - imagine trying to play a raging barbs game with 2 barb-friendly civs in play as it stands. Erk!

Kavok
Jun 26, 2006, 12:05 PM
I can't get Inquistors, which is annoying when I have the cult of the dragon popping up all over.

Im playing the Lojsfar (elves, can neve remember the full name) w/ Fellowship of the Leaves.

Kael
Jun 26, 2006, 12:27 PM
I can't get Inquistors, which is annoying when I have the cult of the dragon popping up all over.

Im playing the Lojsfar (elves, can neve remember the full name) w/ Fellowship of the Leaves.

Inquisitors cant be built, a level 6 or higher priest must be upgraded to an inquisitor.

thearkane
Jun 26, 2006, 02:03 PM
http://forums.civfanatics.com/forumdisplay.php?f=182

thank you Xuenay. this eventually sent me to where i found the information i needed,after some wandering around.

It is in cvmapgeneratorutil.py desert was set as 32 which i reduced to 18.forest,jungle,and ice can also be adjusted in this. It only seems to be used in pangea,fractal,and perhaps random maps though.

didolover
Jun 26, 2006, 03:19 PM
haste doesnt work with seacraft?

(i was going to say this might be a vanilla thing before realizing vanilla doesnt have spells, yes its been that long since ive NOT played FfH)

also this game sent me into the infinite spin cycle

Kael
Jun 26, 2006, 04:09 PM
haste doesnt work with seacraft?

(i was going to say this might be a vanilla thing before realizing vanilla doesnt have spells, yes its been that long since ive NOT played FfH)

also this game sent me into the infinite spin cycle

Nope, body spells only effect living units.

valyn
Jun 26, 2006, 07:00 PM
My flesh golems lose their combat 1-5 promotions after one turn. Even turning the golem into a lich didn't help. I think it is likely an interation between Barnaxus' ability and the golem promotion. None of the other promotions I tried seemed to be affected.

Put a serious damper on my plan to pump out a Flesh golem with combat 5 each turn. :sad: On a balance note, it might be a good idea to keep summoned tigers from being flesh grafted.

Kael
Jun 26, 2006, 07:13 PM
Patch "D" is up and linked in the first thread.

Maian
Jun 26, 2006, 08:29 PM
What would you propose as solution? Grading the unit down one level when it is gifted? eg. Immortal->Macemen
Or prohibiting gifting National Units and Heros?

Prohibiting to gift limited unit classes is very easy.

Prohibiting gifting national units makes sense to me. You shouldn't need to prohibit the gifting of heroes since they are already limited to 1 per world, right? In fact, I would say that the gifting of heroes is fine as it is.

FM_Freyland
Jun 26, 2006, 10:40 PM
Inquisitors cant be built, a level 6 or higher priest must be upgraded to an inquisitor.

Kael, I cannot remember the building name off the top of my head, but one of the Order buildings give Paladins the Command Promotion and supposedly gives Inquisitors 4x experience when built there. I know I may be remembering it poorly right now, but I do recall reading the description when playing that game and wondering why I couldn't build inquisitors there.

Also, does the "Wall of Stone" promotion actually work? When cast, it creates the graphic of a wall, and you can see it on the city screen along the sidebar, but my %defense does not increase with it.

Thanks for the mod, gents!

Jonathan

Chalid
Jun 27, 2006, 04:01 AM
The %defense shown on the city is only the cultural defense. The defense from walls is added to this (shown in the combat odds popup).

The Inquisistor building should give something else ( i think the pedia is outdated)

aku
Jun 27, 2006, 07:01 AM
I can still destroy infinite number of units in a tile on one turn with targeted spell (one by one) with multiple units selected. Still no fix for this bug.

Kael
Jun 27, 2006, 07:12 AM
I can still destroy infinite number of units in a tile on one turn with targeted spell (one by one) with multiple units selected. Still no fix for this bug.

Ive tried to recreate this and Ive never been able to. Could you give me a save game or a little more detail about it (ie: what spell you are casting?).

aku
Jun 27, 2006, 08:58 AM
Well, all it takes is to have multiple units selected (maybe multiple casters because I always have had some mages and priest in a stack) then cast a targetted spell (I've done it with wither, pillar of flames or that death II spell which causes disease, can't remember name; probably other such spell will work too) and *poof*. I'll try to post some savegame from the most recent version later today (can't do it right now).
Ps. BTW the spell can be casted many times and won't trigger the "already casted this turn" promotion.

didolover
Jun 27, 2006, 09:45 AM
the targeted spell thing aku talks about happened to me but only once
- i wiped out an entire stack of marauders with a charm spell but then after the one miracle i couldnt do it - additionally i had to be next to someone to make the charm work after that - even thought the interface cursor comes up for farther than one space i cant do it ...

aku
Jun 27, 2006, 09:51 AM
Hmm. That's right. I've always encountered this when I was in a tile next to the enemy stack. Maybe position matters too.

mindlar
Jun 27, 2006, 11:33 AM
Don't know if this is intended, but newly created Luchirp golems do not get Barnaxus's promotions until the turn after they are created.

Kael
Jun 27, 2006, 12:16 PM
Don't know if this is intended, but newly created Luchirp golems do not get Barnaxus's promotions until the turn after they are created.

Yeah, it's just the way its implemented. I figure it takes a turn to get hooked up with barnaxus (in truth I didnt want to make a 2nd check to handle creations, I just let the onturn check handle it).

soibean
Jun 27, 2006, 01:04 PM
Is there anyway to keep animals around for the late game in areas where the barbarians are still thriving
It usually takes awhile to get carnivals going in the smaller cities and eventually my captured animals run out
Also, will minor civs be playable in future builds? i liked the looks of some of the lesser civs and would enjoy playing them.
The mermaid civ has the starting technology of seafaring but as far as I know there is no technology with this name and they start with no beginning tech.
I apologize about the wrong thread, this was supposed to be in the balancing one. Sorry again

Kael
Jun 27, 2006, 01:49 PM
Is there anyway to keep animals around for the late game in areas where the barbarians are still thriving
It usually takes awhile to get carnivals going in the smaller cities and eventually my captured animals run out
Also, will minor civs be playable in future builds? i liked the looks of some of the lesser civs and would enjoy playing them.
The mermaid civ has the starting technology of seafaring but as far as I know there is no technology with this name and they start with no beginning tech.
I apologize about the wrong thread, this was supposed to be in the balancing one. Sorry again

Yeah most of the civs are scheduled to be playable. The only ones in question right now are the Mercurians and the Infernals. We have some things planned for them that may make them impossible to balance. But who knows, if we find a way around it we will add them as well.

The Lanun are awesome, but they may need to start with exploration. The AI always rushes fishing when it plays them anyway. I'll ask the tam about it and see what they think. Seafaring is a valid tech, but its not on the tech tree, it is only available to the Lanun, who start with it.

I will have to think abotu the animals. We are thinking about adding some options for big game hunting in "Fire", we will have to see what we come up with.

aku
Jun 27, 2006, 02:06 PM
Ok, I've managed to provide a save where I've managed to many times reproduce this spell bug. It doesn't always work. Don't know why, but sometimes the spell works as intended and sometimes wipes any unit. Just load this game, there are couple of units next to barbarian city. Select all units and cast something (charm person, wither, whatever), select target unit and voila. Sometimes the spell gets resisted and unit survives but you can cast multiple times. I hope that someone can reproduce this one.

Ps. Launching fireballs and meteors at diseased units spreads disease. It's rather silly isn't it? ;)

Edit: You can see it in this savefile too because the dragon has disease from contagion. It's fun to see my bombarding units catching flu from meteors :P

Kael
Jun 27, 2006, 02:52 PM
Ok, I've managed to provide a save where I've managed to many times reproduce this spell bug. It doesn't always work. Don't know why, but sometimes the spell works as intended and sometimes wipes any unit. Just load this game, there are couple of units next to barbarian city. Select all units and cast something (charm person, wither, whatever), select target unit and voila. Sometimes the spell gets resisted and unit survives but you can cast multiple times. I hope that someone can reproduce this one.

Ps. Launching fireballs and meteors at diseased units spreads disease. It's rather silly isn't it? ;)

Edit: You can see it in this savefile too because the dragon has disease from contagion. It's fun to see my bombarding units catching flu from meteors :P

Checking it out, thanks.

Khadil Okharim
Jun 27, 2006, 03:25 PM
I think there is a problem with the alignments. I played as Sheaim which are naturally evil. As I converted to Runes my alignment was changed to neutral what is ok. After that I converted to Overlords. I anticipated to become evil again (naturally evil + Overlords = evil) but I stayed neutral. Is this intended?

Corlindale
Jun 27, 2006, 03:52 PM
I anticipated to become evil again (naturally evil + Overlords = evil) but I stayed neutral. Is this intended?

Yes it is. Overlords is a "neutral-evil" religion, so it won't change your alignment from neutral to evil, only from good to neutral. The Veil is the only religion that can switch your alignment to evil.

BeefontheBone
Jun 27, 2006, 04:14 PM
Ah, but if he'd adopted OO first (and not adopted Runes later, since that'd change him to Neutral) he'd still be Evil - perhaps the alignment change should be based on your leader's base alignment rather than current one.

Chalid
Jun 27, 2006, 05:34 PM
No its completely as it is intended. It makes you think bevor you wildly switch religions as you might not be able to undo your changes.

hadrian11
Jun 27, 2006, 06:13 PM
I don't know if this is intended, but I culturally captured a kuriotate settlement and was then able to rush buy a city hub in the settlement. This then gave the new city the sprawling trait for my non-kuriotate civilization.

z00t
Jun 27, 2006, 08:34 PM
Barnaxus got shock and it didnt go to any golems, not sure if thats intentional that they only receive certain promotions. His graphic also seems to flicker from a swordsman to barnaxus.

I havent got that far down the new tech tree but so far it seems quite nice, although it would be really good to be able to see more of it on the screen. One thing I did think was that it puts a lot of emphasis on beelining to writing, as it gifts a free technology and is the only prereq for trade.

Oh and the spider made me physically jump in my chair. Love it!

H.GrenadeFrenzy
Jun 27, 2006, 10:10 PM
Sometimes warrior units spawn at capitals for no apperant reason ans not when being produced either when this happens is often after you agree to produce a settler at the next oppurtunity........playing Calabim and Elohim.......strange effect seen it happen 5 times.........starts after each had 2 cities..........Calabim 2.........Elohim 3 both also had subdued animals...only happened on 1 game, I will watch to see if it happens on the next game.... it was on Fantasy Map/THE Big One....Random resources too........my civs where btween 3rd and 8th place...so the speak.

Oldfrt
Jun 27, 2006, 10:14 PM
Just a small one I found so far.... have seen it in two different games.

My starting scout survived combat, so I noticed he was down to 0.7, so thought, great - 3 turns and he is back in action.

3 turns later the message was saying
1.0 / 1
1 Turn to Heal.

I have had this a couple of times now, but only on these low strength units. Havent had it in any other versions other than V013

Zurai
Jun 27, 2006, 10:18 PM
I have had this a couple of times now, but only on these low strength units. Havent had it in any other versions other than V013

That's not a bug; the unit has 95-99 hitpoints, but it's rounded up to 100, thus 1.0 strength. It exists in vanilla too.

Khadil Okharim
Jun 27, 2006, 10:58 PM
No its completely as it is intended. It makes you think bevor you wildly switch religions as you might not be able to undo your changes.

That's mean! I only converted to Runes as it was the first religion spread in my realm (and I wanted to finish a wonder sooner). The next time I won't convert to a religion that makes me neutral for a longer time... I have to think before! ;)

FM_Freyland
Jun 27, 2006, 11:58 PM
Demon Altar will not allow me to sacrifice units for research. The button is lit up, and it makes the acknowledgement noise, but the unit doesnt disappear and I can keep pressing it over and over to my hearts content.

Jonathan

Chalid
Jun 28, 2006, 03:33 AM
Barnaxus got shock and it didnt go to any golems, not sure if thats intentional that they only receive certain promotions. His graphic also seems to flicker from a swordsman to barnaxus.

Only the combat promotions (stars) go to the other golems.

Oh and the spider made me physically jump in my chair. Love it!

Thanks!

z00t
Jun 28, 2006, 04:44 AM
ok, I figured it might be that way with Barnaxus. He also is susceptible to fear, but that adds to the flavor of him gaining some sentience so I like it =)

The luchuirp scout should start with dwarven. Double movement in hills also doesnt seem to be working.

Btw its possible to capture hill giants? The Bannor have 3 of them roaming around.

Chalid
Jun 28, 2006, 04:50 AM
The 3 hill giants are given by the pact of the nilhorn wonder.

Bad Player
Jun 28, 2006, 05:10 AM
I can't download the d patch (or even the whole large updated file)!!

I have to log on to pitboss server soon and I have to update! :(

Chalid
Jun 28, 2006, 05:15 AM
Is winters palace supposed to be a national wonder, or should it be a world wonder?

wilboman
Jun 28, 2006, 05:38 AM
Isn't Winter Palace an Order specific wonder?

Bad Player
Jun 28, 2006, 05:49 AM
Double movement in hills also doesnt seem to be working.


Can someone confirm this? (and also double check if double forest movement promotion works too).

Kael
Jun 28, 2006, 07:36 AM
Is winters palace supposed to be a national wonder, or should it be a world wonder?

Supposed to be a national wonder on the Order only tech. I dont know why it was on ORders from Heaven. I'll move it to Unquestioning Obedience.

lorgen
Jun 28, 2006, 11:01 AM
after returning from a vacation in the Baltics, then:

I`m unable to start downloading the new version 2013d.... It just says "could not locate remote server"

Is the server coming up soon :confused:

I`m a bit anxious to start testing the new version

Kael
Jun 28, 2006, 11:06 AM
after returning from a vacation in the Baltics, then:

I`m unable to start downloading the new version 2013d.... It just says "could not locate remote server"

Is the server coming up soon :confused:

I`m a bit anxious to start testing the new version

Yeah, civfanatics ftp server was goofed up. Its back now.

lorgen
Jun 28, 2006, 11:18 AM
Yeah, civfanatics ftp server was goofed up. Its back now.

great....

And while I download it I can get updated on the forums :)

snarko
Jun 28, 2006, 01:24 PM
If you use ring of flames on a human civilization in hotseat they will automaticly declare war on you, during your turn, regardless of if they want to or not.

If you use ring of flames and have a 10 turns peace (which I thought was supposed to be unbreakable) the other civ will declare war on you.

Similar but an abuse, if you want war with an AI it's often a good idea to use ring of flames to get them to declare war on you instead of declaring yourself. This way your defensive pacts fire and the AIs doesn't. Also the AI declares war during your turn, so you get to act first just like if you had declared yourself.

Chalid
Jun 28, 2006, 01:39 PM
It will be switched that you are the one to decare war when you use ring of flames.

Hian the Frog
Jun 28, 2006, 02:22 PM
Kael, the Team,

Is it a bug, logical (what you want, i mean ) or a forgetting ?
Goblin Scout don't have "Orcish" promo.

The Frog.

PS: Kael, thx for the link.:)

Kael
Jun 28, 2006, 02:26 PM
Kael, the Team,

Is it a bug, logical (what you want, i mean ) or a forgetting ?
Goblin Scout don't have "Orcish" promo.

The Frog.

PS: Kael, thx for the link.:)

It was forgotten, I will add it.

alabrax
Jun 28, 2006, 06:05 PM
Does the "D" patch include a,b and c also?

Kael
Jun 28, 2006, 07:20 PM
Does the "D" patch include a,b and c also?

Yeap, all patches are cumulative.

FM_Freyland
Jun 28, 2006, 11:04 PM
Just chiming in again regarding my post on page 9 about the Demon Altar, in case it was missed. Thanks!

Jonathan

BeefontheBone
Jun 29, 2006, 04:31 AM
That's not a bug; the unit has 95-99 hitpoints, but it's rounded up to 100, thus 1.0 strength. It exists in vanilla too.

You can only see it for units with less than 5 strength - in Vanilla it's common for scouts, warriors, chariots and archers.

Fader55
Jun 29, 2006, 05:46 AM
Playing as Lanun, started in the "Classical" era, I can't seem to build Pirates cove, I'm on a coastal tile & not within any borders. Is it broke or are there other requirements that are needed?

Fader

Bad Player
Jun 29, 2006, 06:40 AM
The herbalist doesn't give +1 extra health when you have reagents.

Chalid
Jun 29, 2006, 06:42 AM
It is no longer supposed to do. If the Pedia/Strategy tells it than the strategy is wrong.

Kael
Jun 29, 2006, 06:57 AM
The strategy was wrong, I'll update it.

Kael
Jun 29, 2006, 06:59 AM
Playing as Lanun, started in the "Classical" era, I can't seem to build Pirates cove, I'm on a coastal tile & not within any borders. Is it broke or are there other requirements that are needed?

Fader

You have to have the optics tech to do it. But as I think about it I dont like that restriction so I think I will remove it in 0.14.

Kael
Jun 29, 2006, 07:02 AM
Demon Altar will not allow me to sacrifice units for research. The button is lit up, and it makes the acknowledgement noise, but the unit doesnt disappear and I can keep pressing it over and over to my hearts content.

Jonathan

You are right, it was broke. I will fix it in 0.14.

Fader55
Jun 29, 2006, 11:44 AM
You have to have the optics tech to do it. But as I think about it I dont like that restriction so I think I will remove it in 0.14.

I'm building Caravels & Pirates, so I think I have the Tech, unless I'm thinking of something else.

Fader

snarko
Jun 29, 2006, 04:17 PM
I got a python error building Wrath Unleashed. The problem appears to be that the barbarians are considered alive even if they don't have a city. This could also cause a problem with other civilizations if you have the option that you have to kill all cities and units on.


Another error building Apocalypse.
http://img339.imageshack.us/img339/6925/civ4screenshot00397wf.th.jpg (http://img339.imageshack.us/my.php?image=civ4screenshot00397wf.jpg)
Don't know how this one happend. I've figured out that the unit belongs to Jonas Endain, is a longbowman with id 1032247 and is not dead. But x and y are crazy, both being -2147483647.


The errors should happend as soon as you end the turn in the save games.

hadrian11
Jun 29, 2006, 04:38 PM
I don't know if this was intended, but apparently the AI had a chaos marauder stationed in a city and then the marauder decided to turn on its creator. Instantly the city was conquered by the marauder regardless of all the other units in the city (I'm not sure what happened to them). Maybe if a marauder turns while in a city, it should be kicked out of the city first? I think this is what happened in a game I was playing (twice). It certainly made capturing the city quite easy for me without having to go to war.

Kael
Jun 29, 2006, 05:31 PM
I got a python error building Wrath Unleashed. The problem appears to be that the barbarians are considered alive even if they don't have a city. This could also cause a problem with other civilizations if you have the option that you have to kill all cities and units on.


Another error building Apocalypse.
http://img339.imageshack.us/img339/6925/civ4screenshot00397wf.th.jpg (http://img339.imageshack.us/my.php?image=civ4screenshot00397wf.jpg)
Don't know how this one happend. I've figured out that the unit belongs to Jonas Endain, is a longbowman with id 1032247 and is not dead. But x and y are crazy, both being -2147483647.


The errors should happend as soon as you end the turn in the save games.

That is one happy soul forge. I'll check it out.

Kael
Jun 29, 2006, 05:34 PM
I don't know if this was intended, but apparently the AI had a chaos marauder stationed in a city and then the marauder decided to turn on its creator. Instantly the city was conquered by the marauder regardless of all the other units in the city (I'm not sure what happened to them). Maybe if a marauder turns while in a city, it should be kicked out of the city first? I think this is what happened in a game I was playing (twice). It certainly made capturing the city quite easy for me without having to go to war.

You're right, its fixed, thanks.

drjones
Jun 29, 2006, 10:20 PM
Got a long weekend before heading to the UP, need any particular gamebits beat on?

Bad Player
Jun 30, 2006, 04:27 AM
It is no longer supposed to do. If the Pedia/Strategy tells it than the strategy is wrong.
When you hold the mouse over the building it says that as well as the pedia saying it (IIRC).

Bad Player
Jun 30, 2006, 05:00 AM
My game as Bannor freezes right after I press end turn on year 664 - can you please check it out because I don't know if it's a problem with my computer or what (I repeated it for testing of course)? :(

EDIT: It's on 2.013a (I can't download the d patch yet).

EDIT2: If I move some other units around it doesn't crash the game! WTF? EDIT4: I moved a couple of units outside a city which caused anger in the city and it allowed the game to work. When I tried this in 672 it didn't cause anger (I had animals back in city after carnival escape) and I couldn't work around the freeze/crash. Does causing rioting work around game freezes/crashes???

EDIT3: Same crash/freeze after end of turn but in 672!

EDIT5: In 672 if I move a unit into my angry city to stop the anger (heriditary rule) it allows the next turn to work. It then crashes when I build public baths in that city unless I trade for clams to keep the city healthy. It crashed a couple of turns after this.

Could my computer be overloaded by FFH2??? I have 3.0GHz pentium and stuff but my video card is radeon 9600xt.

eerr
Jun 30, 2006, 09:23 AM
http://img511.imageshack.us/img511/4356/newbitmapimage59eb.th.png (http://img511.imageshack.us/my.php?image=newbitmapimage59eb.png)
now "THATS" giving it your all!
go bambur, it's yo birthday!

also, notice the gramatical error of "a archeron the red dragon"
this bad grammar also happens with "your %% has killed a the drown"

Chalid
Jun 30, 2006, 09:26 AM
FIrst strikes are considerd in a bit "odd" way. I think we have to fix this a bit (thats a problem with defending units, too)

neohyram
Jun 30, 2006, 09:54 AM
I just can't seem to be able to get it to load properly. I had the same error with the original FFH mod as well. When I attempt to load it and the game restarts I get the "Loading screen" you know the one that says loading in like 4 different languages, it lasts for about 10 secs or less, then it dissapears and I see nothing else....ever it just dose not load anything. It dose not freeze, it just quits to nothing else.


What do I need to do, I even tried the short cut to the same effect?

Chalid
Jun 30, 2006, 10:08 AM
Strange. The first things to check would be:
1. Did you download the complete Mod (170 MB) and not only the patch (2MB)
2. Do you have any files in your CoustomAssets folder? -Best rename that to CustomAssets.old.

neohyram
Jun 30, 2006, 11:34 AM
I did indeed download the proper file, unziped it's like 400megs, and the patch. And I unistalled it and reinstalled it just for good mesure. Still after the "Loading" box nothing happens, like I never loaded anything

kevjm
Jun 30, 2006, 12:19 PM
How long did you wait? Did you check the task manager? It takes 3 or 4 minutes to load on some/most computers.

neohyram
Jun 30, 2006, 01:03 PM
Overnight :(

Kael
Jun 30, 2006, 02:01 PM
I just can't seem to be able to get it to load properly. I had the same error with the original FFH mod as well. When I attempt to load it and the game restarts I get the "Loading screen" you know the one that says loading in like 4 different languages, it lasts for about 10 secs or less, then it dissapears and I see nothing else....ever it just dose not load anything. It dose not freeze, it just quits to nothing else.


What do I need to do, I even tried the short cut to the same effect?

Do you have more than 500Meg of free space on your hard drive?

Silverkiss
Jun 30, 2006, 06:33 PM
Just wait. Wait like 10 minutes. The game will load then. xP

FM_Freyland
Jun 30, 2006, 08:00 PM
Used the Archmage Level 3 chaos spell (Rage?) which is supposed to turn a unit into a Barbarian, and it just made the unit disappear. Also, I could continue to cast it indefinately.

Used the Level 3 Death Spell (Ennervate) to drop experience, and while the spell was resisted each time, I was given a meteor shower unit each time, and I could continue to cast it indefinately.

Jonathan

didolover
Jun 30, 2006, 08:49 PM
also, notice the gramatical error of "a archeron the red dragon"
this bad grammar also happens with "your %% has killed a the drown"

that "you've killed a <anything>" is a vanilla thing and i love it
please dont change it - its one of the few laughs we clan of the embers grunts get when trudging through woods wiping out "a elven archer" hoo-ahh!!:sniper:

didolover
Jun 30, 2006, 09:01 PM
playing the clan on monarch - (impossible to win in a 'real game' btw, one has to wipe everyone out early before any fun stuff is discovered) anyway - my conjurer got to level three water and there was no spell there, but heres the thing at level two you get a djinn, that cant even walk on the water!? whats up with that?

Kael
Jun 30, 2006, 09:06 PM
Used the Archmage Level 3 chaos spell (Rage?) which is supposed to turn a unit into a Barbarian, and it just made the unit disappear. Also, I could continue to cast it indefinately.

It works fine for me. But the unit always moves a tile when the spell is cast (i move it in case it is in a stack with allied units, when I switch it to a barbarian unit if it stays in a stack it will CTD).

There is an issue with having multiple casters selected when you cast spells that talchas is looking at.

Used the Level 3 Death Spell (Ennervate) to drop experience, and while the spell was resisted each time, I was given a meteor shower unit each time, and I could continue to cast it indefinately.

Jonathan

Its resist chance isnt modified. I suspect you were casting against a high level unit that was resisting.

FM_Freyland
Jun 30, 2006, 09:24 PM
Thank you Kael, but what about being given a Meteor shower each time I tried casting?

Jonathan

Kael
Jun 30, 2006, 09:30 PM
Thank you Kael, but what about being given a Meteor shower each time I tried casting?

Jonathan

I have no idea about that.

wilboman
Jul 01, 2006, 05:35 AM
Is there a particular reason I can't build Maros? I'm playing as the Luichurp, Order state religion, have discovered Metal Casting, and the only other nation with the Order is way behind me techwise, so they don't have the Metal Casting prereq tech.

Another rather interesting glitch, although I think it may be cosmetic rather than in the guts of the mod, is that once I alt+tab out of the game, when I come back the minimap is screwed up - the cultural borders and terrain features don't line up!

Chalid
Jul 01, 2006, 05:39 AM
+%Sphener (skin and model by White Rabbit)- The Order
+%Valin Phanuel (skin by Kael)- The Order

Maros is the Civ hero of the Khazad now.

The minimap is a graphical problem that occurs sometimes. Nothing we can do against it :(

Samuelson
Jul 01, 2006, 05:58 AM
Im pretty sure that if you alt-tab out a second time and come back in the mini map graphics will go back to normal.

thearkane
Jul 01, 2006, 06:21 AM
also sometimes if you enter and exit the worldbuilder it will sometimes fix minimap errors. at least on my older system.

H.GrenadeFrenzy
Jul 01, 2006, 11:49 AM
Is there a schedules change to fix Domesticate Elephants?

Bad Player
Jul 01, 2006, 05:23 PM
The Lanun leader only met me 1 or 2 turns ago (we did trade techs) and now she's giving me +5 modifier for years of peace - pretty sure this is a bug.
http://img75.imageshack.us/img75/4401/toomuchpeace7pp.jpg

Bad Player
Jul 01, 2006, 05:29 PM
Another bug is that I am trading 1 Law mana (from Bannor palace) for 1 Earth mana but I have no earth mana available. It might possibly be because I traded earth for law mana before I discovered pass through the ether???

http://img465.imageshack.us/img465/8921/earthmanatraded5zd.jpg
http://img103.imageshack.us/img103/1966/noearthmana2gx.jpg

Nikis-Knight
Jul 01, 2006, 06:53 PM
I don't think flagbearers are working properly. I've had one in the same stack as a few different units for a couple turns, and they don't have morale promotion, nor does a bonus show up when I mouse over an enemy in a city.

edit: nevermind, lets just say I don't know how it works, but it has been passed on to some.

Maniac
Jul 01, 2006, 07:44 PM
Horrible news! I finished my v012 game, so time to start a V013 one... But FfH (and my entire computer) freezes when I want to start a new game. At least it did twice in the three times I tried. Both times I heard the sound of some coins falling (one of those building sounds I guess) and then the game freezes, judging from the green bar in the early phase of game setup.

Any ideas what could be the problem? :(

The Lanun leader only met me 1 or 2 turns ago (we did trade techs) and now she's giving me +5 modifier for years of peace - pretty sure this is a bug.

I'm glad btw that I'm not the only one who thought Falamar was a girl without breasts. ;)
(Falamar is apparently a guy)

***

Edit: Fourth try: Halfway through game setup the game freezes/crashes. :(

Sarisin
Jul 01, 2006, 09:08 PM
Three comments/bugs:

1. I sent my Trojan Horse in to explore territory of a civ I didn't have an open borders agreement with. Suddenly several Barbarian Lizard Men Assassins appeared and took out the Trojan Horse. So why can they see and attack it while the civ (Sheelba) cannot?

2. I think the barb units that appear later in the game need some work - I suppose this is probably ongoing. Barb chariots and mercenaries don't make much sense and yesterday I came across a barb Royal Guard - that is a real laugher. I'm not sure about those damn barb Lunatics either? :cry: I think having the orc crew (spearmen, axemen, worg riders,) and Lizard Folk (Men, Ranger, Assassins) is great though. Maybe more of that in the later units???

3. I know this is beta and there is more work to be done on the civopedia, etc., but it is very aggravating to not know which units, etc. can be built by which civs. For example, I am playing Calabrim and built a Weaponsmith. Not only did I inherit that blasted green unsmiley face, but discovered I couldn't build anything. I mean, why let me build the Weaponsmith then? ;)

I know some like to choose their favorite civ when then play each time and they get to know the ins and outs of what to build. However, I like to let the computer randomly select who I will play and I usually get a different civ each time - this is probably better for testing anyway. But, it is tough knowing what each civ can and cannot build without some documentation.

Thanks as always.

snarko
Jul 01, 2006, 09:17 PM
Another bug is that I am trading 1 Law mana (from Bannor palace) for 1 Earth mana but I have no earth mana available. It might possibly be because I traded earth for law mana before I discovered pass through the ether???
Do you not have the resource or do you not have the resource on the resource page of the foreign advisor? I believe you can't trade awa