View Full Version : FfH2 0.32 Bug Thread


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Kael
May 23, 2008, 07:26 AM
You guys know the drill. Post any errors you find with FfH 0.32.

Downloads:
Mod: Fall from Heaven II 0.32 (http://forums.civfanatics.com/downloads.php?do=file&id=1)
Patch: Patch "l" (http://kael.civfanatics.net/files/FfH2032l.exe)


Patch "a":
1. Fixed the Enervated promotion button.
2. Fixed the Svartalfar Adept button.
3. Fixed the Wane spell.
4. Circle of Gaelen events now require you to have the Sorcery tech before they will trigger.
5. You can no longer use the 'Spread the Council of Esus' ability in cities that already have the Council.
6. You can no longer upgrade untis beyond your national limits in allied cities.
7. Kuriotates can now build Centaur Guards correctly.
8. Fixed an error with the Omens song.
9. The mushrooms event will now create the mushrooms correctly.
10. Fixed an error with the Song of the Dead Sun song.
11. Fixed the Lion selection sound.
12. Removed the Succubus selection sound (Im not sure why thats not working).
13. Fixed the Parrot and Raven animations.
14. Added Vassal Refuse Attitude Threshold and Vassal Power Modifier to all the leaders.
15. Added the Winterborn promotion to Lucian.
16. Summons can't capture slaves.
17. The Pact of the Nilhorn giants start with Hidden Nationality.
18. Prereq civilziation on Improvements will now display correctly (pedia shows the civ that it needs, civs that dont qualify wont see the upgrade options).

Patch "b": (will break save games)
1. New Mimic model by seZereth.
2. New Svartalfar Hunter(ess) model by seZereth.
3. Centaurs cannot cast Sprint when fatigued.
4. An Empyrean disciple is now correctly rewarded when a player learns the Honor tech.
5. Elves can remove jungles.
6. Combat limited units (catapults, illusions) can no longer attack indefintly.
7. Grave discoveries dont refer to villagers anymore.
8. Units can cast bloom on improvements if their civ supports improvements on features (ljosalfar and svartalfar).
9. Casting delayed spells will move the selection to the next unit (instead of staying on the now immobile unit).
10. Limited the amount of disciples that the AI will build.
11. Ability to select a random good, neutral or evil leader (extremly awesome code by Sto!).
12. Added AIAutoPlay (for AI testing, code by jdog5000!).
13. Moved the declaration of the traits array into CvPlayer() instead of ::reset (no idea why it was in ::reset).
14. Changed the way the Adaptive and Insane traits trigger (Insane will now be a flat 2% chance per turn instead of being modified by other events).

Patch "c":
1. Fixes an issue with random leaders.

Patch "d":
1. Fixed an error viewing leaders in the pedia.
2. Fix so that the shim random good/neutral/evil leader doesnt showup in the game (fixed by Sto!).
3. Damage icons will now show the correct damage type (instead of fire all the time).
4. Reduced the effect of pestilence a bit (from 0-5 + pop/2 unhealth to 0-5 + pop/4 unhealth).
5. Armageddon Count requirements will now be displayed in the pedia correctly.

Patch "e":
1. Fixed a problem that kept the poisoned promotion from being removed if applied to uninjured units.
2. Fixed the looping sound when worldbreak is cast.
3. If you vote to disable the gambling ring, secret codes, slave trade and smuggling ring resolutions they will correctly turn off.
4. Voting to disable the secret codes resolution wont grant you a free sage.
5. Mezmerize Animal allows the animal to retain its old promotions.
6. Fixed a CtD if you create a Pirate Cove when you don't have any cities.
7. Spiders from the Spider Mine event now start with Hidden Nationality.
8. AI: The AI won't invest so much on settlers/workers in the early game, prefering to build up defense/military infrastructure.
9. AI: The AI will more highly value techs that enable unit enabling buildings (training yards, etc) rather than growth bonuses.
10. AI: The Bannor will rush for their Training Yards.
11. AI: Fixed a problem in that the warrior/scout filter correctly applies to civs with non-standard training yards/hunting lodges (bannor/svartalfar).
12. AI: All leaders flavors redone with much higher values (0-100 instead of 0-10).
13. AI: All techs flavors redone with much higher values (0-100 instead of 0-10). Bteween these 2 changes leaders are more likely to pick techs based on their personality.
14. Fixed an issue with art define of Lanun Champions.
15. New art for Lanun Berserkers.
16. Removed some espionage strings (since they arent used anymore).
17. AI: The Doviello will rush for early axemen.
18. Great People have 3 flavors each (for example an engineer prefers production techs, wil will drop to military or groth lightbulb techs as well).
19. Marble converts to Sheut Stones on hell terrain.
20. Fixed a problem that keep action buttons from being displayed in forests.
21. Fixed an issue that could cause AI cities to stop producing anything.

Patch "g": (will break saves)
1. Fixed an issues that would cause spells with any miscast chance to always miscast.
2. Fixed an issue that would cause equipment to dissapear if it is owned by a player that leaves the game.
3. Added the Wonder spell (Chaos 3, does 3-5 random effects).
4. Removed the Enervated promotion (effect combined with the withered promotion).
5. Removed the Enervation spell (Wither spell does a combo effect of the two).
6. Removed the Law Bringer unit.
7. Removed the Random Personalities game option (caused some issues with optiosn baqsed on specific leaders).
8. Reviewed and adjusted all the leaders raze probability.
9. Summon Pit Beast moved from a Chaos3 spell to an Entropy 2 spell.
10. Pit Beasts moves reduced from 2 to 1 and strength reduced from 10 to 5.
11. Rust spell moved from Entropy 2 to Entropy 1.
12. The Withered promotion gives -10% combat,-50% xp and is dispellable in addition to its other effects.
13. Teutorix doesn't require the gunpowder resource to be built.
14. Wither spell is now Entropy 3 and does everything the old Enervation and Withered spell used to do plus an additional -10% strength.
15. Valor promotion never wears off and it grants +10% magic resistance.
16. Valor spell changed form a rank 2 Law spell to a rank 3 Law spell.
17. Summon Hosts of the Einherjar spell changed from a rank 3 Law spell to a rank 2 Law spell.
18. Charm Person spell moved to a rank 2 mind spell and resistance lowered from +40% to +20%.
19. Inspiration spell moved to a rank 1 mind spell and research bonus lowered from +4 to +2 and it now gives +1 sage GPP.
20. Hope spell now gives courage for free to all units that pass through the city (so the caster doesn't have to cast it).
21. Hosts of the Einherjer unit reduced from moves 2 to 1 and strength 10 to 5.
22. Stoneskin promotion grants 2 points of defensive strength.
23. Religous units that abandon you will now be re-buildable by other empires with that state religion.
24. Infernals get all their free buildigns (demonic citizens, elder council, training yard, obsidion gate, forge, mage guild) in citys they capture.
25. Ressurection no longer requires or consumes a life mana node.
26. New Wizard model by seZereth (Govannon now uses the old wizard art).
27. New Amurite Archmage model by seZereth.
28. New water art by seZereth.
29. New Dwarven cannon model by AA.
30. Made the following unit attributes into ints so multiple promotions can grant the effects (for modmods): alive, boarding, doublefortifybonus, fear, flying, hiddennationality, ignorebuildingdefense, immortal, immunetocapture, immunetofear, immunetomagic, onlydefensive, targetweakestunit, targetweakestunitcount, twincast and waterwalking.
31. Converted to BtS 3.17 (fixed racial models in the unitpane, game options now default to the last way you had them set, and other issues).
32. Fixed an issue causing group withdrawls when a defending unit flees (fix by Teg Navaris!).

Patch "h":
1. Fixed an issue that kept Barbarian trait leaders from starting at peace with the barbs.
2. Fixed the Amurite Archmage art.
3. Fixed Govannons animation.
4. Wonder now correctly does a random 3-5 effects (instead of always 5).
5. Fixed an issue that could cause immortal units to stay immortal forever.

Patch "i":
1. Reduced Brigit to normal size.
2. Fixed an issue which was keeping "causes war" warning popups from occuring when you cast spells.
3. Fixed an issue which was keeping global spell warning popups from occuring when you cast spells.
4. Fixed an issue which would cause the infernals to lose the fallow trait when Hyborem died.
5. Fixed an issue that would cause the first unit to always be picked for events (fixed by Sto!).
6. The Kuriotates can't build Stables anymore (they dont need it for their centaurs).
7. Updated the German translation.
8. New Infernal Worker model by seZereth.
9. New Infernal Settler model by seZereth.
10. New Infernal Scout model by seZereth.
11. Reduced Griffons from 5 to 4 strength.
12. Removed the requirement for units to have more than 1 movement to select blitz promotions.
13. Fixed an issue that allowed the Kuriotates to promote settlements when they were out of city slots.
14. Updated the Spanish translation.
15. Dwarven Cannon effect fixed, they now look like AA intended.

Patch "j": (will break save games)
1. New Fire Elemental model.
2. Mimic's can't steal weapon promotions.
3. Hall of Mirror illusions get +2 duration if the player has the summoner trait (Nikis-Knight).
4. Added the Corrupt Merchant event (Nikis-Knight).
5. Removed the Acrobat unit (it was exactly like a hunter).
6. Removed the Sect of Flies unit (to simliar to the base champion).
7. Water Elementals and Tar Demons now split into 2 smaller versions when they lose in combat.
8. Enabled the Glance screen.
9. Leaders Base Attitudes adjusted, some leaders are more friendly, a few are less firendly (on average they were adjusted more friendly).
10. Fixed an issue where the "random leaders" can be selected for empire splits and such.
11. Moved the free Great Engineer back from Engineering to Machinery.
12. Changed the order of the "invisible game option" (like adventure mode) so they are unlikely to conflict with other mod/game option changes.
13. Create Battering Ram Delay reduced from 5 to 4.
14. New Beastmaster model art (I always thought that old aztec jaguar model looked out of place).
15. New Cannon art (the old one was really out of place).

Patch "k":
1. Fixed a CtD caused by a Guild of Nine event that tried to spawn an acrobat.
2. Fixed an issue with Ignore Building Defense (it was being applied to all units).

Patch "l":
1. Fixed a CtD caused by a bad artwork reference in the Gypsy Caravan.
2. Fixed a reference to the Sect of Flies unit in the Hellfire event.


Known Issues:
1. "GFC error: failed to initialaize the primary control theme" error loading the mod. You will recieve this error if FfH isn't installed in the correct location (under Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods). If you don't have Civ4 installed to that location just make sure the FfH is installed in the same directory as Final Frontier, Age of Ice and the other mods that came with BtS. Also make sure you have installed the full mod and not just the patch.
2. The mod loads okay, but when you go to start a game it crashes. You experience this error if you aren't running BtS patch 3.17.
3. If you are running BtS 3.17 and the game still crashes when starting your computer could be having problems playign the opening movie. Disabling movies resolves the problem.
4. If FfH crashes when starting a game and when you look in the Civilopedia from the main menu and you can't see units, then you have only applied the patch and you need to download and install the main mod (then reapply the patch).
5. While playing if your units look okay when moving but turn back to normal civ4 units when standing still its because you have "Freeze Animations" turned on in your game options.
6. Vista users have reported crashes if they have UAC (User Account Control) enabled.


Reporting Issues:

I have five requests before you report issues:

1. I dont expect anyone to read the whole thread. But please read this post and see if your issue is addressed in patches you don't have applied, in a patch that hasn't been released yet, or is a known issue.

2. Please don't report cosmetic issues here, use the cosmetic issues thread for that.

3. Please don't "chat" in this thread. I hate it when real bug reports get lost in other posts, so please try to keep this thread as on task as possible (just for bug reports) and I will try to make sure everything mentioned here gets resolved.

4. Please don't report issues for other mods in this thread, even FfH modmods.

5. If you are noticing an issue please make sure you have python popups enabled so we can see what the real error is. To enable python popups in your CivilizationIV.ini change:

; Set to 1 for no python exception popups
HidePythonExceptions = 1

To:

; Set to 1 for no python exception popups
HidePythonExceptions = 0

rusty217
May 23, 2008, 07:28 AM
Yay, its released!

Can we use the 0.31 media pack, or is a new one coming later?

philippe
May 23, 2008, 07:37 AM
Dl'ing now! Link to this will be up in #erebus!

Wyrmhero
May 23, 2008, 07:43 AM
You guys know the drill. Post any errors you find with FfH 0.31.

Found one! :lol:

Downloading now...

Now who to play as? :confused:

rusty217
May 23, 2008, 08:18 AM
A cosmetic bug...

The enervated promotion is showing as a pink square in the civilopedia...

KnightBoat
May 23, 2008, 08:27 AM
Don't know if its just me, but I can't download 0.32. Every time I try, I get a file alright, but its only 2KB in size. I've never had any problems in the past with FFH files. Does anyone else have this problem?

JohnNorth
May 23, 2008, 08:33 AM
Yes, I have this problem too... I think I'll have lunch for now and try downloading once again later ;)

xalien
May 23, 2008, 08:33 AM
Can't download :( . "Internet explorer was unable to open this site bla bla bla" :mad:

KnightBoat
May 23, 2008, 08:36 AM
Yeah, I tried in both Mozilla (got the 2KB file) and Internet Explorer (can't open this site). Been waiting ages for the new version, and the site goes down :mad:.

Andreas Woolf
May 23, 2008, 08:44 AM
Not having a problem (as such) - the file IS downloading, just very, VERY slowly.... *ZZzzzzzzzzz* :sleep:

snarko
May 23, 2008, 08:46 AM
For those of us getting a 2kb file, it's actually a webpage saying it's a 404 error (that it can't find the file).


<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
<HTML><HEAD><TITLE>The page cannot be found</TITLE>
<META HTTP-EQUIV="Content-Type" Content="text/html; charset=Windows-1252">
<STYLE type="text/css">
BODY { font: 8pt/12pt verdana }
H1 { font: 13pt/15pt verdana }
H2 { font: 8pt/12pt verdana }
A:link { color: red }
A:visited { color: maroon }
</STYLE>
</HEAD><BODY><TABLE width=500 border=0 cellspacing=10><TR><TD>

<h1>The page cannot be found</h1>
The page you are looking for might have been removed, had its name changed, or is temporarily unavailable.
<hr>
<p>Please try the following:</p>
<ul>
<li>Make sure that the Web site address displayed in the address bar of your browser is spelled and formatted correctly.</li>
<li>If you reached this page by clicking a link, contact
the Web site administrator to alert them that the link is incorrectly formatted.
</li>
<li>Click the <a href="javascript:history.back(1)">Back</a> button to try another link.</li>
</ul>
<h2>HTTP Error 404 - File or directory not found.<br>Internet Information Services (IIS)</h2>
<hr>
<p>Technical Information (for support personnel)</p>
<ul>
<li>Go to <a href="http://go.microsoft.com/fwlink/?linkid=8180">Microsoft Product Support Services</a> and perform a title search for the words <b>HTTP</b> and <b>404</b>.</li>
<li>Open <b>IIS Help</b>, which is accessible in IIS Manager (inetmgr),
and search for topics titled <b>Web Site Setup</b>, <b>Common Administrative Tasks</b>, and <b>About Custom Error Messages</b>.</li>
</ul>

</TD></TR></TABLE></BODY></HTML>

philippe
May 23, 2008, 08:48 AM
My Dl stopped midway :mad: :mad: :mad:

thomas.berubeg
May 23, 2008, 08:49 AM
I can't download either.

Hydrahypnotizer
May 23, 2008, 08:54 AM
Perhaps the host got annoyed when we hit it's servers. I hope it's just Kael editing the files.

hbar
May 23, 2008, 09:00 AM
I started a thread (http://forums.civfanatics.com/showthread.php?t=276043) for gameflood issues so they don't clog this thread - this seems to happen every time there is a new release. I just think Gameflood can't keep up with the raving horde of FFH fanatics!

Sureshot
May 23, 2008, 09:08 AM
Svartalfar Adepts button shows up as a pink box

sidamos
May 23, 2008, 09:17 AM
Have the requirements for shades been changed?
I have a lvl 6 warrior and the button to wane him is missing...

xienwolf
May 23, 2008, 09:24 AM
Shades were supposed to become a Natinal Unit. Do you already have a few elsewhere that are not settled? Cool to see a volcano in the pic :)

The13thRonin
May 23, 2008, 09:27 AM
The leader Decius is available to the Bannor, Calabim and Malakin. Is this intended or a glitch? How can he be available to all three races? This might create problems for people like me who set random custom games with all 19 races as you might be fighting the Bannor under Decius as well as the Calabim under Decius. Kind of weird...

dot
May 23, 2008, 09:29 AM
My Dl stopped midway :mad: :mad: :mad:

:D HA-HA! :p

You know I love you. ;)

rusty217
May 23, 2008, 09:31 AM
The leader Decius is available to the Bannor, Calabim and Malakin. Is this intended or a glitch? How can he be available to all three races? This might create problems for people like me who set random custom games with all 19 races as you might be fighting the Bannor under Decius as well as the Calabim under Decius. Kind of weird...

It's intended, it was mentioned in the changelog.

28. Added the Decius leader (Bannor, Calabim and Malakim leader).
29. Added the Pick Alignment event (Decius can select his starting alignment).

Sureshot
May 23, 2008, 09:34 AM
about No Techs option, while theres no popup asking you what you want to research, and you cant pick one at the bar at the top middle like normal (no techs show up there), you can pick techs to research through the tech advisor screen, and research goes as normal
the no buildings option seems to work fine.

sidamos
May 23, 2008, 09:38 AM
Shades were supposed to become a Natinal Unit. Do you already have a few elsewhere that are not settled? Cool to see a volcano in the pic :)

nope this would have been my first shade... even lvl 7 doesnt make the option available...

The13thRonin
May 23, 2008, 09:41 AM
It's intended, it was mentioned in the changelog.

It still creates the problem that multiple Decius' can do battle :confused:.

Sureshot
May 23, 2008, 09:47 AM
The leader Decius is available to the Bannor, Calabim and Malakin. Is this intended or a glitch? How can he be available to all three races? This might create problems for people like me who set random custom games with all 19 races as you might be fighting the Bannor under Decius as well as the Calabim under Decius. Kind of weird...
i wouldnt worry about it, i just did a game with 2 malakims, 2 calabims, and 2 bannors all with random for their leader, and got 2 varns, 1 decius, an alexis, a flauros, and a capria... so id worry more about multiple varns that sneaky bastard.. the random assigner tends to avoid same leaders like it avoids same civs, and only does it as a last resort

Wyrmhero
May 23, 2008, 09:49 AM
Quick note to say the the Svaltafar Immortal still appears as the usual base greek-style unit in the Civiliopedia. I was quite worried by this, and went into worldbuilder to check, but the art is as it should be when they are created.

smjjames
May 23, 2008, 09:49 AM
I know you didn't want to clog this thread with download problems, but is anybody else getting the 'file is not available' message? this is for gameflood.

Wyrmhero
May 23, 2008, 10:04 AM
I've just gifted everyone in my game a free Mage (or other UU), and I've noticed something odd with the Ring Of Carcer I put in the game, which I wanted to try out. I can't move my Illusionist into some squares next to it.

A diagram, as I don't know how to put screenshots onto my post :rolleyes:
O is the Ring, X is a square I can go in, and - is a square I can't:

XXX
-OX
XX-

Must say: I love the 'unit healed' notification.

EDIT: It also seems that having a lv. 15 swordsman (miraculously WB'ed in) inside the Ring does nothing.

Gelvan
May 23, 2008, 10:36 AM
can't download it neither - maybe theres a problem with vista?
is there another mirror?

Nor'easter
May 23, 2008, 10:59 AM
Kael, you're going to sticky this thread, right?

Hoerks
May 23, 2008, 12:05 PM
EDIT: It also seems that having a lv. 15 swordsman (miraculously WB'ed in) inside the Ring does nothing.

Making him appear at the tile via wb will most likely not trigger the event. you need to move him by normal means onto that sqaure.

rusty217
May 23, 2008, 12:17 PM
The event....
The governor of (city) reports that crime has decreased in his city. He credits the reduction to the vigilance of the city watch.

Has the word congratulate incorrectly spelled as congradulate.

hbar
May 23, 2008, 12:46 PM
for anyone having trouble with Gameflood, there's a torrent started here

Alzara
May 23, 2008, 12:50 PM
for anyone having trouble with Gameflood, there's a torrent started here

CHAAAAAAAAAAAAAAAAAAAARGE! :D

Al

Wyrmhero
May 23, 2008, 12:52 PM
Making him appear at the tile via wb will most likely not trigger the event. you need to move him by normal means onto that sqaure.

No, I tried that. It also seems that the Ring Of Carcer will not spawn a barbarian Brigit if it is placed via WB.

Hydrahypnotizer
May 23, 2008, 01:09 PM
It seems quite a lot of people (30) have started using the torrent. Nice!

MagisterCultuum
May 23, 2008, 01:24 PM
It still creates the problem that multiple Decius' can do battle :confused:.

Hmm...could you change it so that the game will allow multiple copies of the same civ, but not of the same leader?

Grey Fox
May 23, 2008, 01:24 PM
4 seeders and 46 peers now.

hbar
May 23, 2008, 01:29 PM
I love the fact the the circle of Gaeleen is fixed - but I got all three events in a row, and got Gaeleen on turn 44. A bit early for a free Hero mage, maybe? I am playing with double event speed, though.

smjjames
May 23, 2008, 01:31 PM
yea that double event speed probably accellerated it.

JDexter
May 23, 2008, 01:35 PM
The torrent is dead, sadly, and the Gameflood problem still persists. :(

Jie
May 23, 2008, 01:36 PM
Not sure if it's intentional or if I'm missing something but I got the mushroom event, but the plot seems exactly the same.

edit: actually I entered world builder, and do see a mushroom improvement, so it seems the event isn't adding it to the map.

Hydrahypnotizer
May 23, 2008, 01:39 PM
The torrent is dead, sadly
The torrent is not dead at all...

Jie
May 23, 2008, 01:43 PM
Torrent is fine, I'm still seeding.

smjjames
May 23, 2008, 01:44 PM
The torrent is dead, sadly, and the Gameflood problem still persists. :(

if you got that wierd mysql thing, just refresh. Torrent is working fine for me. No idea how to seed it or whatever, so I went off of someone's link from that other thread.

MetalMilitia-
May 23, 2008, 01:53 PM
Im getting negative diplomacy modifiers as Shieam towards Decius(Calabim) for using entropy and death mana. It doesnt seem quite right Calabim being evil bloodsucking vampires and all.

xienwolf
May 23, 2008, 02:08 PM
The fix for Gaelan WAS to make it happen in 3 turns back to back.

MagisterCultuum
May 23, 2008, 02:11 PM
That does seem like a bit much. I just got Gaelen on turn 4 (in an advanced start game)

Falc
May 23, 2008, 02:18 PM
Is there anyone that has it and that can just, I don't know, start a torrent or something?

Phunk
May 23, 2008, 02:23 PM
The torrent is here
http://www.mininova.org/tor/1436210

Edit : you might need to press F5 to refresh after SQL error...

MrPopov
May 23, 2008, 02:25 PM
or from filefront:

http://files.filefront.com/FallfromHeaven2032exe/1;10319698;/fileinfo.html

westamastaflash
May 23, 2008, 02:30 PM
30 seeders on the torrent

MagisterCultuum
May 23, 2008, 02:33 PM
You can cast Spread Council of Esus in cities where the religion is already present.

Flector
May 23, 2008, 02:59 PM
I can confirm the problems with the Sidar and shading. I could not turn my 28exp hunter into a shade. I never got to see the turn into shade spell icon. And nothing to do with national limits because it would be my first shade as well.

I do love this Mod, even though my first post is a bug report...

smjjames
May 23, 2008, 03:02 PM
Welcome to the Civilization series community and especially the FFH community! :)

hbar
May 23, 2008, 03:03 PM
Can barbs now capture/build/befriend spiders? In my latest game I was surprised to see one sitting happily in a barb city with two warriors.

rusty217
May 23, 2008, 03:05 PM
Can barbs now capture/build/befriend spiders? In my latest game I was surprised to see one sitting happily in a barb city with two warriors.

They don't need to do any of that, spiders are spawned naturally and start under barbarian control anyway, just hidden nationality.

Wyrmhero
May 23, 2008, 03:31 PM
I can confirm Magister's report of casting 'spread CoE' in a place where it is already present, and I can confirm that the mushroom event gives no mushrooms.

Gray-Z
May 23, 2008, 03:31 PM
Gift unit nerf was a good call but you can still upgrade normal units into UU without any limit in allied cities. Running thru enemy with 20 Warcharriots is fun but hardly balanced.

smjjames
May 23, 2008, 03:34 PM
Without knowing how frequent the constellation event is supposed to be, I'm not sure whether this is a bug. I got two on the same turn. Also, does anybody know if the constellation events have any actual effects beyond thematic ones?

BTW, shouldn't the Scales constellation be sacred to Junil instead of Dagda? after all, the scales represent law and justice, right?

arcaner
May 23, 2008, 03:40 PM
At turn 35 had random tiles turn into tundra without any other message. Reloading autosave from turn 34 did not get the event to repeat. Will post save if I can reliably reproduce.

Zifnab
May 23, 2008, 03:41 PM
On around turn 5 a lot of plains forested hills and plains turned to tundra. The only event that happened was Bridget being born.

smjjames
May 23, 2008, 03:42 PM
hmm, what game settings did you two have?

KKlake
May 23, 2008, 03:43 PM
Centaur Guard seems not to be implemented correct. After researching Warhorses you can build the normal War Chariot rather than Lordas unique (fantastic looking!) unit.

xienwolf
May 23, 2008, 04:02 PM
The tiles changing it most likely the "Sign of Mulcarn" event. It is a temporary Terrain, so just wait it out (10 to 20 turns)

westamastaflash
May 23, 2008, 04:06 PM
When selecting Lion, message appears at top - Can not read sound file Sounds/Units/LionSelect

Wyrmhero
May 23, 2008, 04:21 PM
BTW, shouldn't the Scales constellation be sacred to Junil instead of Dagda? after all, the scales represent law and justice, right?

Dagda is the Angel of Balance, and scales represent balance.

smjjames
May 23, 2008, 04:25 PM
The tiles changing it most likely the "Sign of Mulcarn" event. It is a temporary Terrain, so just wait it out (10 to 20 turns)

yea, I just got the burnt wings (sign of Bhall) event, which made my grasslands tiles dry plains.

Alzara
May 23, 2008, 04:26 PM
OK got some event related to a pegasus constellation talking about storms accross my land...

Then some sound file error appeared... not sure what this means but its definately a bug (the sound error I mean)!

Al

Jie
May 23, 2008, 04:26 PM
I got random tiles turning from plains into desert. I didn't get any event pop up, could be constellation events other civs get.

Edit: never mind The terrian change is in fact temporary, but still no message for it occurring.

the 2 headed cow event doesn't change the AC

smjjames
May 23, 2008, 04:28 PM
Well, I am getting the popup text for the events (not the box, the text right below the research bar), sometimes twice in a turn.

feydras
May 23, 2008, 04:29 PM
While setting up a quick start i got a message that a sound file could not be found. I wasn't paying attention and when i noticed it i wasn't quick enough to catch the full name but it was under a veil folder and started with "Song..."

smjjames
May 23, 2008, 04:34 PM
I can confirm that the mushrooms improvement/bonus is not appearing when the event triggers. I got it on a hill, but not sure if it is supposed to trigger there.

I wonder if the mushrooms improvement will work better as a bonus rather than an improvement?

I've got another bug here, as Ljhosalfar, you can't chop down forests or jungle, even with the prerq tech, the button is not even there. I know you made it so that the AI would recognize that it won't destroy forests, but why remove it for the player?

MagisterCultuum
May 23, 2008, 05:03 PM
Why do I keep randomly declaring war on people? I've lost several Defensive Pacts when I apparently declared war on some rivals. I'm not allied with Basium (he is not in the game yet) and the rivals are not following AV.

This happened in two games, one where I was a Good Order Calabim Decius, the other as a neutral Fol Sidar Sandalphon.


Edit: Nevermind. Since not all of the defensive pacts were broken, I think I'm just signing too many pacts with weaker civs whose neighbors dislike them.

In the second case it was Minister Koun that dragged me into war. Is he supposed to be completely independent? I thought he was supposed to be a permanent ally, or at least a vassal. It took a while to convince him to agree to open borders and then the defensive pact (which I've come to regret)

smjjames
May 23, 2008, 05:06 PM
I've decided to scrap the game I started as Ljhosalfar since I don't like not having the woodcutting icon because it is actually alot more economical to get rid of jungle, even for the forest loving elves.

I know I could cheat in WB by replacing the jungle with forest, but bieng able to clear jungle can still be useful.

KKlake
May 23, 2008, 05:11 PM
Building Hippodromes in Kuriotate cities makes Centaur Chargers obsolete!

Alzara
May 23, 2008, 05:16 PM
Could someone tell me why a lovely grassland plot next to my capital just changed to plains? I think the last star sign change was to the order one... got no idea why that happened. My capital needed prod so I'm not complaining too much...

Still... what is with the random degredation? :confused:

Al

smjjames
May 23, 2008, 05:25 PM
You may have gotten the burnt wings constellation.

I have noticed that there seems to be alot of stuff bieng reported which are about stuff bieng random.

Alzara
May 23, 2008, 05:31 PM
Definately didnt have that constellation or any event for that matter...

Al

Alzara
May 23, 2008, 05:35 PM
OK that same tile I was talking about just turned back to grasslands again from plains :confused:

What is with this morphable terrain? :lol:

Al

Grey Fox
May 23, 2008, 05:35 PM
Some other civ might have gotten it though.

xienwolf
May 23, 2008, 05:41 PM
It must have been a constellation and you just didn't notice it. They set it as Temporary Terrain, so within about 20 turns it is back to normal.


As a side note: Temp Terrain caused problems with the Lanun Harbors... is this fixed, or is it now going to be a bigger problem since Temp Terrain is popping up throughout the course of the full game instead of only in the first 100 turns?

Gray-Z
May 23, 2008, 05:47 PM
Edible mushroom event doesn't give mushrooms. Me want shrooms.

accipitradea
May 23, 2008, 06:00 PM
The torrent is here
http://www.mininova.org/tor/1436210

Edit : you might need to press F5 to refresh after SQL error...


You guys rock my world. Bittorrent is For The M'F'in W I N !

Whoever 56.146.31.63 is, damn son, your ethernet cables must be smoking cuz I just pulled 200+KB/s from you. I only got 150KB/s from filefront!

Edit: meant to post this in the Gameflood problems thread (http://forums.civfanatics.com/showthread.php?t=276043), but whatever, people will still read this first.

feydras
May 23, 2008, 06:07 PM
While setting up a quick start i got a message that a sound file could not be found. I wasn't paying attention and when i noticed it i wasn't quick enough to catch the full name but it was under a veil folder and started with "Song..."

Got it again. The song is called "songofthedeadsun".

Alzara
May 23, 2008, 06:13 PM
Edible mushroom event doesn't give mushrooms. Me want shrooms.

Yeah mushroom event definately broken :(

Al

Fenboy
May 23, 2008, 06:47 PM
When selecting Lion, message appears at top - Can not read sound file Sounds/Units/LionSelect

Succubus too.

abculatter2
May 23, 2008, 07:26 PM
Sorry if this has been said before, but Basium gives plus 5 to the AC, this doesn't seem right

JJR
May 23, 2008, 07:28 PM
I think the Mushroom event isn't working because there's no "doMushrooms" PythonCallback under EVENTTRIGGER_MUSHROOMS in the EventTriggers XML file. If you edit that XML tag it "should" trigger properly.

MagisterCultuum
May 23, 2008, 07:42 PM
Why is it that Ravens and Parrots are still called Hawks? You should probably rename the unit "Bird"

There is a problem with Parrot/Hawks. They are not animated, and they aren't being selected properly. It seems the unit selected before it doesn't get completely unselected.

Edit: As I thought, the path for the Parrot's KFM is wrong.

vivictius
May 23, 2008, 10:09 PM
Im not sure if its a bug or not, but is the Guardian of Pristinus Pass suppose to do anything?

tharg
May 23, 2008, 11:16 PM
Have the requirements for shades been changed?
I have a lvl 6 warrior and the button to wane him is missing...

Same problem. Only have three units.

JJR
May 23, 2008, 11:17 PM
I'm playing the Svartalfar and got the graveyard event but the option to build the grave is faded out even though I have more than enough gold...So I'm just wondering if this is a bug or are the dark elves forbidden to build graves?

Edit: NM, I got it again on a different plot and was able to build the grave...I guess they just don't like building them on an ice/hill plot. =\

westamastaflash
May 23, 2008, 11:26 PM
I've decided to scrap the game I started as Ljhosalfar since I don't like not having the woodcutting icon because it is actually alot more economical to get rid of jungle, even for the forest loving elves.

I know I could cheat in WB by replacing the jungle with forest, but bieng able to clear jungle can still be useful.

One can always start the jungle on fire (and ancient forest doesn't burn ;-)

Zechnophobe
May 24, 2008, 12:31 AM
I captured a barbarian city as the Kurio's, and wasn't given the option of settlement or city, I HAD to make it a city. This seems to be a pretty annoying problem for them.

MiKa523
May 24, 2008, 12:45 AM
Is it me or is the dwarven vault for the khazad missing in their cities and thus the amount of money you have doesn't make any difference, although you can still see the "low, stocked, abundant, etc." next to your money??

Edit: Issue resolved

MagisterCultuum
May 24, 2008, 12:48 AM
I had a Memory Allocation Failure in my last game. I don't think it is that big of a deal though, because by the time it happened I had a dozen vassals (mostly colonies, a few capitulated; I was cheating more than usual) and was about to finish researching Future Tech 2. Only 2 free civs remained. One was friendly, the other wouldn't have lasted more than 5 turns. I normally would have decided the game was pointless by them anyway.

WCH
May 24, 2008, 01:08 AM
Sorry if this has been said before, but Basium gives plus 5 to the AC, this doesn't seem rightActually it makes perfect sense... Basium showing up is a clear violation of the Compact, which makes it an omen of the end times.

It's been said before that Basium isn't there to prevent Armageddon so much as to win the war once it happens.

feydras
May 24, 2008, 03:22 AM
Minister Kuon showed up leading the Doveillo even though i had set all the leaders and he wasn't one of them (can't select them). I read these minor leaders are in for future scenarios. I don't know if his appearing was a bug or a suprise feature but it was cool.

Xuenay
May 24, 2008, 03:32 AM
I'm having (at least) two Yggdrasils in my game. Founded a city next to one, got another when I conquered the Khazad. Not that I'm really complaining, but. :D

Jie
May 24, 2008, 03:59 AM
Minister Kuon can show up with any civ, as he controls a city that split off from the civ

Psychic_Llamas
May 24, 2008, 04:10 AM
oh, and the volcano event is too common, every (litterally) civ's capital had a volcano in its fat cross.

and the gobblins trashing your lands event (the one where you can clean it up with a nature mage) can happen on peak tiles, a bit pointless really...

Ecofarm
May 24, 2008, 06:01 AM
Alazkan Illusion does not cost a move to attack, unless against a worker he kills. Thus, however many attacks from real assassins (real-alaz and regular assassins), all get kills; the illusion can hit before every real marksman attack. Free attacks is fun but I don't think intended. If I have a stack of 15 assassins, he can prep a kill for every one.

Wyrmhero
May 24, 2008, 06:19 AM
You can build improvments on a mushroom (which I WB'ed in after the event failed), and this destroys them. The star sign events are too common too. I have had two in a row, and the same one within 6 turns of each other. Although the Golden Age was nice, I think its too common.

pimparel
May 24, 2008, 06:38 AM
<VassalRefuseAttitudeThreshold>NONE</VassalRefuseAttitudeThreshold>
<iVassalPowerModifier>0</iVassalPowerModifier>

Vassalage should be harder to attain...

accipitradea
May 24, 2008, 06:45 AM
Just played my shortest complete game ever...

Dropped my first settler where he spawned... next to a 7 +2 lich... next turn, 2x skeletons.. one killed my only warrior... gg.

Not really a bug per se, but are we sure we want strength 9 barbs summoning skeletons on turn 2?

Zechnophobe
May 24, 2008, 06:46 AM
Brigit says she can be upgraded to from a unit of level 9 or higher. I'm guessing this is a cut and paste mistake from copying her from the Valkyrie. Either that, or Basium has a huge new weapon.

Marksman77
May 24, 2008, 06:58 AM
1. The popup over my Town says it will upgrade to Enclave in 60 turns.
However the counter doesn't decrease over time, which is a good thing as I play Calabim and Enclave is said to be Kuriotates only.
But I think the popup should be removed, if possible, for civs other then the Kuriotate.

2. Lucian doesn't have Winterborn promotion. Is that intended?

Zechnophobe
May 24, 2008, 07:39 AM
You can capture Enclaves.

Also, Elves can no longer remove jungles without help. I list this because it was not documented in the changelog, so I assume it's broken.

AI's also do not seem to *ever* remove forests. Maybe I only just noticed this now, but it makes for some pretty dumb play on their parts.

Humakty
May 24, 2008, 08:13 AM
I think too that the star sign events are too common ; they are more than 3/4 of the events.

MiKa523
May 24, 2008, 08:38 AM
Seems like the priorities of evil Civs attacking the Civ building the Altar are a little to high.
I just built two parts of the altar, altar victory isn't even enables, and multiple evil Civs already declared war on me, although I'm pretty powerful.

westamastaflash
May 24, 2008, 09:00 AM
You can capture Enclaves.

Also, Elves can no longer remove jungles without help. I list this because it was not documented in the changelog, so I assume it's broken.

AI's also do not seem to *ever* remove forests. Maybe I only just noticed this now, but it makes for some pretty dumb play on their parts.


Like I said before - burn down the jungle with blaze :-)

MiKa523
May 24, 2008, 09:09 AM
Was this changed or is it a bug that new adepts won't get a free lvl1 sphere promotion, if you have at least 2 of those mana-spheres.
I have 2 earth mana (now even 3), but my new Khazad adepts don't get earth I for free.

MondSemmel
May 24, 2008, 09:49 AM
Was this changed or is it a bug that new adepts won't get a free lvl1 sphere promotion, if you have at least 2 of those mana-spheres.
I have 2 earth mana (now even 3), but my new Khazad adepts don't get earth I for free.

I don't know exactly what was changed precisely, but new promotions are now available when you upgrade those adepts to mages, not before. I don't know exactly which promotions those mages get for multiple nodes of the same type, though.

EDIT: 0) The thing above might be a bug for Khazad and other civilisations who can get Adepts but not Mages, because they can never get free promotions for multiple nodes (in spite of the fact that building multiple earth nodes seems pretty in flavor for Khazad). Just throwing it in for discussion.

##

1) I received Galean in the first ~10 turns, too. It was one of the Armageddon Scenarios (#1) by Sureshot (-> I played Amurites and thus already had Mage Guilds), but it was still ridiculously fast :p. It's great that this works now, though!

2) I don't know exactly what has to happen to give all Mage Guilds in the empire +3 beakers when the Circle of Gaelan is founded. I might simply not have spread the guild properly (however that works), but I also had Catacomb Libralus (sp?), so the guild might not work with these buildings. In that case, changing the Circle to a building that simply changes Mage Guilds directly (i.e. like a wonder like those in vanilla civ that gave +gold/beakers to religious buildings) might work better.

##

3) I used the Slavery civic and had Gaelan summon a Spectre (the red text said it would die in one turn), and this Spectre attacked and defeated an enemy living unit, thus giving me a Slave. Said slave, however, apparently thought it had been summoned, too, and had the same red text stating it would die next turn. This bug was stated somewhere already, I think, but it hasn't been fixed so far.

##

4) As a sidenote, before this small scenario, I only played Nikis-Knight's huge map of Erebus and had an almost nonexistant amount of events (this was in 0.31c to 0.31e, I think). Is the chance of events somehow a global chance (i.e. 8% chance with Living World (which I had always turned on, or whatever the option to double the chance of events is called) for ONE event this turn, no matter who gets it) instead of per player? If that's the case, I'd propose changing that so there are more events for the player instead of just the AIs on huge maps.
I might be wrong about this last point, though.


Great game by the way! Hope these bug reports help somewhat.

DarkLizener
May 24, 2008, 10:35 AM
when spreading the council of esus the button is not greyed out when the city already has esus... costs you 25 gold to spread the religion to a city that already has it...

MetalMilitia-
May 24, 2008, 10:39 AM
As AI, the kuriotates are just awefull at planning thier cities, this is the case of most civs but kurotates AI used to plan around having a third ring, they dont seem to do that now.

Vanion
May 24, 2008, 10:44 AM
It appears that the command bar at the bottom of the screen (to issue orders and promotions to your units) disappears whenever a unit is in a forested tile.

Playing as Malakim, maybe that's connected to it somehow.

Verily
May 24, 2008, 11:19 AM
I've seen most of the constellation events now and agree that they're way too common (one almost every turn with Living World). However, I just had a grassland with corn randomly turn into tundra without the Mulcarn constellation event happening, either to me or to anyone else.

By the way, shouldn't Mulcarn's events not happen anyway? He is, after all, dead.

smjjames
May 24, 2008, 11:22 AM
yea the star signs are WAY too common, I was recieving at least one every turn in my game, although I did have a break of a few turns occasionally, it is still so common that it was almost the only type of event in my game so far. This was on a normal game.

Some stuff somehow got really borked in this version, but hey, Kael has a great testing team, all of us :)

Also, does anybody else think Kael needs to try and document as many of the changes as possible because there are some things here that are a little hard to tell from bugs or intentional? I'm not accusing Kael of ninja nerfing or anything like that, just thought it would be helpful.

Flector
May 24, 2008, 11:30 AM
Here is a quick fix to for the Sidar's wane spell:

You need to add the red line in the file "CvSpellInterface.py"

def reqWane(caster):
if caster.getLevel() < 6:
return False
if caster.isAlive() == False:
return False
if caster.getUnitCombatType() == gc.getInfoTypeForString('UNITCOMBAT_ANIMAL'):
return False
if caster.getUnitCombatType() == gc.getInfoTypeForString('UNITCOMBAT_BEAST'):
return False
pPlayer = gc.getPlayer(caster.getOwner())
if pPlayer.getUnitClassCount(gc.getInfoTypeForString( 'UNITCLASS_SHADE')) >= 4:
return False
return True

GeeJo
May 24, 2008, 12:18 PM
The spell "Wither" affects your own troops.
Ljosalfar are somehow acquiring multiple Gilden Silverics.
You can repeatedly try to spread the Council of Esus in the Council of Esus Holy City, draining cash for no effect.

TheJopa
May 24, 2008, 01:13 PM
Shouldn't constellation events trigger for all civ at once, just like Blight does? Is it intended that it affects only one civilization, when you already have possibility to make global events that effect everyone?

I got python exception error when AI Orcish city tried to split from Clan.

Y T
May 24, 2008, 01:14 PM
I dont know if it was intended, but i remember in an earlier version that FoL used to transform Jungles into Ancient Forests.
Doesnt happen now & since im Ljosalfar, I guess I need to burn those down.
Edit: Cant set jungles on fire with an improvement on the tile.

Zechnophobe doubted that the AI ever chops down forests now, I thought I observed the same with my neighbouring Amurites, but nvm, just see him chopping one down.

MagisterCultuum
May 24, 2008, 01:31 PM
You might not have moved all the songs around correctly. It can't find Sounds/Soundtrack/Veil/songofthedeadsun

(yes, I was cheating in this game. I personally think that Brigit should have Fire and Sun magic, and be able to fly. I'm also thinking I'd prefer her as a Disciple unit, so she could get command 1-3. I gave her these abilities in XML, and then used worldbuilder place the Ring of Carcer near a unit I gave 1000 xp)

Edit: I just got the same message as soon as starting an advanced start Doviello game (before actually purchasing anything).

Sofista
May 24, 2008, 02:01 PM
So, first game in .32. Orthus came and tok one of my cities, then, while I was amassing force to retake it... the city asked to rejoin my civ. Alright, I said. Poof Orthus, poof the axe.

JJR
May 24, 2008, 02:24 PM
You might not have moved all the songs around correctly. It can't find Sounds/Soundtrack/Veil/songofthedeadsun

(yes, I was cheating in this game. I personally think that Brigit should have Fire and Sun magic, and be able to fly. I'm also thinking I'd prefer her as a Disciple unit, so she could get command 1-3. I gave her these abilities in XML, and then used worldbuilder place the Ring of Carcer near a unit I gave 1000 xp)

Edit: I just got the same message as soon as starting an advanced start Doviello game (before actually purchasing anything).

I haven't seen that error in my games....(although the veil hasn't been founded yet) but that file is in the "Fall from Heaven 2 032\Assets\sounds\soundtrack\" folder which you could just move to the "soundtrack\veil\" folder

Graymalkin
May 24, 2008, 02:28 PM
Could the torturing prisoners event not be allowed to trigger with heros? While playing as grigori that event triggered twice on one of my adventurers. Also, the only option I was given was to disband the unit, why couldn't I just reprimand it (it would have just got the experience back anyway)? I had to reload from auto saves both times.

Verily
May 24, 2008, 02:38 PM
I haven't seen that error in my games....(although the veil hasn't been founded yet) but that file is in the "Fall from Heaven 2 032\Assets\sounds\soundtrack\" folder which you could just move to the "soundtrack\veil\" folder


I just got the same error, and the Veil hadn't been founded yet. Which suggests to me that it may have been improperly placed in the game before someone founds AV.

Grey Fox
May 24, 2008, 02:54 PM
Some songs were moved away from being religion specific to play in the regular eras. (So it's not just the bts music)

loki1232
May 24, 2008, 03:12 PM
This link is bringing me to the .31e patch.

Humakty
May 24, 2008, 03:13 PM
The AI really doesn't cut forests anymore. I think even I could beat it on deity. I've seen more building restricted units though.

atola
May 24, 2008, 03:27 PM
This link is bringing me to the .31e patch.

I also seem to only be able to download the patch, not the full mod.

Zifnab
May 24, 2008, 04:01 PM
Larry, Moe, and Curly are no longer hidden nationality.

JJR
May 24, 2008, 04:43 PM
when spreading the council of esus the button is not greyed out when the city already has esus... costs you 25 gold to spread the religion to a city that already has it...

A proposed fix for the Council of Esus spreading issue:



def reqSpreadTheCouncilOfEsus(caster):
pPlayer = gc.getPlayer(caster.getOwner())
pPlot = caster.plot()
pCity = pPlot.getPlotCity()
if pPlayer.isHuman() == False:
if pPlayer.getStateReligion() != gc.getInfoTypeForString('RELIGION_COUNCIL_OF_ESUS' ):
return False
if pCity.isHasReligion(gc.getInfoTypeForString('RELIG ION_COUNCIL_OF_ESUS')):
return False
return True

Tielby
May 24, 2008, 05:14 PM
This link is bringing me to the .31e patch.

Same for me. :(

kdodge
May 24, 2008, 05:29 PM
Was getting error stack like this:
cvSpellInterface line 21 canCast
"string" line 0 in ?
file cvSpellInterface line 2415 in reqWane

NameError global name "pPlayer" is not defined


Fixed it by inserting
pPlayer = gc.getPlayer(caster.getOwner())
above the offending line.

Avahz Darkwood
May 24, 2008, 05:54 PM
My latest game:

Hyborem did not drop his weapon when I killed him in his capital city using a souped up death knight. This was the last city so he did not respawn anywhere...

I *think* Orthus never drop his ax when the Kazad killed him.

Got a few memory allocation error CTDs, I have it set to autosave every turn so this wasnt a big one for me.

Randolph
May 24, 2008, 06:09 PM
In the early game I had several tiles in my fat cross (and maybe outside, but I wasn't paying attention to thoses), degrade (grassland -> plains; plains -> dessert) and then revert back. I did play now! so there was no age of ice or the like selected. Maybe this was due to one of the many astrological events that were happening, but it seemed strange enough that I thought I'd report it.

Zifnab
May 24, 2008, 06:35 PM
My latest game:

Hyborem did not drop his weapon when I killed him in his capital city using a souped up death knight. This was the last city so he did not respawn anywhere...

I *think* Orthus never drop his ax when the Kazad killed him.

Got a few memory allocation error CTDs, I have it set to autosave every turn so this wasnt a big one for me.

I just killed Hyborem in his capitol, and Gela was dropped. However, when I captured Dis, Gela was destroyed.

Zechnophobe
May 24, 2008, 06:46 PM
Like I said before - burn down the jungle with blaze :-)

If it is an unintended sideffect of other changes, it's a bug. This is a bug thread. We report them here. This isn't a 'find a cheap workaround' thread.

Sorry if I'm coming down a bit hard on you but this is a pet peeve of mine.

Kael
May 24, 2008, 06:55 PM
You guys are awesome. I've gone through eveyr post and fixed as much as I could find. Please check in with the first post to see if your issues are fixed before reporting and the download link is fixed.

Thanks again, keep it coming. Patch "a" will be coming out tonight.

accipitradea
May 24, 2008, 07:02 PM
Kael, if anyone hasn't said it in the last 2 minutes...

You are awesome!!

I was going to post the hawk bug, but I see you've already fixed it in patch a.

Basil II
May 24, 2008, 07:09 PM
Great work as usual :)

westamastaflash
May 24, 2008, 09:09 PM
If it is an unintended sideffect of other changes, it's a bug. This is a bug thread. We report them here. This isn't a 'find a cheap workaround' thread.

Sorry if I'm coming down a bit hard on you but this is a pet peeve of mine.

Oh - I thought that elves being nerfed so they can't cut forests / jungles was intended... Sorry for the misunderstanding.

loocas
May 24, 2008, 09:23 PM
Unhappiness from using Feast doesn't accumulate. There was only one after I used it many turns in a row.

Randolph
May 24, 2008, 09:25 PM
I just killed Hyborem in his capitol, and Gela was dropped. However, when I captured Dis, Gela was destroyed.

This happened to me in .31 also, I didn't mention anything because I didn't realize it was a bug.

PotatoOverdose
May 24, 2008, 09:41 PM
My latest game:

Hyborem did not drop his weapon when I killed him in his capital city using a souped up death knight. This was the last city so he did not respawn anywhere...

I *think* Orthus never drop his ax when the Kazad killed him.

Got a few memory allocation error CTDs, I have it set to autosave every turn so this wasnt a big one for me.
Ditto on the Hyborem bug, but no problems with Orthus on my end.

Could the torturing prisoners event not be allowed to trigger with heros? While playing as grigori that event triggered twice on one of my adventurers. Also, the only option I was given was to disband the unit, why couldn't I just reprimand it (it would have just got the experience back anyway)? I had to reload from auto saves both times.

Funny thing is I got this event 15 turns in on a captured worker. Apparently, this over zealous Malakim worker was not treated well by his previous owners and was eager for some payback. I was playing as Balseraphs, so I just chose the 'evil' option, but I imagine this event would be mildly upsetting for a good or neutral civ since the only other option was to disband the worker. It might be worth considering an implementation where the event requires some sort of unitclass.

Kael
May 24, 2008, 10:18 PM
Patch "a" is linked in the first post. It fixes the following issues and won't break save games:

1. Fixed the Enervated promotion button.
2. Fixed the Svartalfar Adept button.
3. Fixed the Wane spell.
4. Circle of Gaelen events now require you to have the Sorcery tech before they will trigger.
5. You can no longer use the 'Spread the Council of Esus' ability in cities that already have the Council.
6. You can no longer upgrade untis beyond your national limits in allied cities.
7. Kuriotates can now build Centaur Guards correctly.
8. Fixed an error with the Omens song.
9. The mushrooms event will now create the mushrooms correctly.
10. Fixed an error with the Song of the Dead Sun song.
11. Fixed the Lion selection sound.
12. Removed the Succubus selection sound (Im not sure why thats not working).
13. Fixed the Parrot and Raven animations.
14. Added Vassal Refuse Attitude Threshold and Vassal Power Modifier to all the leaders.
15. Added the Winterborn promotion to Lucian.
16. Summons can't capture slaves.
17. The Pact of the Nilhorn giants start with Hidden Nationality.
18. Prereq civilziation on Improvements will now display correctly (pedia shows the civ that it needs, civs that dont qualify wont see the upgrade options).

ThomAnder
May 24, 2008, 10:46 PM
Not sure if this is a bug or not, but in my game the forest to ancient forest conversion happened REALLY quickly. Much more so than my previous game w/ .31..

EDIT: does the option that allows double events affect this? I have that turned on too

Caradoc
May 25, 2008, 12:11 AM
Would it be possible to suppress constellation events that do not impact the player?

MiKa523
May 25, 2008, 12:34 AM
Did anyone else noticed that discovering ressources on mined hills became very rare? (I know it's supposed to be rare, but still)
In addition (or maybe the only problem/bug) it seems that earth mana doesn't increase the odds anymore.
I'm playing Khazad with 3 Earthmana at around turn 280 (quick speed) and not a single ressource has been discovered yet.

I've already observed this in 0.31 a lot.
Before 0.31 (or maybe 0.30) at lot more ressources were discovered with multiple earth mana.
Am I missing any changes on these odds resp. Earthmana or is it possible that Earthmana is bugged and thus don't effect the odds of resource discovery anymore?

mindlar
May 25, 2008, 12:35 AM
I've been getting a ctd two turns after any save. I wish I had a clue as to what was happening. Currently using patch a.

Both of the attached saves crash at the beginning of the second turn after the save. Running vista if it makes any difference.

Gelvan
May 25, 2008, 12:47 AM
the battering ram had no bombard ability
towns show that they become an enclave in 60 turns which does not happen only if your kuriotate

MiKa523
May 25, 2008, 01:48 AM
I just built the fifth part of the Altar of Luonnotar and was surprised to see 34XP Discipline Units come out of that city,
when I realized that each next part of the Altar didn't replace the old one, thus I now have all 5 parts of the Altar seperately in my city, which of course means a lot more culture, happiness, GPP, XP and available slots for priest specialists.

Edit: Issue resolved

AlexNW
May 25, 2008, 03:32 AM
Is this a bug or intended? The ai is building two and three adjacent forts :eek:. Here two examples:
177965
177966
some of that titles would be better with production...

Audton
May 25, 2008, 05:01 AM
After downloading this version of Ffh several sounds disappeared from the game - "declare war", "combat", "victory.." etc.- since no one else has reported similar problems I figure it's not a bug but something wrong with my downloading? can someone help me out here? I've found the files but where do I put them in the soundfolder?

and thank you Kael and the team for making this amazing mod :)

MondSemmel
May 25, 2008, 06:19 AM
Wow, what a quick patch! Thanks, Kael!

All the things I write below are not yet based on the "a" patch, though, so some stuff may have been fixed already.
Great changes, just one pet peeve:
16. Summons can't capture slaves.

1) First of all, does "Summons" in this context only mean those with limited summoning durations (like Spectres, who caused the problem from before) or also "Summons" like Skeletons (which are permanent and therefore didn't cause this problem - they would be unnecessarily nerfed by this change)?

2) [Balance issue, probably not a bug but an unintended (?) side-effect of a change] I tried Slavery with Amurites yesterday and while I enjoyed it, the whole civic (or at least the aspect of enslaving opponents) seemed to be kind of weak already, but (especially if Skeletons won't be able to generate Slaves, either) if most of my units cannot even generate slaves, the civic seems even weaker now. I realize that rushing buildings with Slave Trade may have been overpowered, but I suggest increasing the buying cost of Slaves via Slave Trade and reverting the Slaves to the unnerfed version/at least to a bit stronger version than before. Right now the Slaves I received in a Marathon speed game only gave me 30 hammers (-> 10 or 15 in normal speed, I think?), a bit of a meager reward for killing my opponent's units. More serious problem with Balseraphs and (especially) Taskmasters.

3) [Bug] I can confirm that at least one event (the one with an angel passing on earth) did not change the AC at all, or at least none of the selected options (who read "-2 AC" or something like that each, and +1 commerce on a plot for Elohim) changed it at all. I think I had the option enabled that doubled all AC changes.

4) [Bug] I let my Skeletons attack a small stack (~6 units) of mounted units of Tasunke and the withdrawal bug occured again - one Skeleton attacked the stack and the whole stack withdrew out of my cultural borders. Obviously, this made his attacks more of less pointless.

5) [AI issue] These mounted units also seemed to want to pillage enemy roads. It's possible they did it because I had Rosier the Fallen with many promotions in the city nearby (including +40% against mounted units), so their attack odds were very low. However, seeing how this is Tasunke, he should never ever pillage roads, I think.

This issue may be connected to the issue of the AI having one 1 move unit in the stack (e.g. an Axeman) so this whole 3-4 move army only moved one move each turn. Is there even any point in Tasunke building move 1 units if these slow down his whole army that much?

6) [AI issue] Is somehow possible, I think it would be great if the AI could recognize whether a given opponent's unit was summoned or not. Having masses of Barbarians die against my Skeletons is okay, but having a whole massed army attacking my city to die against empower 5 skeletons is not. If they cannot attack the city with an equal reward for their risk, they should not attack it and do something else instead (e.g. pillaging, and not in a stack). This may not be easily realisable though.

7) [Bug]I can now confirm that the Circle of Gaelan doesn't spread to cities with Mage Guilds if these Mage Guilds were built by a wonder (i.e. Catacomb Libralus (sp?)). I played Sureshot's first Armageddon scenario in which you start with Catacomb Libralus and a Mage Guild in your capital and I received Gaelan early (before it was changed to Sorcery, which makes sense since the event chain gives you Gaelan and a Research boost, a bit much if it can come basically as soon as you get Knowledge of the Ether), but the Circle never spread beyond my Capital although/because all my cities had Mage Guilds due to the wonder.

8) [Bug] The light bulbing path of Great Scientists is currently really annoying - this has been described in another thread, but if some of the values were adjusted, they wouldn't have to follow the techs in alphabetical order anymore... it's especially annoying to have to bulb/research Alteration and Divination before being able to bulb Sorcery, Alteration before Arcane Lore, etc.

EDIT:
9)Shouldn't constellation events trigger for all civ at once, just like Blight does? Is it intended that it affects only one civilization, when you already have possibility to make global events that effect everyone?
I agree this would make sense. Currently these events trigger really often (although not exlusively for me like some other users posted - possibly because in the scenario I play I started with some techs/buildings which were prerequisites of other events, therefore giving more events the chance to be triggered than just the sign events which may or may not have prerequisites?), but those with benefits never seem to trigger for the one who could benefit from them :p (e.g. among others, I received the event to give a Golden Age to the Kilmorph religion, but I play AV...). If this were changed like this, it would be more obvious to know which event exactly it was that triggered, say, the morphing of grasslands to plains.

Grey Fox
May 25, 2008, 06:42 AM
Wow, what a quick patch! Thanks, Kael!

All the things I write below are not yet based on the "a" patch, though, so some stuff may have been fixed already.
Great changes, just one pet peeve:


1) First of all, does "Summons" in this context only mean those with limited summoning durations (like Spectres, who caused the problem from before) or also "Summons" like Skeletons (which are permanent and therefore didn't cause this problem - they would be unnecessarily nerfed by this change)?

Kind of realistic don't you think? Undead taking slaves? Maybe creating more skeletons would be a better choice :P

2) [Balance issue, probably not a bug but an unintended (?) side-effect of a change] I tried Slavery with Amurites yesterday and while I enjoyed it, the whole civic (or at least the aspect of enslaving opponents) seemed to be kind of weak already, but (especially if Skeletons won't be able to generate Slaves, either) if most of my units cannot even generate slaves, the civic seems even weaker now. I realize that rushing buildings with Slave Trade may have been overpowered, but I suggest increasing the buying cost of Slaves via Slave Trade and reverting the Slaves to the unnerfed version/at least to a bit stronger version than before. Right now the Slaves I received in a Marathon speed game only gave me 30 hammers (-> 10 or 15 in normal speed, I think?), a bit of a meager reward for killing my opponent's units. More serious problem with Balseraphs and (especially) Taskmasters.

This isn't what makes Slavery useful, its the pop-rushing ability.

Marksman77
May 25, 2008, 06:43 AM
Great new version and great quick patch :)

A minor one:
on receiving tech from Rob Graveyard the message says the standard text "the villagers give you a new technology". I imagine my Scout would rather run away seeing "villagers" leaving their graves with some ancient scripts in their hands :crazyeye:

Blackmantle
May 25, 2008, 06:52 AM
If it is an unintended sideffect of other changes, it's a bug. This is a bug thread. We report them here. This isn't a 'find a cheap workaround' thread.

Sorry if I'm coming down a bit hard on you but this is a pet peeve of mine.

Only that it is no bug but a feature (sorts of ;)). At least in the way that they can build improvements in Jungles from turn 1. So either they lose the ability to build in Jungles or cutting the abilty to cut jungles from them makes sense perfectly (balancwise. Its a little late-game tradeoff for beeing able to utilze Jungles from turn 1. It could be rated as a semi-bug in the sense that Jungles are not Forests and Elves ought to have synergy with forests. But thats questionable Flavorwise. Perhaps also its not so easy to separate. Or might even be fully intended. But only the team will know that and beeing able to answer. If they like. :p).

In fact its not a disadvantage but a advantage so coming down hard is not very much justified here. (after all everyone else needs to wait for either Fire + KotE or Sanitation to use Jungle-Resources usefully most of the time. Elves needn't)

Making assumptions into rules is not a nice thing to do. ;)




@ Kael: What about the Bug with Sidar-Units of Level 6 not being able to shade? I think its quite a major bug for the playablitiy of the Sidar.

MondSemmel
May 25, 2008, 07:11 AM
Kind of realistic don't you think? Undead taking slaves? Maybe creating more skeletons would be a better choice :P

Undead taking slaves? No. But I thought Summons had no free will (otherwise they also wouldn't be limited to one's number of Adepts who can summon skeletons). If they had a free will/their own agenda, what stops them from killing their own masters? And if they have no free will, the same thing that makes them not kill their masters ought to make them not kill their prey if their masters command it. Besides, if the enslaving chance is 25%, then in 75% of the cases, the enemy still dies, even against living units. Having about one in four opponents of a skeleton survive sounds realistic to me, and even if it didn't, it makes sense gameplay-wise.

This isn't what makes Slavery useful, its the pop-rushing ability.

I know that, but part of the Slavery civic is getting slaves, and to me, these slaves seem worse than they could/should be for balancing reasons. I'm not suggesting to make the pop-rushing any better, of course, I know that's very powerful. Besides, the pop-rushing is really strong, but not really unique, and we already know it from normal civ4/bts. Slaves are a new feature in FFH and therefore deserve to be useful to add to the game's depth.
Besides, by rushing buildings, you sacrifice your slaves instead of using 2 slaves as a worker or using them for the Freak Show/Arena as Balseraphs, and right now this drawback seems hardly worth it.


I'm sorry if this doesn't belong in this thread, though.

Making assumptions into rules is not a nice thing to to. ;)

I think the point was that it was not listed in the changes and therefore is either an undocumented change or a bug. That's the only known thing, the rest is speculation :p.
Besides, right now, the AI probably can't handle this, and that's a huge issue.

@ Kael: What about the Bug with Sidar-Units of Level 6 not being able to shade? I think its quite a major bug for the playablitiy of the Sidar.

This is supposed to be fixed in patch a. See this item: "3. Fixed the Wane spell.". I haven't tested it yet, though.

Niveras
May 25, 2008, 07:29 AM
Did anyone else noticed that discovering ressources on mined hills became very rare? (I know it's supposed to be rare, but still)
In addition (or maybe the only problem/bug) it seems that earth mana doesn't increase the odds anymore.
I'm playing Khazad with 3 Earthmana at around turn 280 (quick speed) and not a single ressource has been discovered yet.

I've already observed this in 0.31 a lot.
Before 0.31 (or maybe 0.30) at lot more ressources were discovered with multiple earth mana.
Am I missing any changes on these odds resp. Earthmana or is it possible that Earthmana is bugged and thus don't effect the odds of resource discovery anymore?

I noticed that as well in one of my games, where by the end of it I had 30-50 mines and 10 earth mana, and I never once got a discovery. I decided to stack the odds one day by increasing the earth mana discovery rate (from 20 to 100 in XML) and giving myself 50 earth mana from WB, of course from mana nodes and connected with roads. I started getting discoveries every turn, but only one, and sometimes not even one. Something is definitely different from previous versions, where I thought you could get more than one discovery per turn, but that could simply be faulty memory. At this point it's hardly worth mentioning that earth mana increases the resource discovery rate, since you need dozens to have any appreciable effect.

If I did not know better, I would not be surprised if the lowered rate of discovery resources was somehow tied to the events, but that is pure speculation, since I really have no idea how resource discovery is handled.

Zechnophobe
May 25, 2008, 07:41 AM
Only that it is no bug but a feature (sorts of ;)). At least in the way that they can build improvements in Jungles from turn 1. So either they lose the ability to build in Jungles or cutting the abilty to cut jungles from them makes sense perfectly (balancwise. Its a little late-game tradeoff for beeing able to utilze Jungles from turn 1. It could be rated as a semi-bug in the sense that Jungles are not Forests and Elves ought to have synergy with forests. But thats questionable Flavorwise. Perhaps also its not so easy to separate. Or might even be fully intended. But only the team will know that and beeing able to answer. If they like. :p).

In fact its not a disadvantage but a advantage so coming down hard is not very much justified here. (after all everyone else needs to wait for either Fire + KotE or Sanitation to use Jungle-Resources usefully most of the time. Elves needn't)

Making assumptions into rules is not a nice thing to do. ;)


You can justify it either way as much as you want. I just want to know if it was intended. Trying to rationalize 'why it makes sense' for the change to be made is immaterial. I'm working off of exactly two bits of irrefuteable data:

1) No note was made in the changelog about the elves having different interaction with swamps.

2) They now interact with swamps differently.

If it's working as intended, that's fine. But it is our due cause to report anomalous behavior if we find it.

Blackmantle
May 25, 2008, 07:41 AM
Sorry for being so blind about wane. :p



@ Zechnophobe: The jungle thing has already been reported often though (under balance and bug.) and no official comment so far if i remember rightly. ;) So im rather sure it at least has allready been noticed.
But thats speculation. Given...

But why are Jungles = Swamps? (I hope we are one time going to see swamps in the main-game. As a new terrain type... But thats just wishful thinking. :p) In fact Jungles have a lot more in common with forests than with swamps.
(That game-misrepresentation featurewise (unhealthyness) i think stems from a missing representation of Jungles in the Civ-Series as a whole though.

Modern knowledge should suggest, that any single patch / tile of Jungle should contain a resource (at least one. :p) revealed by very-late game techs (and that whould be removed by chopping them.). Up until recently (until about 20-century perhaps, but thats a very rough estimate naturally. :p) they have mainly been places of danger for most humans.
But not anymore. But given, that doesnt fit FFH2 and its rather medival background.)
Its sad that the series goes with the "cut-down the jungles, they are worthless" for civilisation attitude here (and environmentalism is not even closely a fair representation of the value of jungles. Even by todays standards.).
Perhaps Civ 5 will see a change for the very late-game when / should the first really huge applications have made their impact in the real world until then.
And then on a global level the unhealthyness is also just completely wrong even if perhaps not localy.
Thats just a side note though. :p sorry for threadjacking.

Alzara
May 25, 2008, 07:53 AM
12. Removed the Succubus selection sound (Im not sure why thats not working).


Awww... will this be reimplemented. I assume you'll figure it out eventually?

Not a fan of manly succubusses :p

Al

The13thRonin
May 25, 2008, 08:15 AM
Playing as Luchuirp it seems impossible to get druids (the dwarf ones of course) even though I meet both the tech and building requirements. Strange?

Grey Fox
May 25, 2008, 08:17 AM
Playing as Luchuirp it seems impossible to get druids (the dwarf ones of course) even though I meet both the tech and building requirements. Strange?

They also have a neutral alignment requirement.

The13thRonin
May 25, 2008, 08:18 AM
They also have a neutral alignment requirement.

Ah I see... No problem then. My in-game alignment was good. Apologies for the ignorance.

Gunpowder units also don't seem to be ignoring city defense modifiers?

SilentVoice
May 25, 2008, 08:40 AM
Elven worker can't remove jungle.
Fire! Fire! Fire!?

The13thRonin
May 25, 2008, 08:49 AM
Elven worker can't remove jungle.
Fire! Fire! Fire!?

I believe that's a nerf. The scorch spell might work though?

smjjames
May 25, 2008, 09:09 AM
*pokes Kael* you forgot about the fact that both of the elves can't cut down forest AND jungle. The icon is missing.

As I said before, cutting down jungle actually benefits despite thier tree hugging tendencies. For one, jungle gives the same amount of resource as an empty tundra tile (just tundra, not tundra/forest or tundra/hills), and there is the unhealthiness part of it.

@ the 13thronin and others: I know I can use scorch or whatever on it, but you have to wait until you get knowledge of the ether and then elementalism. It may be a nerf, but removing the clear forest/jungle button is still annoying. It works for other civs though.

Amerigo Arturo
May 25, 2008, 09:13 AM
Mushrooms are still popping up on peaks with patch a, looks kind of funny.

Kasdar
May 25, 2008, 09:22 AM
Kind of realistic don't you think? Undead taking slaves? Maybe creating more skeletons would be a better choice :P

But if I instruct my summons to capture a slave than they should do it.

If I tell my dog to fetch a stick he does that.

MagisterCultuum
May 25, 2008, 09:23 AM
2) [Balance issue, probably not a bug but an unintended (?) side-effect of a change] I tried Slavery with Amurites yesterday and while I enjoyed it, the whole civic (or at least the aspect of enslaving opponents) seemed to be kind of weak already, but (especially if Skeletons won't be able to generate Slaves, either) if most of my units cannot even generate slaves, the civic seems even weaker now. I realize that rushing buildings with Slave Trade may have been overpowered, but I suggest increasing the buying cost of Slaves via Slave Trade and reverting the Slaves to the unnerfed version/at least to a bit stronger version than before. Right now the Slaves I received in a Marathon speed game only gave me 30 hammers (-> 10 or 15 in normal speed, I think?), a bit of a meager reward for killing my opponent's units. More serious problem with Balseraphs and (especially) Taskmasters.


I've been saying for quite some time that the proper way to nerf the slave trade isn't to make the slaves less useful, but to make buying and selling slaves require the Slavery civic. Why would a society not running slavery allow the buying and selling of slaves?

smjjames
May 25, 2008, 09:49 AM
Anyways, I just checked (for patch a) and the elves still don't have the chop forest/jungle icon for workers. Kael, is this intentional or not?

MondSemmel
May 25, 2008, 09:54 AM
I've been saying for quite some time that the proper way to nerf the slave trade isn't to make the slaves less useful, but to make buying and selling slaves require the Slavery civic. Why would a society not running slavery allow the buying and selling of slaves?

Well, for one thing, we are talking about a society that is part of the Undercouncil :) - they probably won't publically announce the trades, either, isn't it supposed to be more of a black market kind of thing? I don't think restricting part of the undercouncil resolutions to another tech is such a good idea. I do like the idea of somehow connecting Slave Trade and the Slavery civic, though, e.g. making rush-building give 50% more hammers with Slaves if you run the Slavery civic, or making Slave Trade cost vastly less money if you run that civic, or something like that. Essentially, giving Slave Trade limited usefulness if you do not run Slavery (e.g. keeping it as it is now?) and making it useful (not overpowered, just more useful than it is right now) if you run Slavery. I don't think Slaves need a buff altogether, but rush-building with captured Slaves should be a valid option somehow.

xalien
May 25, 2008, 10:46 AM
My latest game:

Hyborem did not drop his weapon when I killed him in his capital city using a souped up death knight. This was the last city so he did not respawn anywhere...

I *think* Orthus never drop his ax when the Kazad killed him.

Got a few memory allocation error CTDs, I have it set to autosave every turn so this wasnt a big one for me.

I killed Orthus right after he took Kuriotate city and he didn't drop axe too.

There's event about goblin clan spilling toxic waste that gives 2 options:
a) do nothing - -1 food on the tile
b) do ... something to prevent it, but it doesn't cost any gold or have any other downsides

There seems to be an xp cap at 100 against barbs, but raider civs can still get their +1 point after each victory .

BlazeRedSXT
May 25, 2008, 10:50 AM
Patch A,
My elven workers can't build anything in forests, and I don't see any change log entries to indicate that is intended.

EDIT:: I think this is my fault, some mod error. Carry on.

Breunor
May 25, 2008, 10:56 AM
Is this a bug or intended? The ai is building two and three adjacent forts :eek:. Here two examples:
177965
177966
some of that titles would be better with production...

Would the tiles here have better production? I can't see it that well, but they look like they may be desert -- if so, maybe the AI felt they may as well build a fort.

Best wishes,

Breunor

MiKa523
May 25, 2008, 11:33 AM
I'm just playing my 2nd game, where it is impossible to spawn Hyborem or Basium, although I'm not using the specific option, which disables them.

These are the game-settings of both games:
-City flipping after Conq.
-Aggr. AI
-No Tech Brokering
-No Vassals
-Wildlands
-Blessing of Ama.
-Living World
-AI no building requirement

Edit: Issue resolved!

Opuhara
May 25, 2008, 12:20 PM
thanks for this new version

when you get the first vote for empirean it talks about "united nations"

Hoedus
May 25, 2008, 12:25 PM
nevermind->10

Wyrmhero
May 25, 2008, 12:28 PM
I always found that the idea of a slave captured by a summon actually worked well. After all, why would a slave hang around when it's guard disappears?

Caradoc
May 25, 2008, 12:54 PM
I understand that Bloom now takes two turns, but the mechanics are a little awkward. After casting the spell, on the next turn the Priest has movement points indicated, but still cannot move. A better implementation would be for the Priest not to 'wake up' until the Bloom is complete -- same as with a Worker building a road.

nihonjeff
May 25, 2008, 01:00 PM
I had an odd issue where in both of the games I've played in 0.32 (Calabim, Monarch, Pangaea, Large Map, Normal Speed, Wildlands, Raging Barbarian, Barbarian World, No AI Building Requirements), the AI has not bothered going for any religions. First game I won a Religious Victory with Order on turn 268, simply because nothing else had been founded. Has anyone else seen anything like this?

MondSemmel
May 25, 2008, 01:44 PM
I understand that Bloom now takes two turns, but the mechanics are a little awkward. After casting the spell, on the next turn the Priest has movement points indicated, but still cannot move. A better implementation would be for the Priest not to 'wake up' until the Bloom is complete -- same as with a Worker building a road.

1) In the specific case of Bloom, if the Priests casting Bloom worked completely like Workers, perhaps one could somehow change it so Bloom could finally, finally be cast on Improvements? I don't care if it takes twice or three times as much time - yes, I probably won't be able to have forests in every field of my culture, but at least I wouldn't have to pillage and rebuild my own improvements anymore. It's incredibly frustrating micromanagement otherwise (besides, Disciple units cannot even pillage by themselves, not that that would make anything significantly better...).

I know that foresting newly conquered territory completely with improvements within a few turns would be overpowered, but with a sufficiently long delayed casting time (e.g., I don't know, 10 turns (arbitrary value) for a single Town? Less for non-changing/non-developed improvements like Pastures, Farms or Cottages - e.g. 5 turns?) would make this less frustrating. An alternative would be to allow Bloom to be cast on Improvements which would automatically destroy these Improvements. I would still have to rebuild them (by the way, this issue is augmented by the fact Elven Workers are sloooow), but at least the Pillaging component would disappear.

2)In the general case of delayed spellcasting, depleting the caster's movement points until finished might work to fix this interface issue. Does it at least say something like "cannot move (1 turn)"?

3) I've been wondering for some time about this now: Building improvements on Forests costs nothing additional for New Forests (e.g. ~5 turns for Cottages), making it most efficient to immediately build improvements on New Forests before they develop to normal Forests (~9 turns for Cottages) and then to Ancient Forests (~12 turns for Cottages). Is it intentional that Ancient Forests increase the developing time even more than Forests (otherwise, it might be because they somehow count as both Forests and Ancient Forests)? It would be more practical to have a single improvement building time for all types of forest.

uberfish
May 25, 2008, 03:01 PM
Not sure what creates the scorched staff, but I ended up with two of them somehow.

JJR
May 25, 2008, 04:52 PM
Possible fix for the Mushroom event spawning on peaks:

Edit: CIV4EventTriggerInfos.xml -> EVENTTRIGGER_MUSHROOMS: <PythonCanDo>canTriggerMushrooms</PythonCanDo>

Edit: CvRandomEventInterface.py -> Add the following canTriggerMushrooms function:

def canTriggerMushrooms(argsList):
kTriggeredData = argsList[0]
pPlot = gc.getMap().plot(kTriggeredData.iPlotX, kTriggeredData.iPlotY)
if pPlot.isPeak():
return False
return True


Haven't been able to test it yet...but it should work unless I'm forgetting a step?

WCH
May 25, 2008, 04:54 PM
Playing as Kuriotates, when my centaurs move onto forest, none of their buttons (ie, available promotions and orders) are visible.

Alzara
May 25, 2008, 05:10 PM
Possible fix for the Mushroom event spawning on peaks:

Edit: CIV4EventTriggerInfos.xml -> EVENTTRIGGER_MUSHROOMS: <PythonCanDo>canTriggerMushrooms</PythonCanDo>

Edit: CvRandomEventInterface.py -> Add the following canTriggerMushrooms function:

def canTriggerMushrooms(argsList):
kTriggeredData = argsList[0]
pPlot = gc.getMap().plot(kTriggeredData.iPlotX, kTriggeredData.iPlotY)
if pPlot.isPeak():
return False
return True


Haven't been able to test it yet...but it should work unless I'm forgetting a step?

OK I'm no python expert, but wouldn't you want an "else" in there after "return False"?

Al

Zifnab
May 25, 2008, 05:50 PM
Not sure if its a bug with the mod or the map script, but in my last game, my Khazad settler started on a peak using perfectworld

Nicopol
May 25, 2008, 06:17 PM
no, i love mushrooms on peaks. don't "fix" it :(

grumbler
May 25, 2008, 06:18 PM
OK I'm no python expert, but wouldn't you want an "else" in there after "return False"?

Al

Return exits the function, so "return True" is never reached if the condition is true.

Nikis-Knight
May 25, 2008, 07:55 PM
Is anyone else unable to download the patch?

Breunor
May 25, 2008, 07:57 PM
Is anyone else unable to download the patch?

I didn't have a problem, Nikis.

Best wishes,

Breunor

mindlar
May 25, 2008, 10:03 PM
New problem with patch a. After choosing to allow one of my cities to follow minister koun I received a python exception:

File "CvRandomEventInterface", line 387, in doSoverignCity1
File "CustomFunctions", line 110, in formEmpire

RuntimeError: unidentifiable C++ exception

giddion
May 26, 2008, 12:13 AM
odd bug... see picture...


Soldier and priest are standing on resources, pig, wolf rider came into plot and raised the pig pen without even attacking the soldier or priest, as you can see in picture they co-exist.

May be intended, but it takes 2 turns for bloom to work, also clicking bloom does not end the units move until you press "w" or go to another unit and try to go back.

May be intended, can spread COE without it as state religion.


P.S. i like the new summon tiger with FOL priests, or maybe its the nature mana, in any case, nice...

Marksman77
May 26, 2008, 12:41 AM
1. 2 turns for bloom is intended
2. you have been always able to spread non-state religions, it haven't changed

giddion
May 26, 2008, 02:04 AM
Not a bug but more of a....
WTF is the the AI waiting for...
See pictures...

Varn Gosom has been waiting for 3 turns now....

EDIT: Just an update I had several turns to re-enforce and was able to hold off his forces.

MiKa523
May 26, 2008, 02:20 AM
I guess 85% City defense is too much for the AI ?!


On another note:
Aren't you supposed to change your magic nodes, if you have metamagic?
I can't change them.

odalrick
May 26, 2008, 02:39 AM
Svatalfar Fireball is an Illusion. Possibly not a bug since it certainly works like a summon, however the legacy of the spell suggests that is only a superficial resemblance.

Regardless, it isn't killed after combat either.

xienwolf
May 26, 2008, 02:51 AM
It isn't perfect, but here is a small fix so that the Circle of Gaelan will spread to cities which gained their Mage Guild via Catacomb Libralus:


In CvEventManager.py, under def onCityDoTurn:

if CyGame().isCorporationFounded(gc.getInfoTypeForStr ing('CORPORATION_CIRCLE_OF_GAELAN')):
if CyGame().getHeadquarters(gc.getInfoTypeForString(' CORPORATION_CIRCLE_OF_GAELAN')).getOwner() == pCity.getOwner():
if pCity.getNumBuilding(gc.getInfoTypeForString('BUIL DING_MAGE_GUILD')) > 0:
if pCity.isHasCorporation(gc.getInfoTypeForString('CO RPORATION_CIRCLE_OF_GAELAN')) == False:
pCity.setHasCorporation(gc.getInfoTypeForString('C ORPORATION_CIRCLE_OF_GAELAN'), True, True, True)


Optional in addition to that is changing the founding of the Circle of Gaelan to read:

if pCity.getNumBuilding(iMageGuild) > 0:

instead of

if pCity.getNumRealBuilding(iMageGuild) > 0:

(though this second bit is really quite useless, as at the start of their next turn they would get the Circle in each of those cities by the first code chunk)


EDIT: In regards to the above post about Fireball Illusions, and a previous post about exploiting Alazkan's Mirror Image: With a Damage Limit on a unit, if the combat is broken off because of the Damage limit, the game does NOT count that as a combat having occurred. So no XP is gained and no :move: points are spent. Additionally, since no end of combat was reached, no Kamikaze/Suicide tags will trigger (case of the Fireball). I believe that it needs to be changed so that when you get to the Damage Limit of the unit it works like an offensive Withdrawal, XP is gained, :move: is spent, and it will register an end of combat, so kill Suicide/Kamikaze units.

rusty217
May 26, 2008, 04:00 AM
I guess 85% City defense is too much for the AI ?!


On another note:
Aren't you supposed to change your magic nodes, if you have metamagic?
I can't change them.

Are you using the metamagic 2 spell on them?

MiKa523
May 26, 2008, 04:06 AM
Are you using the metamagic 2 spell on them?
Ahh, right.
I knew I missed something.
Thanks for the clarification :)

Alzara
May 26, 2008, 07:31 AM
Btw I think the mushroom event still doesn't work. I got it once and mushrooms appeared. Every other time nothing has happened as with the "patchless" 0.32.

Al

Drakmondt
May 26, 2008, 09:57 AM
Problems with council of esus? Keelyn is greedy? (version 0.31e)

playing a game as Auric Ulvin and esus spread to one of my citys,
but where are no units with esus near the town.

Also the symbol of the councils holy city is not shown at the KI`s
town. It was found in an hippus city in round 316.
All other religions holy citys are shown correctly

later I conquered that town and in the city screen esus was shown,
and also Nox Noctis was in the town, but on the map no religious
symbol is shown like before.
The council of esus hides its Holy City ?


Keelyn dont declare war!

I played a game with version 0.31e and asked Keelyn to declare war
on Capria. She wanted two technologies and I payed whem to her,
but she didnt declare war while the possibility to ask this disapeared.

This never happened to me before, is it a bug or intended ?

Zechnophobe
May 26, 2008, 10:10 AM
I killed Orthus right after he took Kuriotate city and he didn't drop axe too.

There's event about goblin clan spilling toxic waste that gives 2 options:
a) do nothing - -1 food on the tile
b) do ... something to prevent it, but it doesn't cost any gold or have any other downsides


You can only do b if you have nature mana (Might need an adept too ).



There seems to be an xp cap at 100 against barbs, but raider civs can still get their +1 point after each victory .

As far as I know, this is intended. It also works the same with Commanders, and the Valor promotion. You can also use these to get XP from killing workers/settlers/GP.

rusty217
May 26, 2008, 10:19 AM
Problems with council of esus? Keelyn is greedy? (version 0.31e)

playing a game as Auric Ulvin and esus spread to one of my citys,
but where are no units with esus near the town.

Also the symbol of the councils holy city is not shown at the KI`s
town. It was found in an hippus city in round 316.
All other religions holy citys are shown correctly

later I conquered that town and in the city screen esus was shown,
and also Nox Noctis was in the town, but on the map no religious
symbol is shown like before.
The council of esus hides its Holy City ?


The council can also spread naturally without units, that could be why it spreaded to your city.

The holy