View Full Version : FfH2 0.34 Bug Thread


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jrandrew
Oct 17, 2008, 03:39 PM
So I had a couple of Moebius witches floating around in a Caravel. One had Law II (Hosts of the Einharjar) and the other had Entropy II (Pit Beast).

I had the Caravel in "Skeleton Crew" mode and so it could carry 2 cargo. However, I could summon in the Caravel. When I would do so, then move the Caravel, I would have a summons sitting out in the middle of the ocean without water walking.

Should there be a summoning check to not allow the cargo of a ship to be exceeded? Or perhaps summons should only be allowed if there is a landmass adjacent with a square with no hostiles in it?

uberyeager
Oct 17, 2008, 03:41 PM
Ok, as the so I built the Compass to get the +50% production bonus for all the Illian rituals, but I don't see any discount on The Deepening. I've attached a screenshot (color reduced to 16 bit so its smaller)

thomas.berubeg
Oct 17, 2008, 04:18 PM
finally got to dl .34...

Is it intentional that Illians have no research... i can't imagine it's so...

MagisterCultuum
Oct 17, 2008, 04:30 PM
finally got to dl .34...

Is it intentional that Illians have no research... i can't imagine it's so...

You were probably playing FF recently, with some FF-only game options on. The game saves these options, which it identifies with some of FfH's hidden game options that were only meant for scenarios, specifically GAMEOPTION_NO_TECHS.

You could go back to FF to turn these off, you could edit the .ini, or you could do like I did and just make all the options visible by changing all the <bVisible>0's to <bVisible>1's in CIV4GameOptions.xml, so you can turn them off and on as you like in a normal FfH game. I personally like playing with GAMEOPTION_CAPTURE_ALL_BUILDINGS turned on.

lo52
Oct 17, 2008, 04:39 PM
I play the 0.34f version (with the new dll to fix vista ctds). The ctds do not longer occur, but in the following savegame the game never reaches the next round, I waited about 15 minutes and tried it a few times starting two rounds before, but nothing changed.. if I call the taskmanager, I am told, the game does not react.. :cry:

[to_xp]Gekko
Oct 17, 2008, 04:43 PM
IMHO some of the hidden game options should be visible by default, some people may like to play a game with those enabled .

Darksaber1
Oct 17, 2008, 05:42 PM
Playing as Illians and my 'blizzard' spell doesn't seem to ever want to work. I checked the Civlopedia and I don't see anything I'm missing that would cause me not to be able to use it. Is there some trick I'm missing?

Plus, I'm fighting the Hippus and they seem to be invisible in their own territory so I'm assuming they did some ritual to Esus to do this. While I thought that as a FF only ritual, my question is nothing seems to reveal them. I would think the floating eyeball thing would help. I mean every defense should have a counter, right? :confused:

You need to be ajacant to blizzards, it only moves blizzard on adjancient tiles onto the Priest's tile.
And I think they [Hippus] have Nox Noctis.

BugReportage
Oct 17, 2008, 06:36 PM
hey kael, http://forums.civfanatics.com/showpost.php?p=7358485&postcount=13

Loyalty-death glitch?

odalrick
Oct 17, 2008, 07:17 PM
The unit portrait for several units (Griffon, Elephant...) cover important information in the tool-tip for unit actions. For instance, Fortify until healed displays how long it will take, but the griffins beak covers the number.

Also, the Chaos flare event is still broken. It requires the Mutated promotion, so the unit can never enter the flare to become mutated. It is obviously intended be the other way around.

nealhunt
Oct 17, 2008, 08:20 PM
Twice now I've had gone into anarchy and when I came out nothing went back into effect - no research, no gold, no culture, no production.

Zechnophobe
Oct 17, 2008, 09:05 PM
Neal, looks like you are under the effects of the Stasis spell. Maybe it was cast when you went into anarchy?

Kael
Oct 17, 2008, 09:10 PM
Twice now I've had gone into anarchy and when I came out nothing went back into effect - no research, no gold, no culture, no production.

Notice the research disabled and production disabled flags int he lower right corner. Those mean the Illians cast Stasis. When the spell wears off oyu should be fine.

Lord'sBelievers
Oct 17, 2008, 09:14 PM
I have the same problems that the guy with the Calabim attacking Hyborem had. After turn 405 or so the game just crashes at an end turn.

bdmarti
Oct 17, 2008, 10:06 PM
It seemed like it might be a bug since I've reproduced it so often, but perhaps it's intended....or perhaps this should be in the map thread...but I hope someone can answer me or provide a solution.

I keep trying to build a map where a player is already on the same team as Hyborem because they researched the proper tech and formed an alliance.

In order to do this I tried to cut and paste the player information from a save game with Hyborem in it into my world new world builder save and then change the team id to match Tebryn's or whomever I like.

Then I try to place a city for Hyborem using the world builder...but alas, no name or graphics appear for cities of the artificial Infernal player I've added.

So...instead I've tried to cheat and have Tebryn research infernal pact and then when hyborem appears I can place cities and such with this version of the civ (that other than having a different color and team ID seems to be the exact same data as what I cut and paste before) and I can make him a part of whatever team I like...but this also seems to fail because each time I reload the scenario a new, second Infernal civ get's placed on the map....or even a third Infernal civ.

It seems like the infernal get placed by any player having infernal pact when the map loads. Is that true?

Or should I be able to have a map with Hyborem and Dis anywhere I want? Are there special steps I can take to prevent future hyborems from appearing? Or is it just not supposed to be possible to place hyborem and instead I'll have to live with the script placing him on the map?

denev
Oct 17, 2008, 10:43 PM
When stacked units in group cast "open chest" spell, benefits from chest increase manyfold.

Kolath
Oct 17, 2008, 10:47 PM
Patch F: Playing as Order Calabim. All of a sudden a turn ago all my vampires can no longer cast any vampire abilities (feed, feast, gift vampirism). I don't think I've done anything recently other than turning a few vampires into paladins.

Zechnophobe
Oct 17, 2008, 11:00 PM
Amurite world spell, I'll bet.

Kael
Oct 17, 2008, 11:01 PM
Patch "g" is linked in the first post. It wont break save games and resolves the following issues:

1. Fixed a problem with flame graphics on Vista.
2. Fixed an issue where some calls with the increasing or flexible difficulty options werent being applied.
3. Puppets can no longer become liches.
4. The Mutate event now correctly targets non-mutated units.

MrPopov
Oct 17, 2008, 11:50 PM
Quick point, and sorry if this may have been brought up already:

Please stop creating a new shortcut with every patch. I clearly have already decided in what way I want to launch the game in the initial release, the extra shortcuts is just adding redundancy. Also since I run the Steam version, the shortcut doesn't work without having to add extra quotation marks in the shortcut target box.

But thank you so much for the mod FFH team! Civ 4 simply would not be the same without you!

WCH
Oct 18, 2008, 01:39 AM
Quick point, and sorry if this may have been brought up already:

Please stop creating a new shortcut with every patch. I clearly have already decided in what way I want to launch the game in the initial release, the extra shortcuts is just adding redundancy. Also since I run the Steam version, the shortcut doesn't work without having to add extra quotation marks in the shortcut target box.

But thank you so much for the mod FFH team! Civ 4 simply would not be the same without you!He doesn't. New shortcuts are only created in new versions... like 0.34 has a different shortcut than 0.33. 0.34a and 0.34g use the same shortcut, for instance. Making the shortcuts compatible is fairly simple, though, all you've got to do is name the folders and files accordingly. Like, by default it extracts to a folder that includes the version number in the folder name... which, among other things, allows you to continue a game in a previous version. But if you change that, and set the shortcut accordingly, the same shortcut will always work.

rusty217
Oct 18, 2008, 02:34 AM
The unit portrait for several units (Griffon, Elephant...) cover important information in the tool-tip for unit actions. For instance, Fortify until healed displays how long it will take, but the griffins beak covers the number.


This issue is easily solved, hold the left mouse button down on the unit portrait and you can rotate it so that it isn't in the way of anything...

Wyrmhero
Oct 18, 2008, 03:25 AM
Aquae Succellus doesn't remove plague from my Immortal. I tried leaving it in the city, moving it in/out of the city, and nothing.

On the same point, should Immortals be able to get disease/plague/poison, considering they wouldn't die from it?

Karnja
Oct 18, 2008, 05:47 AM
im sorry if this has mentioned before, and im sorry for my bad english (im german): me and my friend often play in mp, going into one allience. when we are neighbours, the culturell influence of my town doesnt work properly against my friends culturell influence. he steals (sometimes) parts of the city fields i need for my city, but they are not in his city (so not needed for him). hopefully you got what i mean.

im surprised no statement here. either its a known problem, or you dont understand what i mean. thatfor, i try to explain again:

when my friend and me play together, we always are in 1 fraction (or group), and try to place our cities as near as possible. since i play the kuriotate, and since i only can place 4 cities, i dont want to waste any of my city fields (letz call it "fields" dont know the english word,but they are 36 for the kuriotate).

but if we place cities near each other, the culturell influence is calculated wrong. we plan cities the way they dont cut each others fields, at least not the ones a city can work on and built adjustments etc. so my friend basicly steals sometimes some of my fields, even if they are useless for him, but i could use them. it even says for example 90% my culturel influence, and 10% for him. it even are regular fields, not any resources there. but, i dont have these problems with computer enemy. hope you can fix that, thanks in advance.

edit1: i saw you added this to "more of a balance question". but still a bug in my judgement, because like i said, this even applies if for example i have 90% culturell influence and my friend has only 10% on a certain field. also, its only versus my friend. it does not apply when it comes to KI.

another problem beside that is that there is a certain tower, a wonder you can built. its supposed to ignore any unhappy worker in the city and also give 1 production / unhappy worker. that doesnt work either :(

hope you can fix that. and still ffh is f****** awesome. thx in advance for reading^^

Darksaber1
Oct 18, 2008, 06:43 AM
Well, this isn't a bug, but there are two was not to have this happen.
1) Don't build your cityies so close together
2) MAKE SURE that your cities are producing the same amount of culture. Your lossing teritory because his cultural borders are growing faster then yours.
So, it's not a bug, but do this and you won't have to worry about it.

Sarisin
Oct 18, 2008, 06:52 AM
This issue is easily solved, hold the left mouse button down on the unit portrait and you can rotate it so that it isn't in the way of anything...

Sorry, I disagree. It would be more easily solved if the displayed models were just a tad smaller/shorter so we could see everything without having to mouse around. ;)

Honestly, if you happen to have quite a few Chariots, for example, in your army this can be quite annoying.

All the best,

Turinturambar
Oct 18, 2008, 06:52 AM
If I understand him right, he has the dominant culture in the tile. My guess is that the game does not take into account the workability of the third culture ring, when determining which one of two players should get the tile. In base civ this makes sense, because you can't work the third ring and therefore it makes sense to give the tile to the player who can work it regardless of culture.


BUG
You can get assassins, champions etc from shipwreck lairs. Since the game checks for the spawning of Great People Prisoners/Disciples, this seems to be an oversight.

Here is the relevant part of the code:
if self.grace() == False:
lList = lList + ['PRISONER_ANGEL', 'PRISONER_MONK', 'PRISONER_ASSASSIN','PRISONER_CHAMPION', 'PRISONER_MAGE']

Karnja
Oct 18, 2008, 07:01 AM
http://img75.imageshack.us/img75/5845/citywx2.jpg (http://imageshack.us)
http://img75.imageshack.us/img75/citywx2.jpg/1/w1024.png (http://g.imageshack.us/img75/citywx2.jpg/1/)


here a little grafik. im yellow, friend is red. im kuriotate, friend is orc. its even my main city, his city is his third.

now im talking about the field with ***

i have 90% on it, friend has 10%. also i have a way more culture in total in this city. and also, he doesnt need this field, but i do. there is no other city around. and last but not least, this applies only when hes my neighbour, dont have these probs when playing with computer.

Well, this isn't a bug, but there are two was not to have this happen.
1) Don't build your cityies so close together
2) MAKE SURE that your cities are producing the same amount of culture. Your lossing teritory because his cultural borders are growing faster then yours.
So, it's not a bug, but do this and you won't have to worry about it.

and yes, its a bug, i hope the grafik explains. and no, my cultural border is definetly growing faster, without a doubt, and i even used the one time spell i have as kuriotate to increase my border. all doesnt help

kriebly
Oct 18, 2008, 07:43 AM
On the same point, should Immortals be able to get disease/plague/poison, considering they wouldn't die from it?

I would expect them to still get diseased, just as they still get injured.

Being very hard to kill just means they enjoy lower insurance premiums.

Gray-Z
Oct 18, 2008, 07:47 AM
I got the treasure chest event. Treasure appeared on a single tile island on top of barrows. I was able to explore the barrows with the chest and got a savant. Savant was able to open the chest. Got a free tech. Consumed savant for more research. Pretty nifty eh? :)

Windscion
Oct 18, 2008, 08:04 AM
Offer to exchange maps w/ Doviello & CtD. Win XP, SP3. Haven't had any CtDs with FFH in a long time.
PS: Perhaps I should also note: have never used FF. (Since it seems to be blamed for a lot of recent issues.)
PPS: Fully patched, then started game.

Kolath
Oct 18, 2008, 08:34 AM
Patch F: Playing as Order Calabim. All of a sudden a turn ago all my vampires can no longer cast any vampire abilities (feed, feast, gift vampirism). I don't think I've done anything recently other than turning a few vampires into paladins.

Amurite world spell, I'll bet.

Amurite worldspell reverts mana nodes... how would that take away innate unit abilities?

cabbagemeister
Oct 18, 2008, 08:56 AM
He doesn't. New shortcuts are only created in new versions... like 0.34 has a different shortcut than 0.33. 0.34a and 0.34g use the same shortcut, for instance. Making the shortcuts compatible is fairly simple, though, all you've got to do is name the folders and files accordingly. Like, by default it extracts to a folder that includes the version number in the folder name... which, among other things, allows you to continue a game in a previous version. But if you change that, and set the shortcut accordingly, the same shortcut will always work.

I also have the Steam version and I've had this problem as well. To clarify the issue: whenever I install a patch, a brand new shortcut appears on my desktop IN ADDITION TO the shortcut which is already there. The new shortcut 1) has the normal CivIV icon instead of Hyborem's pic, and 2) is not functional (running from that shortcut gives a message that the mod is invalid) because its path doesn't have the quotation marks, as MrPopov noted. It's not a problem--I just delete the new shortcut. But it is annoying.

BugReportage
Oct 18, 2008, 09:16 AM
@ Karnja
A save game would be nice. I want to see. :p

WCH
Oct 18, 2008, 09:19 AM
I also have the Steam version and I've had this problem as well. To clarify the issue: whenever I install a patch, a brand new shortcut appears on my desktop IN ADDITION TO the shortcut which is already there. The new shortcut 1) has the normal CivIV icon instead of Hyborem's pic, and 2) is not functional (running from that shortcut gives a message that the mod is invalid) because its path doesn't have the quotation marks, as MrPopov noted. It's not a problem--I just delete the new shortcut. But it is annoying.Oh, well, that sounds like it's a problem with Steam, not with the patches. Is there a reason you can't just download it the normal way?

cabbagemeister
Oct 18, 2008, 09:24 AM
Oh, well, that sounds like it's a problem with Steam, not with the patches. Is there a reason you can't just download it the normal way?

I am downloading it the normal way (Steam won't get FfH for me, of course).

It's not a problem with Steam. It's a problem with the way FfH's autoinstaller is interacting with a Steam installation. Kael has designed the autoinstaller to detect and work with many possible installation types, and for the most part it works great. This is just one small area where it's not working perfectly.

Karnja
Oct 18, 2008, 09:47 AM
as requested here the savegame. plz check for my capital. sidenote: its in german and also a mp game.

[to_xp]Gekko
Oct 18, 2008, 09:49 AM
Amurite worldspell reverts mana nodes... how would that take away innate unit abilities?

in 0.34 the amurite worldspell keeps other civs from casting spells

xienwolf
Oct 18, 2008, 09:50 AM
I also have the Steam version and I've had this problem as well. To clarify the issue: whenever I install a patch, a brand new shortcut appears on my desktop IN ADDITION TO the shortcut which is already there. The new shortcut 1) has the normal CivIV icon instead of Hyborem's pic, and 2) is not functional (running from that shortcut gives a message that the mod is invalid) because its path doesn't have the quotation marks, as MrPopov noted. It's not a problem--I just delete the new shortcut. But it is annoying.

The reason it is creating a new shortcut every time is that you don't HAVE a shortcut on the desktop at all. It will only create one if you don't have one. If you fix the shortcut to actually work for the steam install (http://forums.civfanatics.com/showthread.php?t=266909) then you will both have a working shortcut, and never get a new shortcut made for you automatically.

Amurite worldspell reverts mana nodes... how would that take away innate unit abilities?

Worldspell changed, now it blocks all other players from using magic for a few turns.


i have 90% on it, friend has 10%. also i have a way more culture in total in this city. and also, he doesnt need this field, but i do. there is no other city around. and last but not least, this applies only when hes my neighbour, dont have these probs when playing with computer.



and yes, its a bug, i hope the grafik explains. and no, my cultural border is definetly growing faster, without a doubt, and i even used the one time spell i have as kuriotate to increase my border. all doesnt help

The cultural influence being 90/10 and the tile going to the 10 player is certainly a bug, so I placed that one as a bug report. The "Allies shouldn't push borders" aspect is more of a balance question, primarily due to being potantially harder to code so it works properly. What kind of alliance are you using? Both on the same team, or just Vassal? I swear that when you are both the same team you are allowed to work tiles in the other player's borders, but I could be remembering wrong, it has been a LONG time since I played teams.

Karnja
Oct 18, 2008, 09:54 AM
same team, we do that within the settings. usually large map, 10 civilizations, 5 groups of 2 civilizations, and we being one of em. and not a biggy, but still a bit annoying if you cant use every field of your city since you are limited in total cities.

BugReportage
Oct 18, 2008, 10:01 AM
same team, we do that within the settings. usually large map, 10 civilizations, 5 groups of 2 civilizations, and we being one of em. and not a biggy, but still a bit annoying if you cant use every field of your city since you are limited in total cities.

Perhaps it's because he has 2 cities beside your 1 city so the cultural border is lying to you about the actual ratio...
I will test this by playing as him and deleting a city.

Nikis-Knight
Oct 18, 2008, 10:01 AM
I've seen two instances where a guardsman promoted unit in a stack was not the unit chosed to defend against assassins.

BugReportage
Oct 18, 2008, 10:42 AM
anyways. I hope you find this conclusion acceptable. When you play on a team cultural borders are also team based. So they are shared equally regardless of what the % is. Here is an extreme example of cultural sharing. Notice how Kurio has 90% cultural everywhere in burning but do not own any of those lands.

If you two weren't on the team, you would own all the lands above 50%. But you are on a team so you do not.

KillerClowns
Oct 18, 2008, 01:09 PM
Seconding report of the black mirror not properly being summoned upon Alkazan's death. I forget to make a save, but I can confirm it happening. "Alkazan the Assassin has been killed." "Faeryl Viconia has created the Black Mirror." "The Black Mirror has been killed." One after the other.
Alkazan was on the attack, and still HN. The Amurite worldspell was in effect; I don't think that would have an effect, but it's worth mentioning.
I'll start a new game and experiment with the WB, see if I can see what makes it drop or not drop.

Teg_Navanis
Oct 18, 2008, 02:53 PM
The Draw seems to damage all units, not just your own.

Edit: Damage might be not because of The Draw, but the Armageddon counter rising.

Teg_Navanis
Oct 18, 2008, 03:59 PM
Python Error when building Ascension:

Traceback (most recent call last):

File "CvEventInterface", line 23, in onEvent

File "CvCustomEventManager", line 75, in handleEvent

File "CvCustomEventManager", line 86, in _handleDefaultEvent

File "CvEventManager", line 1082, in onProjectBuilt

NameError: global name 'pPlayer2' is not defined
ERR: Python function onEvent failed, module CvEventInterface

Amerigo Arturo
Oct 18, 2008, 04:49 PM
I was playing as an evil Perp Balseraph and was able to build the Mercurian gate. Also, after I switched to the Mercurians, I noticed that my Evil teammate had built paladins. Is that intended? He had 4 Palys that I saw, I doubt he was able to steal them from other civs in the 20 turns I was gone, plus he wasn't at war.

Lord'sBelievers
Oct 18, 2008, 04:57 PM
Changing religions changes alignment. I don't know about Hyborem, but I hypothesize discovering order would allow the demon to become good. lol

Amerigo Arturo
Oct 18, 2008, 04:58 PM
He's not good, he's still evil with the Octopus Overlord religion, founding city and its in every city. He has one city with Order in it, but he hasn't switched, but I did. Maybe Me being his teammate that's good allows him to build pallys?

Lord'sBelievers
Oct 18, 2008, 05:17 PM
Oh....k.. Yeah, I guess so

arcaner
Oct 18, 2008, 05:23 PM
Not sure if bug or feature. Played recently as CoE. Was not able to explore dungeons, however I was able to explore shipwrecks.

Jenaelha
Oct 18, 2008, 05:24 PM
.34g Python Error attached

Anaztazioch
Oct 18, 2008, 07:23 PM
Infernals:
AI is still against using manes to add population.
Reagents are being changed to gulgams, making it very hard to make archmages.

Pyr0mancer
Oct 18, 2008, 08:36 PM
He's not good, he's still evil with the Octopus Overlord religion, founding city and its in every city. He has one city with Order in it, but he hasn't switched, but I did. Maybe Me being his teammate that's good allows him to build pallys?
It's him upgrading in your territory that allows it. You ought to be able to upgrade your Zealots to Cultists and then to Paladins if you wander back and forth across the border.

psychoak
Oct 18, 2008, 09:45 PM
Pyre zombies working as intended? They blow up nice, and don't hurt their own stack at all. It's exceedingly difficult to survive the zombie rushes when they can deal 30% damage to your stack and never hurt their own.

euripides
Oct 19, 2008, 01:56 AM
I get a python error everytime i start or load a game directly after starting FFH. It doesn´t occur if I reload from a running game or start a new game after abandoning one directly before.

MightyM
Oct 19, 2008, 02:15 AM
Somehow the Lichdom spell stopped working. It is always grayed out. Tried this with a save from another game too and it didn't work either. (Used normal Archmages, not Puppets.)

Lark
Oct 19, 2008, 02:37 AM
This may be intentional (though it doesn't quite match the description, which says "several barbarian frostlings around the map"), but Samhain spawned about 30 Frostlings, Frostling Archers and Frostling Wolf Riders (plus Mokka) on the Illians' continent and none anywhere else, even though there are two other populated continents and two large islands. [Turn 73; none of us have anything better than Warriors to defend with. Good thing barbs don't do coordinated attacks.]

You might consider going back to making a new desktop shortcut just for version changes instead of every patch. My Quicksave shortcut is faster than loading FfH and then manually loading the save, so I don't find your shortcuts useful.

Arwon
Oct 19, 2008, 04:16 AM
Two things:

I had a problem with playing the Illians and using Snowfall. I captured a city using the spell, then rushed a Temple of the Hand. The squares that had been converted into snow by Snowfall changed back to desert, despite the presence of the Temple of the Hand.

The second: Immediately after completing the Draw, I used the Seven Pines feature to make peace with everyone. I don't know if you intend this to be possible or not, but it was bloody useful.

shrike2005
Oct 19, 2008, 04:33 AM
silk was spawned on top of bradelines well at map creation. this is on large tectonics map.

191878

Skitters
Oct 19, 2008, 07:52 AM
playing version g - having chaos mana can give mutations to settlers? I'd have been particularly peeved if the peeved promotion would have kicked in before I'd had chance to settle!

BillSeurer
Oct 19, 2008, 08:30 AM
With patch g Acheron the Red Dragon loves work boats. Lots of them. When I got to his city with my attack force there were 9 of them along with a couple real units. Maybe they are tasty to dragons? :drool::drool::drool::drool:

xalien
Oct 19, 2008, 08:30 AM
Playing f version. Shadowwalk doesn't work - casted it on my stack to make it easier to attack enemies on a forested hill but they still had the 50% tile defence bonus.

If you mouseover the ring of flames it says that caster must have AV religion. That's not true, once you have ritualists you can have switch to any religion and still use the ring of flames. So it's either a description error or a bug.

dot
Oct 19, 2008, 08:58 AM
a) Shadowwalk works on building bonus not on terrain bonus.

b) The unit has to have the religion which it still has when you switch. Mouseover the unit and you'll see it.

xalien
Oct 19, 2008, 09:17 AM
a) Shadowwalk works on building bonus not on terrain bonus.
"Ignores terrain defence" - that's the description when you mouseover the promotion.

Ksi
Oct 19, 2008, 10:50 AM
Patch G: Rising difficulty resets to the original on reloading from save and fails to raise -- or at least the difficulty does not say it's higher (above the scores.)

arkham4269
Oct 19, 2008, 11:58 AM
With patch g Acheron the Red Dragon loves work boats. Lots of them. When I got to his city with my attack force there were 9 of them along with a couple real units. Maybe they are tasty to dragons? :drool::drool::drool::drool:

This post reminded me of an AI issue I've seen a lot. I'm almost done with my first game as Illians and I'd like to bring this up again. I think it may be a vanilla BTS issue but the Civ IV AI is retarded when it comes to boats. The old Civ III AI was evil with boats so I don't know what they changed and why.

So the AI builds boats even when it's getting overrun via land. But what got me in my current game is I am on one continent that by the time I built the tech that allowed me to go for Ascension around turn 435-ish, I shared it only with the Hippus. So the 3 other races (later 5 w/the Infernals & Mercurians) where on different continents. So they all go to war with me, yet I'm on turn 500 or so and never once have I had any of the other teams try to land any troops on my territory.

Worse, I own an island with about 6 cities that I keep in my empire since it has the terrain feature (that I can't remember to spell) where the Godslayer was used. This is within reach of galleys to the Bannor and while they send over ships occasionally to bombard the defenses of my cities, they've never landed troop. I took a Infernal city on an island near the Elves and while they send out galleons, they send them out unescorted and even when they get to where they could unload, they never do and I sink them before they could on the next turn. (I miss the old Civ where it would tell you if the ship had troops on it when you sank them).

So I've been at war with the entire world and except for having to wipe out the Hippus, I'm pretty much impervious to attack because the AI just seems retarded. :cry:

the343danny
Oct 19, 2008, 01:13 PM
I have a problem with liches. Dunno if it is a bug, but the option is grayed out. I have a level 8 Eater of Dreams with death 3. I can cast other spells though. Not the team limit because I dont have a teammate or any other liches.

Jojomo
Oct 19, 2008, 02:25 PM
Hi,

Been playing the mod for a while now (tis awesome), this is the first time I've posted on the forums. I've had the same problem as the343danny, the problem is in the CvSpellInterface python script (the debugger caught it, not me) in line 1588, there's a typo (Promtoion instead of Promotion if I remember right).

I only found this however after trying to check another issue. In the pedia, it says that multiple types of one mana resource give free promotions to adepts. However, I think it's changed since the entry was written, since new adepts don't start with Metamagic III no matter how many nodes I get (shame...).

I can understand that bit being to prevent tons of units running around casting T3 spells, but when upgrading to a Lich I seem only to be getting T1 spells, even though I have 4 nodes of that mana.

Any help?

Cheers,
Jojomo

Amerigo Arturo
Oct 19, 2008, 02:30 PM
I have the same problem wiht games with islands/continents, the AI never seems to form armies to invade them. The only thing I have seen is a bunch of water walking OO units high stepping across the sea. It's why I only play Pangaea.

Keeper_GFA
Oct 19, 2008, 02:30 PM
Adepts can only learn level 1 spells, so after you have 2 (or more) of any mana nodes, any new Adepts will start with the appropriate level 1 spell. The same applies to 3 nodes and Mages for level 2 spells. And again for 4 of the same node with Archmages.

Note that the bonus spells are *NOT* retroactive, but they are applied on upgrades. So if you have an Adept and use him to build two Death nodes, that Adept will not get a free Death 1 promotion. But if you upgrade that Adept to a Mage (and when you build new Adepts) then you will get the free spell promotion.

Since the upgrade to Lich is done by spell, not by the normal upgrade system, I guess that is why Liches don't learn new free spells.

Jojomo
Oct 19, 2008, 02:37 PM
Since the upgrade to Lich is done by spell, not by the normal upgrade system, I guess that is why Liches don't learn new free spells.

That's the thing... when I cast the Lichdom spell, I get a free Life I promotion (trying to get Life III for free to resurrect Govannon to have an endless supply of free Liches), but not Life II or III. I'm just wondering if this is working as intended.

MagisterCultuum
Oct 19, 2008, 03:08 PM
Free promotions are applied onUnitCreated, which I believe means it does work when a unit is converted though a spell or when a unit is summoned (I know that one works; I really like my unitcombat_adept, Channeling 1 + 2 Djinni), as well when a unit is built or upgraded.

That's the thing... when I cast the Lichdom spell, I get a free Life I promotion (trying to get Life III for free to resurrect Govannon to have an endless supply of free Liches), but not Life II or III. I'm just wondering if this is working as intended.

I believe it should work, provided you have enough mana. Do you have the four sources of Life mana you'd need in order to get Life III for free?

bc1
Oct 19, 2008, 03:11 PM
Mapscript bug (encountered twice) when launching custom game Erebus map, all default except Kuriotate deity player + 15 random AI civs & end of winter:
line 3221 in AssignStartingPlots
line 2153 in AssignStartingPlots
line 2209 in GetBestStartRegion
IndexError: list index out of range

Jojomo
Oct 19, 2008, 03:31 PM
I believe it should work, provided you have enough mana. Do you have the four sources of Life mana you'd need in order to get Life III for free?

Yeah, definitely got the mana I need. I've included the save game if you want to have a gander.

Blackmantle
Oct 19, 2008, 04:49 PM
Liches really only get Tier 1 Spheres for free (tested this extensively over quite some versions). But its still nice to get 4 Picks on free Spheres. (One on built 3 on upgrade...)
I for one think its fine that way. Another pick of free Tier 3 Spells might be a bit hefty (especially because this upgrade from Archmage to Lich is "for free")

They also don't get Extension 1 and Combat one (so the pedia is wrong. But it still seems intended for above-mentioned reasons...)

WCH
Oct 19, 2008, 05:24 PM
I think I understand why that'd work... Life II requires Life I. So, at level up, he's qualified for Life I and therefore receives it, but is not qualified for Life II and so does not. Once he gains Life I, of course, he becomes qualified for Life II, but by then it's too late, the promotions are finished applying.

MagisterCultuum
Oct 19, 2008, 05:29 PM
Ok, I was wrong.


<UnitInfo>
<Class>UNITCLASS_LICH</Class>
<Type>UNIT_LICH</Type>
<UniqueNames>
</UniqueNames>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_ADEPT</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_RESERVE</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_LICH</Description>
<Civilopedia>TXT_KEY_UNIT_LICH_PEDIA</Civilopedia>
<Strategy></Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</bPillage>
<bSpy>0</bSpy>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>0</bMechanized>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
</UnitClassUpgrades>
<UnitClassTargets>
</UnitClassTargets>
<UnitCombatTargets>
</UnitCombatTargets>
<UnitClassDefenders>
</UnitClassDefenders>
<UnitCombatDefenders>
</UnitCombatDefenders>
<FlankingStrikes>
</FlankingStrikes>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_RESERVE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs>
<UnitAI>
<UnitAIType>UNITAI_WORKER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</NotUnitAIs>
<Builds>
<Build>
<BuildType>BUILD_MANA_AIR</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_MANA_BODY</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_MANA_CHAOS</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_MANA_DEATH</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_MANA_EARTH</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_MANA_ENCHANTMENT</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_MANA_ENTROPY</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_MANA_FIRE</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_MANA_LAW</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_MANA_LIFE</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_MANA_METAMAGIC</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_MANA_MIND</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_MANA_NATURE</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_MANA_SPIRIT</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_MANA_WATER</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_MANA_SHADOW</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_MANA_SUN</BuildType>
<bBuild>1</bBuild>
</Build>
</Builds>
<ReligionSpreads>
</ReligionSpreads>
<CorporationSpreads>
</CorporationSpreads>
<GreatPeoples>
</GreatPeoples>
<Buildings>
</Buildings>
<ForceBuildings>
</ForceBuildings>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>NONE</PrereqTech>
<TechTypes>
</TechTypes>
<BonusType>NONE</BonusType>
<PrereqBonuses>
</PrereqBonuses>
<ProductionTraits>
</ProductionTraits>
<Flavors>
</Flavors>
<iAIWeight>0</iAIWeight>
<iCost>-1</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<bNoRevealMap>0</bNoRevealMap>
<iAirRange>0</iAirRange>
<iAirUnitCap>0</iAirUnitCap>
<iDropRange>0</iDropRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>400</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<iEspionagePoints>0</iEspionagePoints>
<TerrainImpassables>
</TerrainImpassables>
<FeatureImpassables>
</FeatureImpassables>
<TerrainPassableTechs>
</TerrainPassableTechs>
<FeaturePassableTechs>
</FeaturePassableTechs>
<iCombat>5</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>8</iXPValueAttack>
<iXPValueDefense>4</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives>
</TerrainNatives>
<FeatureNatives>
</FeatureNatives>
<TerrainAttacks>
</TerrainAttacks>
<TerrainDefenses>
</TerrainDefenses>
<FeatureAttacks>
</FeatureAttacks>
<FeatureDefenses>
</FeatureDefenses>
<UnitClassAttackMods>
</UnitClassAttackMods>
<UnitClassDefenseMods>
</UnitClassDefenseMods>
<UnitCombatMods>
</UnitCombatMods>
<UnitCombatCollateralImmunes>
</UnitCombatCollateralImmunes>
<DomainMods>
</DomainMods>
<BonusProductionModifiers>
</BonusProductionModifiers>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>3</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>10</iAsset>
<iPower>20</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_LICH</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<HotKey></HotKey>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<bGraphicalOnly>0</bGraphicalOnly>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_UNDEAD</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
<FreePromotion>
<PromotionType>PROMOTION_CHANNELING1</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
<FreePromotion>
<PromotionType>PROMOTION_CHANNELING2</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
<FreePromotion>
<PromotionType>PROMOTION_CHANNELING3</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
<bAbandon>0</bAbandon>
<bAutoRaze>0</bAutoRaze>
<bDisableUpgradeTo>0</bDisableUpgradeTo>
<bExplodeInCombat>0</bExplodeInCombat>
<bFreeXP>1</bFreeXP>
<bImmortal>0</bImmortal>
<bNeverObsolete>1</bNeverObsolete>
<bNoWarWeariness>0</bNoWarWeariness>
<iCombatDefense>5</iCombatDefense>
<iDurationFromCombat>0</iDurationFromCombat>
<iEnslavementChance>0</iEnslavementChance>
<iExtraGoldSupport>0</iExtraGoldSupport>
<iFreePromotionPick>0</iFreePromotionPick>
<iGoldFromCombat>0</iGoldFromCombat>
<iMinLevel>0</iMinLevel>
<iMiscastChance>0</iMiscastChance>
<iModifyGlobalCounter>0</iModifyGlobalCounter>
<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
<iTier>4</iTier>
<iWeaponTier>0</iWeaponTier>
<iWithdrawlProbDefensive>0</iWithdrawlProbDefensive>
<DiploVoteType>NONE</DiploVoteType>
<EquipmentPromotion>NONE</EquipmentPromotion>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBuildingClass>NONE</PrereqBuildingClass>
<PrereqCivic>NONE</PrereqCivic>
<PromotionFromCombat>NONE</PromotionFromCombat>
<Image>NONE</Image>
<UnitConvertFromCombat>NONE</UnitConvertFromCombat>
<iUnitConvertFromCombatChance>0</iUnitConvertFromCombatChance>
<UnitCreateFromCombat>NONE</UnitCreateFromCombat>
<iUnitCreateFromCombatChance>0</iUnitCreateFromCombatChance>
<UpgradeCiv>NONE</UpgradeCiv>
<PythonPostCombatLost></PythonPostCombatLost>
<PythonPostCombatWon></PythonPostCombatWon>
<DamageTypeCombats>
<DamageTypeCombat>
<DamageType>DAMAGE_DEATH</DamageType>
<iCombat>2</iCombat>
</DamageTypeCombat>
</DamageTypeCombats>
<BonusAffinities>
</BonusAffinities>
</UnitInfo>



--------------------------------
def onUnitCreated(self, argsList):
'Unit Completed'
unit = argsList[0]
player = PyPlayer(unit.getOwner())
pPlayer = gc.getPlayer(unit.getOwner())
iChanneling2 = gc.getInfoTypeForString('PROMOTION_CHANNELING2')
iChanneling3 = gc.getInfoTypeForString('PROMOTION_CHANNELING3')

if unit.getUnitCombatType() == gc.getInfoTypeForString('UNITCOMBAT_ADEPT'):
iNum = pPlayer.getNumAvailableBonuses(gc.getInfoTypeForSt ring('BONUS_MANA_AIR'))
if iNum > 1:
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_AIR1'), True)
if (iNum > 2 and unit.isHasPromotion(iChanneling2)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_AIR2'), True)
if (iNum > 3 and unit.isHasPromotion(iChanneling3)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_AIR3'), True)
iNum = pPlayer.getNumAvailableBonuses(gc.getInfoTypeForSt ring('BONUS_MANA_BODY'))
if iNum > 1:
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_BODY1'), True)
if (iNum > 2 and unit.isHasPromotion(iChanneling2)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_BODY2'), True)
if (iNum > 3 and unit.isHasPromotion(iChanneling3)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_BODY3'), True)
iNum = pPlayer.getNumAvailableBonuses(gc.getInfoTypeForSt ring('BONUS_MANA_CHAOS'))
if iNum > 1:
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_CHAOS1'), True)
if (iNum > 2 and unit.isHasPromotion(iChanneling2)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_CHAOS2'), True)
if (iNum > 3 and unit.isHasPromotion(iChanneling3)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_CHAOS3'), True)
iNum = pPlayer.getNumAvailableBonuses(gc.getInfoTypeForSt ring('BONUS_MANA_DEATH'))
if iNum > 1:
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_DEATH1'), True)
if (iNum > 2 and unit.isHasPromotion(iChanneling2)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_DEATH2'), True)
if (iNum > 3 and unit.isHasPromotion(iChanneling3)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_DEATH3'), True)
iNum = pPlayer.getNumAvailableBonuses(gc.getInfoTypeForSt ring('BONUS_MANA_EARTH'))
if iNum > 1:
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_EARTH1'), True)
if (iNum > 2 and unit.isHasPromotion(iChanneling2)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_EARTH2'), True)
if (iNum > 3 and unit.isHasPromotion(iChanneling3)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_EARTH3'), True)
iNum = pPlayer.getNumAvailableBonuses(gc.getInfoTypeForSt ring('BONUS_MANA_ENCHANTMENT'))
if iNum > 1:
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_ENCHANTMENT1'), True)
if (iNum > 2 and unit.isHasPromotion(iChanneling2)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_ENCHANTMENT2'), True)
if (iNum > 3 and unit.isHasPromotion(iChanneling3)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_ENCHANTMENT3'), True)
iNum = pPlayer.getNumAvailableBonuses(gc.getInfoTypeForSt ring('BONUS_MANA_ENTROPY'))
if iNum > 1:
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_ENTROPY1'), True)
if (iNum > 2 and unit.isHasPromotion(iChanneling2)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_ENTROPY2'), True)
if (iNum > 3 and unit.isHasPromotion(iChanneling3)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_ENTROPY3'), True)
iNum = pPlayer.getNumAvailableBonuses(gc.getInfoTypeForSt ring('BONUS_MANA_FIRE'))
if iNum > 1:
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_FIRE1'), True)
if (iNum > 2 and unit.isHasPromotion(iChanneling2)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_FIRE2'), True)
if (iNum > 3 and unit.isHasPromotion(iChanneling3)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_FIRE3'), True)
iNum = pPlayer.getNumAvailableBonuses(gc.getInfoTypeForSt ring('BONUS_MANA_ICE'))
if iNum > 1:
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_ICE1'), True)
if (iNum > 2 and unit.isHasPromotion(iChanneling2)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_ICE2'), True)
if (iNum > 3 and unit.isHasPromotion(iChanneling3)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_ICE3'), True)
iNum = pPlayer.getNumAvailableBonuses(gc.getInfoTypeForSt ring('BONUS_MANA_LAW'))
if iNum > 1:
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_LAW1'), True)
if (iNum > 2 and unit.isHasPromotion(iChanneling2)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_LAW2'), True)
if (iNum > 3 and unit.isHasPromotion(iChanneling3)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_LAW3'), True)
iNum = pPlayer.getNumAvailableBonuses(gc.getInfoTypeForSt ring('BONUS_MANA_LIFE'))
if iNum > 1:
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_LIFE1'), True)
if (iNum > 2 and unit.isHasPromotion(iChanneling2)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_LIFE2'), True)
if (iNum > 3 and unit.isHasPromotion(iChanneling3)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_LIFE3'), True)
iNum = pPlayer.getNumAvailableBonuses(gc.getInfoTypeForSt ring('BONUS_MANA_METAMAGIC'))
if iNum > 1:
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_METAMAGIC1'), True)
if (iNum > 2 and unit.isHasPromotion(iChanneling2)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_METAMAGIC2'), True)
if (iNum > 3 and unit.isHasPromotion(iChanneling3)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_METAMAGIC3'), True)
iNum = pPlayer.getNumAvailableBonuses(gc.getInfoTypeForSt ring('BONUS_MANA_MIND'))
if iNum > 1:
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_MIND1'), True)
if (iNum > 2 and unit.isHasPromotion(iChanneling2)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_MIND2'), True)
if (iNum > 3 and unit.isHasPromotion(iChanneling3)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_MIND3'), True)
iNum = pPlayer.getNumAvailableBonuses(gc.getInfoTypeForSt ring('BONUS_MANA_NATURE'))
if iNum > 1:
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_NATURE1'), True)
if (iNum > 2 and unit.isHasPromotion(iChanneling2)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_NATURE2'), True)
if (iNum > 3 and unit.isHasPromotion(iChanneling3)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_NATURE3'), True)
iNum = pPlayer.getNumAvailableBonuses(gc.getInfoTypeForSt ring('BONUS_MANA_SHADOW'))
if iNum > 1:
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_SHADOW1'), True)
if (iNum > 2 and unit.isHasPromotion(iChanneling2)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_SHADOW2'), True)
if (iNum > 3 and unit.isHasPromotion(iChanneling3)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_SHADOW3'), True)
iNum = pPlayer.getNumAvailableBonuses(gc.getInfoTypeForSt ring('BONUS_MANA_SPIRIT'))
if iNum > 1:
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_SPIRIT1'), True)
if (iNum > 2 and unit.isHasPromotion(iChanneling2)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_SPIRIT2'), True)
if (iNum > 3 and unit.isHasPromotion(iChanneling3)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_SPIRIT3'), True)
iNum = pPlayer.getNumAvailableBonuses(gc.getInfoTypeForSt ring('BONUS_MANA_SUN'))
if iNum > 1:
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_SUN1'), True)
if (iNum > 2 and unit.isHasPromotion(iChanneling2)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_SUN2'), True)
if (iNum > 3 and unit.isHasPromotion(iChanneling3)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_SUN3'), True)
iNum = pPlayer.getNumAvailableBonuses(gc.getInfoTypeForSt ring('BONUS_MANA_WATER'))
if iNum > 1:
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_WATER1'), True)
if (iNum > 2 and unit.isHasPromotion(iChanneling2)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_WATER2'), True)
if (iNum > 3 and unit.isHasPromotion(iChanneling3)):
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_WATER3'), True)

if unit.isHasPromotion(gc.getInfoTypeForString('PROMO TION_ELEMENTAL')):
if pPlayer.getNumBuilding(gc.getInfoTypeForString('BU ILDING_TOWER_OF_THE_ELEMENTS')) > 0:
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_STRONG'), True)

if unit.isHasPromotion(gc.getInfoTypeForString('PROMO TION_UNDEAD')):
if pPlayer.getNumBuilding(gc.getInfoTypeForString('BU ILDING_TOWER_OF_NECROMANCY')) > 0:
unit.setHasPromotion(gc.getInfoTypeForString('PROM OTION_STRONG'), True)

if (not self.__LOG_UNITBUILD):
return
------------
The I added the cyan part, to show way to fix the problem


The check that gives out the first level of a sphere does not require a channeling promotion, while the third and fourth do. The XML only gives Liches 1 free promotion, Undead. The convert function works by first creating a new unit, then transferring all the promotions, xp, level, and religion from the old unit to the new and deleting the old. Since Liches don't gain Channeling 2 or 3 until after def onUnitCreated has run, they only get the first level for free.

Giving Liches Channeling 1-3 in the xml would fix this, if it needs fixing.

They haven't gotten the promotions the 'pedia says they do in a long time. I guess this was intentional, and the pedia is just outdated.

odalrick
Oct 19, 2008, 06:47 PM
Mapscript bug (encountered twice) when launching custom game Erebus map, all default except Kuriotate deity player + 15 random AI civs & end of winter:
line 3221 in AssignStartingPlots
line 2153 in AssignStartingPlots
line 2209 in GetBestStartRegion
IndexError: list index out of range

I've gotten a similar error before. In short, the problem it that the map you're using is to small to place all the civilizations.

Use fewer civs or larger maps. Or get lucky and have a small map with many regions.

http://forums.civfanatics.com/showthread.php?p=7097582#post7097582

[to_xp]Gekko
Oct 20, 2008, 05:14 AM
umh, there is an event where a hill giant demands pigs. if you tell him to piss off, he will spawn next to the city as a barbarian unit. is it supposed to just stand there and do nothing? cuz that's what it does right now ..

onedreamer
Oct 20, 2008, 06:00 AM
A couple of oddities with Hell terrain:

1- When retreating or being sanctified, hell terrain will change all resources to a default one:
- corn, wheat rice > rice
- any plantation resource > cotton
- any pasture resource > cow
- marble correctly comes back since it's the only quarry resource

If hell terrain spreads to these tiles with resources again, and it is again cleansed, the resources will revert to their original status. So it takes two cleansing to bring them back right, but not always you will get that chance.

2- The turn after completing Genesis, in the lands of the player who completed it, Hell terrain will spread to some tiles it originally didn't spread to. When this happened to me, Hyborem had even been eliminated... and I was playing a Good Civ (originally Neutral - Amurites).

MiKa523
Oct 20, 2008, 06:24 AM
Gekko;7365952']umh, there is an event where a hill giant demands pigs. if you tell him to piss off, he will spawn next to the city as a barbarian unit. is it supposed to just stand there and do nothing? cuz that's what it does right now ..
I guess that's the animal AI..just like with bears spawning in a den within your borders.

Arctic Circle
Oct 20, 2008, 07:08 AM
An item that gives 'fear' to the user, doesn't seem to work at all.

Sarisin
Oct 20, 2008, 07:12 AM
An item that gives 'fear' to the user, doesn't seem to work at all.

Are you referring to Timor's Mask?

I've found that it DOES work, but not consistently.

If I attack a stack of enemy units with my unit (Axeman) with the Mask some living units, but not all will be pushed back. The units that remain do not have Courage, and certainly are not high-level units, so I'm not sure why they are not pushed back too.

I've read that Fear doesn't affect all living units, but in my experience when attacking a unit with Fear it pretty much does affect them unless they have Courage.

Blackmantle
Oct 20, 2008, 07:19 AM
@ MagisterCultuum: I guess my comment was a bit misunderstandable, basically i agree with what you said about combat 1 and extension. Both things (spheres and free promotions) sound fine the way they are. Liches / Death 3 are powerful enough as is... :)

Regarding fear: That has been toned down a bit (now comparative strength plays a bigger role. Also by my ingame experience) as needed in 0.34 i believe. Take a peek at the changelog again. :)

xienwolf
Oct 20, 2008, 08:26 AM
Gekko;7365952']umh, there is an event where a hill giant demands pigs. if you tell him to piss off, he will spawn next to the city as a barbarian unit. is it supposed to just stand there and do nothing? cuz that's what it does right now ..

This is (as stated) due to the AI_Animal behavior of never entering owned territory. The code just needs to be tweaked so that if they ever find themselves completely inside of owned territory they will either change AI types, or push a travel mission to the nearest unowned tile.

A couple of oddities with Hell terrain:

1- When retreating or being sanctified, hell terrain will change all resources to a default one:
- corn, wheat rice > rice
- any plantation resource > cotton
- any pasture resource > cow
- marble correctly comes back since it's the only quarry resource

If hell terrain spreads to these tiles with resources again, and it is again cleansed, the resources will revert to their original status. So it takes two cleansing to bring them back right, but not always you will get that chance.

2- The turn after completing Genesis, in the lands of the player who completed it, Hell terrain will spread to some tiles it originally didn't spread to. When this happened to me, Hyborem had even been eliminated... and I was playing a Good Civ (originally Neutral - Amurites).

It is actually a random chance to revert to any of the valid resources which may have become that particular Hell variety. No tracking of what used to be on the tile is done at all, so it is pure coincidence that it happened to revert on the second attempt for you repeatedly.

For Genesis, I assume you mean Tundra/Snow tiles. Since those have no Hell Equivalent they do not convert, but the plot counter DOES incremement, just like Ocean tiles. So the tile was already Hell, it just happens that when Hell freezes over it looks a lot like Erebus.

An item that gives 'fear' to the user, doesn't seem to work at all.

All units have at least a 10% chance to attack units with Fear capabilities. The base chance to be allowed to attack is 50%, and it is adjusted by comparing the Strength and Level of each unit. So a strong, high level unit with Fear will only be attackable by 1 in 10 Living, non-Courage units, but a weak Level 1 unit may as well not even have the item.

BillSeurer
Oct 20, 2008, 09:52 AM
Should the pieces of Barnaxas (sp?) show up in a game without the race that can actually build him?

PapaMonkey
Oct 20, 2008, 10:26 AM
I noticed that when Priests of the Hand are upgraded to High Priests of the hand, they loose their ability to move the storms. I don't think that should be...

As a side note it is highly micro-management intensive to move those storms with the priests. Is it possible to have the storm move with the priest after he 'captures' it?

Skitters
Oct 20, 2008, 10:31 AM
Version G - and possibly not a bug

A couple of captured spiders I got that were spawned from Dungeon results do not have Hidden Nationality.

shannonlynch
Oct 20, 2008, 10:38 AM
Got this error twice in a row when I tried the dragon roar with Eurabates.

EDIT: Oh - I'm running the .34 version with Patch G installed.

http://www.rokatesh.com/Civ4ScreenShot0000.JPG

BillSeurer
Oct 20, 2008, 11:19 AM
Version G - and possibly not a bug

A couple of captured spiders I got that were spawned from Dungeon results do not have Hidden Nationality.

that seems to be on purpose. Other "created" units that are HN "in nature" also come out that way.

onedreamer
Oct 20, 2008, 11:26 AM
It is actually a random chance to revert to any of the valid resources which may have become that particular Hell variety. No tracking of what used to be on the tile is done at all, so it is pure coincidence that it happened to revert on the second attempt for you repeatedly.


nope, it's not random on the first occurrence and it wasn't random on the second one either. (at least in MP)


For Genesis, I assume you mean Tundra/Snow tiles. Since those have no Hell Equivalent they do not convert, but the plot counter DOES incremement, just like Ocean tiles. So the tile was already Hell, it just happens that when Hell freezes over it looks a lot like Erebus.


cool, this is indeed what happened, thanks for the explanation.

onedreamer
Oct 20, 2008, 11:34 AM
a bug with resources that I witnessed is an elven priest of the leaves casting bloom on a pasture made the resource disappear.

shannonlynch
Oct 20, 2008, 12:10 PM
Got this error twice in a row when I tried the dragon roar with Eurabates.

EDIT: Oh - I'm running the .34 version with Patch G installed.

More details on the Dragon Roar error. I tried it a few more times over the next several turns. The error didn't occur ALL the time - but it did occur more times than not.

After the I clicked on the OK button of the Python error window, I also noticed that some of the units DID run away in fear...

xienwolf
Oct 20, 2008, 12:12 PM
nope, it's not random on the first occurrence and it wasn't random on the second one either. (at least in MP)

Yes, it is random.

if iPlotCount < 10:
if iBonus == iToad:
if CyGame().getSorenRandNum(100, "Hell Convert") < 50:
pPlot.setBonusType(iSheep)
else:
pPlot.setBonusType(iPig)
if iBonus == iNightmare:
if CyGame().getSorenRandNum(100, "Hell Convert") < 50:
pPlot.setBonusType(iHorse)
else:
pPlot.setBonusType(iCow)
if iBonus == iRazorweed:
if CyGame().getSorenRandNum(100, "Hell Convert") < 50:
pPlot.setBonusType(iCotton)
else:
pPlot.setBonusType(iSilk)
if iBonus == iGulagarm:
if CyGame().getSorenRandNum(100, "Hell Convert") < 50:
pPlot.setBonusType(iBanana)
else:
pPlot.setBonusType(iSugar)
if (iBonus == iSheutStone):
pPlot.setBonusType(iMarble)
if iImprovement == iSnakePillar:
pPlot.setImprovementType(iFarm)
iCount = CyGame().getSorenRandNum(100, "Hell Convert")
if iCount < 33:
pPlot.setBonusType(iCorn)
else:
if iCount < 66:
pPlot.setBonusType(iRice)
else:
pPlot.setBonusType(iWheat)



Each one is a complete 50/50. As I said, you just had a coincidence in which it happened to revert to the original resource on the second try.

[to_xp]Gekko
Oct 20, 2008, 12:53 PM
This is (as stated) due to the AI_Animal behavior of never entering owned territory. The code just needs to be tweaked so that if they ever find themselves completely inside of owned territory they will either change AI types, or push a travel mission to the nearest unowned tile.


I see, thanx for the clarification. :) a travel mission to the nearest unowned tile sounds like the best fix... and imho it should be applied to all units that suddenly find themselves in "forbidden" ( i.e. no open border treaty ) cultural borders due to borders expanding that turn... usually the unit just gets moved 1 tile and it's not an issue, but sometimes there is no nearby tile to move it to ( happens a lot with Erebus mapscript cuz of all those mountain ranges ) and the unit finds itself very far away... it's very weird. and now that I think of it, this should be applied to units that are in cultural borders when you declare war, instead of getting zapped back instantaneously they are forced to walk back, which sounds a lot more reasonable to me.

Ambreville
Oct 20, 2008, 01:41 PM
Found a python error (Patch G)

Traceback (most recent call last):

File "CvSpellInterface", line 16, in cast

File "<string>", line 0, in ?

File "CvSpellInterface", line 1485, in spellInquisition

AttributeError: 'NoneType' object has no attribute 'getStateReligion'
ERR: Python function cast failed, module CvSpellInterface

Ambreville
Oct 20, 2008, 02:20 PM
There was something else I ran into, which I doubt is a bug per se, but ends up pretty strange. I had a kraken with Immortality that was defeated and subsequently teleported back to my capital. . . which is landlocked. That smelly kraken sure looked good on the town square!

popejubal
Oct 20, 2008, 02:59 PM
possibly not a bug, but I'm guessing it is.

Life magic nodes require Divination, but the Tower of Alteration requires Life mana.

Alteration also has 3 available node types while Divination provides appx. 3 zillion.

I'm guessing that Life should be in Alteration.

nimbus011
Oct 20, 2008, 03:11 PM
hi

patch g, multiplayer:

ffh2 goes out of sync every time infernals capture a city. since rejoining after and out of sync never works with ffh2, someone has to save, everybody has to then drop and that someone needs to restart the multi player game from that save.

if one of the "others" saves and restarts, the newly captured city does not have the demonic citizen building (which then makes it bugged for infernals). if the one playing infernals saves and restarts, the building is there.

(guessing that's the out of sync there. inf player's civ client adds the inf building. the others don't know about that and then have a different game state)


also multiplayer: stephanos seems to destroys everything in his path, even when the player is at peace with barbs. if he happens to ride through an allied player city, it's just gone.

ps: awesome work

dot
Oct 20, 2008, 03:43 PM
Welcome to the forums, nimbus011! :)

I guess Kael would be happy if you could help here (http://forums.civfanatics.com/showthread.php?t=295513). ;)

Gelvan
Oct 20, 2008, 03:56 PM
not sure if it is a bug: when a permanent ally starts building a wonder, you can't build it yourself (seen with The Nexus).
oh and there was at least one ice tile with a new forest (no Illians in game).

jaredbb
Oct 20, 2008, 04:52 PM
0.34 patch g

Not sure if this has been documented, but it seems like a pretty big bug. When a single unit in a stack loses combat against a unit with fear the whole stack get's displaced outside of the attackers borders at the start of the next turn.

This happened when one of my swordsmen lost to a Sheiam Spectre. There were plenty of spaces open for a 1 square displacement. Instead I got bounced 10 squares away to my own border. :(

Micky Onimusha
Oct 20, 2008, 06:42 PM
My Warrior killed Orthus by attacking him and recieved just one experience point for it. Considering I usually recieve 20+ XP for killing him when he attacks my unit, rather than vice-verser, I assumed I'd get more XP for killing him, so I went on the offensive when I had the chance instead of holing up in my city. I went to an auto-save and reloaded. Letting him assault my city until he died netted the Warrior who killed him by Defence 25 XP.

This is more of a balance issue than a "bug", but it just doesn't seem as intended :confused:

Darksaber1
Oct 20, 2008, 06:57 PM
I couldn't create Lich's as the Grigori, the button was always greyed out, and when I used ad Dragons roar, it kicked my nabourighn stack out of Svartalfar borders.

Pyr0mancer
Oct 20, 2008, 07:18 PM
My Warrior killed Orthus by attacking him and recieved just one experience point for it. Considering I usually recieve 20+ XP for killing him when he attacks my unit, rather than vice-verser, I assumed I'd get more XP for killing him, so I went on the offensive when I had the chance instead of holing up in my city. I went to an auto-save and reloaded. Letting him assault my city until he died netted the Warrior who killed him by Defence 25 XP.

This is more of a balance issue than a "bug", but it just doesn't seem as intended :confused:
The higher the win% chance, the lower the XP you get from a win. Also, barbarians cannot boost your units XP beyond 100, you have to kill other civilizations' units for that.

Mailbox
Oct 20, 2008, 10:00 PM
Just saw a typo in the code, figured I'd bring it to your attention.

It's in CvPlot.cpp in the source.

void CvPlot::doImprovementUpgrade()
{
if (getImprovementType() != NO_IMPROVEMENT)
{
ImprovementTypes eImprovementUpdrade = (ImprovementTypes)GC.getImprovementInfo(getImprove mentType()).getImprovementUpgrade();
if (eImprovementUpdrade != NO_IMPROVEMENT)
{
if (isBeingWorked() || GC.getImprovementInfo(eImprovementUpdrade).isOutsi deBorders())
{

//FfH: Modified by Kael 05/12/2008
// changeUpgradeProgress(GET_PLAYER(getOwnerINLINE()) .getImprovementUpgradeRate());
if (isOwned())
{
if (GC.getImprovementInfo(eImprovementUpdrade).getPre reqCivilization() == NO_CIVILIZATION ||
GC.getImprovementInfo(eImprovementUpdrade).getPrer eqCivilization() == GET_PLAYER(getOwnerINLINE()).getCivilizationType() )
{
changeUpgradeProgress(GET_PLAYER(getOwnerINLINE()) .getImprovementUpgradeRate());
}
if (GC.getImprovementInfo(getImprovementType()).getPr ereqCivilization() != NO_CIVILIZATION &&
GC.getImprovementInfo(getImprovementType()).getPre reqCivilization() != GET_PLAYER(getOwnerINLINE()).getCivilizationType() )
{
setImprovementType((ImprovementTypes)GC.getImprove mentInfo(getImprovementType()).getImprovementPilla ge());
}
}
else
{
if (GC.getImprovementInfo(eImprovementUpdrade).getPre reqCivilization() == NO_CIVILIZATION)
{
changeUpgradeProgress(1);
}
}
//FfH: End Modify

if (getUpgradeProgress() >= GC.getGameINLINE().getImprovementUpgradeTime(getIm provementType()))
{
setImprovementType(eImprovementUpdrade);
}
}
}
}
}

setImprovementType(eImprovementUpdrade) instead of setImprovementType(eImprovementUpgrade)

Micky Onimusha
Oct 20, 2008, 11:24 PM
The higher the win% chance, the lower the XP you get from a win. Also, barbarians cannot boost your units XP beyond 100, you have to kill other civilizations' units for that.
There wasn't any issue with the 100 cap. The % win chance was fairly high, but I assumed with Orthus's hero status that beating him granted "bonus points", for lack of a better term. I of course made that assumption because I always got 20+ XP from him whenever he died raiding my cities (presumably the odds become quite favourable when he starts to weaken, which is usually when he does die).

Either way, it struck me as odd. If it isn't a bug then it strikes me as something of a balance issue. Surely there should be an XP reward to the Warrior who finally brings the Barbarian king to his knees after 2-5 of his fellow Warriors have shed blood before him?

Sarisin
Oct 21, 2008, 06:24 AM
There wasn't any issue with the 100 cap. The % win chance was fairly high, but I assumed with Orthus's hero status that beating him granted "bonus points", for lack of a better term. I of course made that assumption because I always got 20+ XP from him whenever he died raiding my cities (presumably the odds become quite favourable when he starts to weaken, which is usually when he does die).

Either way, it struck me as odd. If it isn't a bug then it strikes me as something of a balance issue. Surely there should be an XP reward to the Warrior who finally brings the Barbarian king to his knees after 2-5 of his fellow Warriors have shed blood before him?

I definitely agree with what you wrote and would extend it to units that are stuck at 100 XP. Any unit that brings down one of the big bad barb guys should get some XP, preferably a bunch. I had the recent unpleasant experience of killing TumTum with a unit with 100 XP and got zippo. :(

Sarisin
Oct 21, 2008, 06:31 AM
This probably isn't a bug, but I'm not sure and it is a bit confusing.

I was fortunate enough to get 4 Lizardmen early on from 2 lairs and I got them up to 100 XP during my game fighting and killing barbs.

When I researched Animal Handling it was time to level them up to Lizard Rangers. First off, there was a bit of a shock. I built the Guild of Hammers and was looking forward to the reduced cost of upgrading to Rangers. Uh no, that no longer happens with the Guild so each was 275 Gold.

What really surprised me though is the Lizardmen upgraded to Illian Rangers - the common Ranger model. However, they still have the Lizardman promotion.

So, why didn't they promote to Lizard Rangers as they still had the promotion rather than the normal Ranger model with the promotion?

It probably makes things easier to understand and you are less likely to confuse your Lizard Ranger with barb Lizard Rangers, but I was just wondering if this is how it works for any units that are upgraded/captured and not in your civ's normal production line? Do they somehow revert to the units you would normally be able to produce rather than continue in their actual line?

feydras
Oct 21, 2008, 08:38 AM
Is Guardian 100% interrupt vs. the Marksman ability? I've had the promo Guardian on a unit in a stack and seen assassins sneak by and kill mages in that stack at least twice. Maybe i just got unlucky. The 'makes unit more likely to defend' seems to be working as my guardian unit got smashed over and over while other tough units stood by.

Keeper_GFA
Oct 21, 2008, 10:47 AM
I was just wondering if this is how it works for any units that are upgraded/captured and not in your civ's normal production line? Do they somehow revert to the units you would normally be able to produce rather than continue in their actual line?

Yes. You can't upgrade to a unit that you cannot build. So, AFAIK, captured UU's will revert to a normal (for you civ) variant when you upgrade them.

darkuss
Oct 21, 2008, 11:31 AM
Surely it must have been notoced before but I don't see it mentioned in the first post so here it goes:

There is a serious flaw in Barbarian AI. If you block the route to your cities with a single unit (fe. you start in a valley and there is a pass to it, so you put a unit in that pass to make 1 point defense) barbarians won't be able to find a route to your city and so treat it as unobtainable and stop targeting it for it's attacks, instead of crushing the single unit and moving forward).
Furthermore if there are several different ways to your city you can play with the barbarians by blocking the route chosen by them and when you do that they will fall back and head for the second route. When they have retreated far enough you simply unlock the blocked route and they will come back again since this route will be faster. When they come closer you block it again, and so on until you get bored.

Hope this helps.

BillSeurer
Oct 21, 2008, 11:49 AM
I noticed the same thing as darkuss and mentioned it in another thread as a way to cut off the never ending barbarians attacks. You can do it with a "wall" of defenders, too. Just so long as all paths are cut off.

Opferlamm
Oct 21, 2008, 12:24 PM
Surely it must have been notoced before but I don't see it mentioned in the first post so here it goes:

There is a serious flaw in Barbarian AI. If you block the route to your cities with a single unit (fe. you start in a valley and there is a pass to it, so you put a unit in that pass to make 1 point defense) barbarians won't be able to find a route to your city and so treat it as unobtainable and stop targeting it for it's attacks, instead of crushing the single unit and moving forward).
Furthermore if there are several different ways to your city you can play with the barbarians by blocking the route chosen by them and when you do that they will fall back and head for the second route. When they have retreated far enough you simply unlock the blocked route and they will come back again since this route will be faster. When they come closer you block it again, and so on until you get bored.

Hope this helps.

I noticed the same thing as darkuss and mentioned it in another thread as a way to cut off the never ending barbarians attacks. You can do it with a "wall" of defenders, too. Just so long as all paths are cut off.

same here, sadly when I build Nox Noctis they came again :lol:

dot
Oct 21, 2008, 12:30 PM
I haven't read xiens post (#2) but I wanted to say that I just got a second jade torc. Ironically by the Scout that carries the first. Is that working as intended?

Save available if needed. ;)

arkham4269
Oct 21, 2008, 12:33 PM
Are you referring to Timor's Mask?

I've found that it DOES work, but not consistently.

I gave it to my Wildborn hero unit and used him consistently throughout the entire game and never had it work.

Plus, is there a way to tell if a unit has been resurrected by the Blood of the Phoenix? I killed Hyperborem and took the Infernal main city. A few turns later, Hyberborem shows up again! Yet, I'm pretty sure that the Infernals were way down on the tech list.

Psycho_Ivan
Oct 21, 2008, 01:17 PM
I THINK that Hyborem has a one time immortality. Each time I have killed him he always returns.

smusebaer
Oct 21, 2008, 01:22 PM
When building Mana nodes with adapts, casting haste halfes the building time. I think that could be the same with workers.

Jean Elcard
Oct 21, 2008, 01:34 PM
I was playing a FfH mod when it happened, but I think it might happen in FfH as well. When the Clan casted its world spell, Archeron was shoved one plot out of his city and ownership of the city went to the Clan of Embers.

EDIT: Only happens, if the Clan is not a barbarian ally any more.

BeefontheBone
Oct 21, 2008, 01:37 PM
Is Guardian 100% interrupt vs. the Marksman ability? I've had the promo Guardian on a unit in a stack and seen assassins sneak by and kill mages in that stack at least twice. Maybe i just got unlucky. The 'makes unit more likely to defend' seems to be working as my guardian unit got smashed over and over while other tough units stood by.

Don't think it's working currently. Which is disappointing, given the AI's LOVE of assassins...

Ambreville
Oct 21, 2008, 02:13 PM
I think there should be a hard limit on the number of assassins a civ can build.

Annex
Oct 21, 2008, 02:19 PM
I think there should be a hard limit on the number of assassins a civ can build.

This was the plan for .34, I believe, but it encountered much resistance.
Personally I agree.

[to_xp]Gekko
Oct 21, 2008, 02:26 PM
a limit of 12 might be good, but anything under that will be too severe imho.

let's not hijack the bug thread anymore though, anyone is free to start a new thread about it ;)

arkham4269
Oct 21, 2008, 03:12 PM
I think there should be a hard limit on the number of assassins a civ can build.

I agree, especially the Amurites.

Then again, I think they still need to tweak how the AI builds it's navy. As I've commented on before, it seems in Civ IV, the AI will pump out Naval units it uses poorly, even when being over-run landside.

skydragoon5
Oct 21, 2008, 04:21 PM
I would play the game and around turn 150-200 I would just get booted to desktop with unknown error has occured.

files that help describe the problem:
C:\Users\Kyu\AppData\Local\Temp\WERC0D3.tmp.versio n.txt
C:\Users\Kyu\AppData\Local\Temp\WERD34B.tmp.appcom pat.txt
C:\Users\Kyu\AppData\Local\Temp\WERD84B.tmp.mdmp


I have graphics set on medium since low will make most units lose their graphic and thats just lame

Windows Vista 32 bit premium 6.0

Acer Aspire E380

4400 athalon dual core processor

2046 ram

dx 10

nvidia gforce 7900 GS

If any more information is needed...

I'm running 0.34 but .33 had the same problem. I however noticed after a few hours of bts I had no problems.

I've also got the latest patch+movie patch

SwordofStriker
Oct 21, 2008, 05:35 PM
not sure if it is a bug: when a permanent ally starts building a wonder, you can't build it yourself (seen with The Nexus).

This is intentional and how BTS is coded. It's not FFH related.

skydragoon5
Oct 21, 2008, 09:05 PM
Just wondering, how long it takes on average to get a response on my type of question.

Pyr0mancer
Oct 22, 2008, 05:07 AM
Just wondering, how long it takes on average to get a response on my type of question.
No idea. Keep in mind that this is not the mod team members' primary job, so times may vary. However, Low graphics does not by itself cause unit graphics to disappear. It's the 'Frozen Animations' option that causes units to appear as base Civ4 units.

odalrick
Oct 22, 2008, 05:40 AM
There is a typo in CvSpellInterface.py, line 1588


def reqLichdom(caster):
if caster.getUnitClassType() == gc.getInfoTypeForString('UNITCLASS_FLESH_GOLEM'):
return False
if caster.isHasPromtoion(gc.getInfoTypeForString('PRO MOTION_PUPPET')):
return False
pPlayer = gc.getPlayer(caster.getOwner())
if pPlayer.getUnitClassCount(gc.getInfoTypeForString( 'UNITCLASS_LICH')) >= 4:
return False
return True


caster.isHasPromtoion should be caster.isHasPromotion .

This is probably what makes liches unavailable.

SilentVoice
Oct 22, 2008, 06:46 AM
running 0.34h
2 Lucian comes...:eek:

SilentVoice
Oct 22, 2008, 06:48 AM
sorry.
running 0.34g

Psycho_Ivan
Oct 22, 2008, 09:29 AM
Why are you at war with EVERYONE? :eek:

Demus
Oct 22, 2008, 09:46 AM
he's sidar, i'm guessing he's got always war on :p (the fastest way to grow as sidar)

onedreamer
Oct 22, 2008, 10:32 AM
Yes, it is random.

Each one is a complete 50/50. As I said, you just had a coincidence in which it happened to revert to the original resource on the second try.

Heh, I knew you would mention code. However, even the Bible was considered a "code" until when it was disproved by empyrical findings. If I had just a coincidence I wouldn't have come to report that it always happens.

Zechnophobe
Oct 22, 2008, 10:50 AM
Heh, I knew you would mention code. However, even the Bible was considered a "code" until when it was disproved by empyrical findings. If I had just a coincidence I wouldn't have come to report that it always happens.

Don't be a jerk, the code he showed is pretty explicit. It doesn't reference the original terrain at all, meaning it couldn't possibly 'know' to give you the wrong effect first.

mountain_man
Oct 22, 2008, 10:50 AM
Hello all, first time posting, sorry in advance if already treated/discussed:

"barbarian world" makes the game fail to start (ONLY HAPPENS with)

Custom game
Large Map
10 Civs
Highland_mod
-seas
-normal mountain peaks, clustered

(patch g, BTS 317)

any ideas? :confused: (or is it normal due to excess civs on map?)

Zechnophobe
Oct 22, 2008, 10:52 AM
Your computer might just not be up to it. Is 'highland mod' the same as the highlands style map, in that it has no ocean terrain? That would spawn a whole lot of barbarians if I recall correctly, plus have a lot more paths for each barbarian unit to consider.

mountain_man
Oct 22, 2008, 11:05 AM
I was thinking about that too, but with the previous patch I could ratch up 18 civs on Huge map with raging barbs no problem, so I wonder.... are the barbarian python hacking adepts to blame? :) (and if so to which god would one pray to remove this curse? Junil?)

mountain_man
Oct 22, 2008, 11:06 AM
and to answer your question yes, the same as Highlands, it has no ocean

mountain_man
Oct 22, 2008, 11:23 AM
After more testing, it seems you are correct Zechnophobe, I have no problems for a huge map with 18 civs, but with barbarian world/wildlands and raging barbarians, the best I can manage on a large map is 7 civs...(those barbarians sure do take up resources) ...oh well, back to standard map, malakim VS Evil.... Thanks for your help!

schlalex
Oct 22, 2008, 12:08 PM
Playing as Illian, i found some bugs.
They cannot research the religious techs, but religions can spread on other ways to their citys. So when Empyrean spreads to your cities, they CAN build the temple after researching Honor.
Furthermore, the Illians can get all religious techs via Eyes and Ears Network.
In this case, they can build ALL temples and actively spread the religions.

One last thing: When the Illians are at war, they get the war weariness from "wont fight bothers/sis of the faith", if the rivals state religon is present in the Illian's cities. That should be fixed,too.

arkham4269
Oct 22, 2008, 02:54 PM
Not sure if this is a bug or intentional but it's irritating. How does the AI determine who gets attacked? I have a stack FILLED with healthy units and a vampire comes in and attacks the one unit that is wounded, and of course it is my oldest and most experienced unit. I mean why are all my other units (Axemen and Horse Archers doing all this time? They just sit their and watch the guy get killed! I mean I thought once a unit's strength fell to a certain point, he got pushed to the read and couldn't be attacked again (accept by assassins) till more healthy units got killed.

I've had stacks of champions along with longbowmen get attacked by other champions and they attack the champions (who are stronger and have more experience) and ignore the longbowmen!?!?!?

I realize assassins by-pass 'normal' defenses, but the 'normal' defenses don't seem to be working! I mean why keep different units together if only the best unit gets attacked over and over again until it's destroyed?

[to_xp]Gekko
Oct 22, 2008, 03:00 PM
totally agree with you here mate. the algorithm that chooses who to use to defend should definitely be more wise. not using high XP units if there are good chances they're gonna die comes to mind. and a number of other tweaks could be made as well...

Zechnophobe
Oct 22, 2008, 03:49 PM
Normally, the unit with the greatest chance of defending successfully is the on that defends. Marksman and Guardsman promotions will modify this.

avalonnn
Oct 22, 2008, 04:31 PM
Delete this post if it's a dupe, but I got to settle the same Great Engineer in my capital twice because of immortality. Had Divine Essence, built the wonder, and then settled the Engineer. NB: I'm still playing patch a.

Also, turn number not showing up in high scores.

Breunor
Oct 22, 2008, 04:35 PM
[QUOTE=xienwolf;7331647]Listing of Bugs reported and not yet included in the changelog for the upcoming patch:

[list]

Cannot build a Vicar even though tech & temple are possessed (Breunor - Post 431 (http://forums.civfanatics.com/showpost.php?p=7352096&postcount=431))

Xienwolf,

You can take this off of the list, it was what we generously call 'user error'. In reality, it was 'user is an idiot'.

Best wishes,

Breunor

arkham4269
Oct 22, 2008, 04:50 PM
Normally, the unit with the greatest chance of defending successfully is the on that defends. Marksman and Guardsman promotions will modify this.

That might be nice, but that sort of defeats the purpose of having combined arms if your best offensive units are the ones being attacked, instead of the defensive units you have with your stack to protect your offensive power.

I mean accept that I'll looe some of my longbowmen after I move withing 1 square of a city or maybe on the approach. The point is I can afford to lose them since I built them to protect my offensive combat power. As it stands now, my strongest units get attacked relentlessly and then I'm left with nothing to attack the city with!

The options I think are needed are some way to flag certain units as defenders so barring units like assassins, they get attacked first.

If that isn't workable, I think archery units should always be attacked first when on the defensive. I mean what were the 4 longbowmen doing when the Vampire and his minions were attacking my champion? Having tea an crumpets?

I seem to recall some mods have "opportunity fire" like the Fire & Ice scenario - I think as units attack stacks/cities that have archers, they should take damage going in to represent the fact that the archers can nail them as the close to melee range. Plus this sort of forces combined arms in armies which is how it should be.

Plus, as I've mentioned before, FfH either needs spearmen or the anti-mounted promotion needs to be moved down to the second tier with anti-melee and the anti-archery promotions. It's not fair that mounted units can already flee combat and can accrue anti-melee/archery one promotion prior those units can get a promotion to protect themselves.

Keeper_GFA
Oct 22, 2008, 05:19 PM
That might be nice, but that sort of defeats the purpose of having combined arms if your best offensive units are the ones being attacked, instead of the defensive units you have with your stack to protect your offensive power.

You do understand that the unit defending the stack is the one with the greatest chance to win (except for the Channeling, Guardsman and Marksmen promotions). With the turn-by-turn combat system, it's really the best way for the game to decide which of your units to defend, as it gives you the best odds for survival.

Choosing your defender is not a good idea, since the best defender is very situational and normally you would want to use the best defender possible (which is what the game is supposed to do) rather than specific units. What would happen, for example, if you picked an archery unit to defend and an opponent attacked with Cover 2? You'd want to defender with a non-archer unit but, since it's not your turn, you're out of luck.

A much better change would be to improve the current "Don't Defend" system which is used by the Channeling promotion. So you make a selectable spell/promotion toggle, "Coward," (I need some help with names here ppl) so that you could pick the units that you do not want to defend unless there is no other choice. These units would then also be susceptible to opposing Marksmen. So normally an enemy unit would attack the best defender who does not have the Coward promotion, and then when none are left, attackers would get to attack the best Coward. Enemy Marksmen would attack the best Guardsman (if any) or the weakest Coward (if any) or the weakest defender, in that order.

arkham4269
Oct 22, 2008, 05:41 PM
You do understand that the unit defending the stack is the one with the greatest chance to win (except for the Channeling, Guardsman and Marksmen promotions). With the turn-by-turn combat system, it's really the best way for the game to decide which of your units to defend, as it gives you the best odds for survival.

Yes I DO understand, but the whole point of my argument is that the units best slated to win are either attacked again and again until destroyed or they are units I don't want attacked at all, until certain other units have gotten killed first.

For example, if I move up to a city, and the defender sallies forth to attack me prior to my attack (or even if they attack me prior to getting to my target); if they attack my strongest units (the ones I'm counting on to attack the city) then they are defeating me already since now I have to wait for those units to heal up or spend lots of spells (if available) to do the same thing since I'm not going to take the city with units like longbowmen. Certainly this is something the defender wants to do.

However, as the aggressor, I should be able to units I designate to 'run interference' so my best units remain intact unless the stack is attacked with large numbers. I'm expecting some of those units to die.

In wargaming terms, the defender is allowed to use the age old practice of "soaking off" or attacking with units you know are going to die to try to weaken the attacker and slow him down. Again, that's fine, but the aggressor needs to be able to counter this with units designated for defense first.

I think the problem here is one I find common in many gaming circles: winning is always preferable. The problem with that is in real combat, you sometimes have to 'lose' to win. In this case, the computer assumes you want to win a certain battle so it puts up your best units. The problem with that is that might be a tactical win for me, but it's a strategic loss for me since now I can't go on with my attack. I want to be able to say, "Hey, I'm willing to trade units for position." In military terms, I'm willing to break to take loses to gain key terrain since once I'm there, I win.

As it stands right now, I might as well not bother using really strong and/or experienced units in an attack since they're going to get killed before getting to their target; better to keep them back for defense.

Plus, you'd think there would be an easy way to do this since even after a unit has moved, you can still select it and tell it to entrench. Now, as it stands, I think doing this after the unit moves does nothing till the next turn. Maybe there could be a way to say that regardless of whether a unit has used up it's movement or not, if it is flagged as entrenched/defending, all those units so flagged have to be attacked first unless via a assassin or marksmen. :goodjob:

ori
Oct 22, 2008, 06:48 PM
0.34g:

shouldn't Goblin Forts be always guarded?
http://i218.photobucket.com/albums/cc314/ori_cfc/th_GoblinFort0000.jpg (http://s218.photobucket.com/albums/cc314/ori_cfc/?action=view&current=GoblinFort0000.jpg)

the only thing I can think of is that for the horde was cast a few turns earlier...

Zifnab
Oct 22, 2008, 08:28 PM
I recieved the Get more than 20 promotions with a mimic trophy, but my best mimic only has 19 promotions.

Zechnophobe
Oct 22, 2008, 08:29 PM
Yes I DO understand, but the whole point of my argument is that the units best slated to win are either attacked again and again until destroyed or they are units I don't want attacked at all, until certain other units have gotten killed first.

Well, no, if they get damaged, and are no longer the best defending unit, they stop defending. Bring a stronger army to support your hero, and he'll stop defending sooner.

The problem I think you are having, is that the units other than big nasty xp guy have very low chances of winning, and yet you want them to step up and defend. So even when beaten up pretty bad, they still defend the stack, maybe with only 80% or less victory odds, and that is obviously going to spell doom after not too long.

Zechnophobe
Oct 22, 2008, 08:30 PM
0.34g:

shouldn't Goblin Forts be always guarded?
http://i218.photobucket.com/albums/cc314/ori_cfc/th_GoblinFort0000.jpg (http://s218.photobucket.com/albums/cc314/ori_cfc/?action=view&current=GoblinFort0000.jpg)

the only thing I can think of is that for the horde was cast a few turns earlier...

Someone killed the defenders, but didn't explore the lair maybe? Might be defended by a Spider? Dunno if that works.

Kjara
Oct 22, 2008, 09:23 PM
Minor bug:
Workers on jungle/marsh can't seem build anything directly, but if you chop, then you can build stuff(farm,cottage, etc).

Natures_Wrath
Oct 22, 2008, 10:44 PM
<I'm Stupid>

psychoak
Oct 22, 2008, 10:48 PM
Basium appears to kill himself with his own world spell.

Breunor
Oct 22, 2008, 10:51 PM
This appears to be an odd bug. In my game, it appears (not 100% positive) that the crown of brilliance spell isn't working for my Luridas. Oddly, it DOES work for Chalid. On top of that, it appears that it doesn't wear off the Luridas either, even though it doesn't work. I know its 25%/turn, so it may just be luck here; I'm not sure how long this has gone on. Anyway, the spell hasn't seemed to work for the Luridas even though I've been fighting for eons.

Sorry I can't be more specific ....

Best wishes,

Breunor

Koolhan
Oct 22, 2008, 11:01 PM
This is probably just a multiplayer issue but I'll post it anyways.

I was playing a game with my brother on the huge Erebus map, normal speed and standard options, 14 civs or so.

We're about 250 turns in and he builds the Great Library as the Khazad, and the games goes OOS. Ok, so the normal solution is to save, restart, everybody reloads and it's all good.

We did this and it fixed the OOS as per usual, but the next turn one of his cities hits legendary culture(something insane like 17592343k culture). Next turn another city goes off the charts in culture but one city goes negative several hundred thousand culture and starts starving. This culture popping goes on for a couple turns until he randomly wins a culture victory with 3 cities way off the charts and two starving.

We thought maybe there was a problem with the city that built TGL, because its culture popped(normally) the same turn it was built, so we thought that triggered some weird conflict. So we reloaded and he delayed TGL a couple turns until after his culture had naturally popped, but once it was built we got the same results(OOS, then on reload his cities' culture going haywire).

Haven't experienced any other Wonder problems and up until that point the game had no OOS issues. It's MP and I know Civ4 is unkind to MPers, but just thought I'd throw that out there.

Awesome mod btw(first post in here, been playing a while). :goodjob:

dagorkan
Oct 23, 2008, 01:05 AM
34G,

Only two oddities I've noticed:

1/ on starting a new game as Kuriotates (first with v34) I never got the initial Research selection menu on my second turn, so no science production. Somehow only noticed a few turns in.

I do not think it was the bug you mentioned in the "known errors" section

8. If your research is disabled (and not temporarily by the Illian world spell) then you probably have a hidden game option set. This happens because the "saved game options" are shared between mods. So if you enable game option 34 in Fall Further then when you load FfH game option 34 will be enabled (which could be a scenario option that disables research). To fix this load Fall Further and uncheck all the game options.

The game I played immediately before that was vanilla civ, and then another mod and then FF three games back. The other reason is that I started a new game immediately after (didn't touch the options, same maps/civs) and it started normally. I went and reloaded the old game at turn 1 (or 'year zero' in-game) and again tech selection didn't kick in. If there was a 'hidden game option' causing this would it be fixed by simply trying again without touching the settings?

2/ Might be cosmetic - I've noticed an odd sort of green ball hovering over my cities, or more like sitting on my city tile (not a UFO!) that appeared seemingly randomly and disappeared without any obvious trigger such as new units or buildings being completed. Didn't go into the . Later I noticed it outside a city. Doesn't appear to interfere with gameplay, has anyone else had this.

MightyM
Oct 23, 2008, 01:48 AM
34G,

Only two oddities I've noticed:

1/ on starting a new game as Kuriotates (first with v34) I never got the initial Research selection menu on my second turn, so no science production. Somehow only noticed a few turns in.

I do not think it was the bug you mentioned in the "known errors" section



The game I played immediately before that was vanilla civ, and then another mod and then FF three games back. The other reason is that I started a new game immediately after (didn't touch the options, same maps/civs) and it started normally. I went and reloaded the old game at turn 1 (or 'year zero' in-game) and again tech selection didn't kick in. If there was a 'hidden game option' causing this would it be fixed by simply trying again without touching the settings?


There is an easy way to check if a setting is selected: Go into the Victory screen and select the Settings tab, there you should see what options are selected.

ori
Oct 23, 2008, 04:12 AM
Someone killed the defenders, but didn't explore the lair maybe? Might be defended by a Spider? Dunno if that works.

the scout would see the spider and a few turns later I found another unguarded fort a little north - so I doubt that they were all killed - probably all the goblins are out for lunch or something ;) It is too early in the game for anyone to really have killed a goblin archer much less more than one...

Sarisin
Oct 23, 2008, 07:30 AM
I probably shouldn't bring this up, but....

In my game playing as the Illians, I have the following:

The Baron
15 Great Werewolves
47 Blooded Werewolves
A Handful of Ravenous Werewolves just waiting to be upgraded.

Hmmmm, nearly 70 werewolf units. Has the limit on the number of werewolves you can have been removed?

If not, it appears to be broken.

If so, yippee! You would have to be a real bonehead to not rush Feral Bond, build the Baron and reap this benefit. :D

Imuratep
Oct 23, 2008, 07:47 AM
I don't know whether to post this in the bug treat or in the balance treat, but Scorpion Clan Goblins don't upgrade to Scorpion Clan Wolf Riders, when they kill Wolves, but to normal Wolf Riders (without the +1 Poison), which does not make a lot of sense.

cthom
Oct 23, 2008, 09:48 AM
not a bug as such...
when i d/l the new version it doesn't appear as type 'application', but just as a 'file'. would changing its icon sort the prob, or is it a d/l error? the media pack and patch dl's are fine.

MightyM
Oct 23, 2008, 09:54 AM
not a bug as such...
when i d/l the new version it doesn't appear as type 'application', but just as a 'file'. would changing its icon sort the prob, or is it a d/l error? the media pack and patch dl's are fine.

Just add .exe to the filename.

Nor'easter
Oct 23, 2008, 09:54 AM
not a bug as such...
when i d/l the new version it doesn't appear as type 'application', but just as a 'file'. would changing its icon sort the prob, or is it a d/l error? the media pack and patch dl's are fine.

Are you running Vista? If so, then all you need to do is manually add ".exe" at the end of the file name. That will make it an application and you can just run it at that point.

cthom
Oct 23, 2008, 10:10 AM
xp, but i'll give it a go. thanks:)

darkuss
Oct 23, 2008, 02:26 PM
Serial killer event

I play as Luchurip and when the killer is caught I can choose to enlist him to recive a wood golem with crazed promotion. Well if you have read the "Feet of clay" by Terry Pratchett, you know that it is possible to have a crazed golem serial killer in town, but this seems strange in any other world then Discworld so I think this option should be inactive for Luchurip :)

Zechnophobe
Oct 23, 2008, 02:48 PM
I probably shouldn't bring this up, but....

In my game playing as the Illians, I have the following:

The Baron
15 Great Werewolves
47 Blooded Werewolves
A Handful of Ravenous Werewolves just waiting to be upgraded.

Hmmmm, nearly 70 werewolf units. Has the limit on the number of werewolves you can have been removed?

If not, it appears to be broken.

If so, yippee! You would have to be a real bonehead to not rush Feral Bond, build the Baron and reap this benefit. :D

Huh, I didn't know there was a werewolf limit, and further more, I've never gained werewolves very fast at all with the Baron. Generally the Ravenous ones just aren't strong enough to upgrade.

That's an absurd number either way, You'd have to win 140 battles just to get 70 blooded werewolves, and if the Baron converted at 100% which he doesn't. So like, 280 fights or something like that on average to get that many werewolves... and then you'd have to win all of them.

Doesn't make sense, early on in the game where werewolves are lethal enough to win with that regularity, you'd win the game by the time you were done. Later on, you'd not have strong enough base werewolves to win consistently. Are you play on a low difficulty maybe, with a huge map and a large number of players? Barbarian flood on perhaps?

ShiftyDave
Oct 23, 2008, 03:39 PM
In the attached savegame, I have just had an enemy raiding party land ashore on the west side of my main continent. Somehow they have managed to sit all their troops on top of one of my units. I am not sure how this happened, though it may have something to do with one of the other units on that stack withdrawing from combat.

Also in my capital I have a sea serpent, which became immortal, was killed and then reappeared in my land-locked capital city. It's now stuck their and it cannot use the planar gate to get to a coastal city.

Randolph
Oct 23, 2008, 05:51 PM
I don't know if you guys want to get broken saves, but here's one! This game was crashing more and more often until it finally got to the point where it would crash every time I ended the turn (that were this save is,). I'm running Vista, so maybe that's the problem. My bet is that it's a CIV (or Vista) thing, and there's nothing to be done, but I figured I'd post it anyway, in case you're interested.

PapaMonkey
Oct 23, 2008, 08:22 PM
If there is still doubt on the Marksman / Guardsman issue, I want to confirm that it is not working correctly. I have promoted two Champions to Guardsman and had two Royal Guards in a stack and got hit by the AI with a TON of Assassins (invisible no less) and lost all my archmages, high priests and catapults without one of my guardsman responding.

I saw this mentioned in post 2, but no mention in post 1.

PapaMonkey
Oct 23, 2008, 08:27 PM
Oh, one more thing. I built the Celestial Compas but it did not seem to be reducing the cost or increasing my hammer production when building rituals.

Even with these: still lLoving this mod!

Zechnophobe
Oct 23, 2008, 08:29 PM
In the attached savegame, I have just had an enemy raiding party land ashore on the west side of my main continent. Somehow they have managed to sit all their troops on top of one of my units. I am not sure how this happened, though it may have something to do with one of the other units on that stack withdrawing from combat.

Also in my capital I have a sea serpent, which became immortal, was killed and then reappeared in my land-locked capital city. It's now stuck their and it cannot use the planar gate to get to a coastal city.

You have the Nox Noctis in Gaudium.

Breunor
Oct 23, 2008, 09:01 PM
I just started a custom game. All of my settings were standard except I tried aggressive AI. I'm running patch G.

I get a message that I founded the Ashen Veil and asked if I want to change to Hyborem I said no. I was then told I was defeated (apparently I am the Khazad).

Also, is there any way to remove this from the hall of (sh)ame?

Best wishes,

Breunor

darkuss
Oct 24, 2008, 04:21 AM
Playing Lanun I've build several boarding crews. While marching next to the coast I came by 2 enemy ships. My boarding crew attacked them (boarding crew was on land while the ships where on see on the next tile). The first victory resulted in ship getting caught (and spawning it on land), the second victory resulted in another ship spawning on land and my crew moving onto water tile. On the next turn the boarding crew which finished on sea reapeared on land. As for the captured ships, they still had movement on the previous turn sa I moved to sea myself.

Sarisin
Oct 24, 2008, 06:35 AM
Huh, I didn't know there was a werewolf limit, and further more, I've never gained werewolves very fast at all with the Baron. Generally the Ravenous ones just aren't strong enough to upgrade.

That's an absurd number either way, You'd have to win 140 battles just to get 70 blooded werewolves, and if the Baron converted at 100% which he doesn't. So like, 280 fights or something like that on average to get that many werewolves... and then you'd have to win all of them.

Doesn't make sense, early on in the game where werewolves are lethal enough to win with that regularity, you'd win the game by the time you were done. Later on, you'd not have strong enough base werewolves to win consistently. Are you play on a low difficulty maybe, with a huge map and a large number of players? Barbarian flood on perhaps?

Z, I'm pretty sure in prior versions of FFH there WAS a limit on the number of werewolves you could have. To get another (Ravenous Werewolf) you had to lose one first. Apparently, this is not the case now.

To better explain this, please recall my posts in the Armageddon Oddities thread where I mentioned being targeted by the raging barbs over 250 straight turns. My point there was mostly that the mechanism for targeting civs for barb attacks is broken as there needs to be a point where the targeted civ is changed.

As always, I play on a Huge Fantasy Realm map at Monarch with raging barbs on. I need to mention that I did not get The Baron until about turn 500 in the epic speed game as it takes some time to research Feral Bond. Still, it is now around turn 750 and I have all these werewolves. I can say that there were turns when I got 3-4 Ravenous Werewolves from killing the many attacking barbs.

One more thing: I have a problem where the Tier IV units are turned off. No barb Tier IV units (I cannot build them either). And, I can assure you that even Ravenous Werewolves will win most of the battles (and get upgraded) against the barb Axemen, Warriors, Goblins, Wolf Riders, Goblin Chariots and Lizardmen that are invading. I am playing as the Illians by the way and it really seems strange to have so many werewolves.

As much as I hate to admit it, the limit should probably be re-instated. This is more likely a balance issue, but I posted in the bugs thread because there used to be a limit in FFH in previous versions.

OzzyKP
Oct 24, 2008, 06:58 AM
So I'm playing a One City Challenge as the Sidar on a normal pangea map with the increasing difficulty challenge on. I'm trying for an altar victory and.... oh, I may have just thought of the problem. Are you unable to build the altar if you are evil? I got up to level IV and now it doesn't show up as an option to build. I switched to evil alignment due to a religion change, could that be the problem?

Ahh, I wish these things were written down in the Civilopedia somewhere. Grr..

hbar
Oct 24, 2008, 07:27 AM
the scout would see the spider and a few turns later I found another unguarded fort a little north - so I doubt that they were all killed - probably all the goblins are out for lunch or something ;) It is too early in the game for anyone to really have killed a goblin archer much less more than one...

In my first game of 0.34 (Sheaim, no patch) my starting city was 3 tiles away from the scorpion goblin clan and their fort. Before my culture expanded to cover their fort, they wandered 2 tiles north (forested hill) and stayed there. They did not attack any units that passed by, and I was content to let them be for the first 100 turns. Perhaps lair defenders have a slight AI glitch?

Demus
Oct 24, 2008, 08:01 AM
So I'm playing a One City Challenge as the Sidar on a normal pangea map with the increasing difficulty challenge on. I'm trying for an altar victory and.... oh, I may have just thought of the problem. Are you unable to build the altar if you are evil? I got up to level IV and now it doesn't show up as an option to build. I switched to evil alignment due to a religion change, could that be the problem?

Ahh, I wish these things were written down in the Civilopedia somewhere. Grr..

yep, can't build the altar if you're evil.

cthom
Oct 24, 2008, 08:52 AM
thanks guys the .exe tip worked a treat :)

Chip56
Oct 24, 2008, 08:56 AM
Z, I'm pretty sure in prior versions of FFH there WAS a limit on the number of werewolves you could have. To get another (Ravenous Werewolf) you had to lose one first. Apparently, this is not the case now.

Yep there was a limit (i think 100%-3% for every werewolf you owned) But that got cut and replaced with a flat chance.

Imuratep
Oct 24, 2008, 09:16 AM
So I'm playing a One City Challenge as the Sidar on a normal pangea map with the increasing difficulty challenge on. I'm trying for an altar victory and.... oh, I may have just thought of the problem. Are you unable to build the altar if you are evil? I got up to level IV and now it doesn't show up as an option to build. I switched to evil alignment due to a religion change, could that be the problem?

Ahh, I wish these things were written down in the Civilopedia somewhere. Grr..

It IS written in the civilopedia as I remember in the Civilopedia directly in the entry for the Altar (at least in German translation, I can't imagine that in English civilopedia something's missing that appears to be in a foreign language civilopedia)

MiKa523
Oct 24, 2008, 09:34 AM
@KAEL:
Are you interested in savegames, where one or multiple civs won't build settlers or found cities due to their enviroment, research path and whatever?

[to_xp]Gekko
Oct 24, 2008, 10:56 AM
One more thing: I have a problem where the Tier IV units are turned off. No barb Tier IV units (I cannot build them either). And, I can assure you that even Ravenous Werewolves will win most of the battles (and get upgraded) against the barb Axemen, Warriors, Goblins, Wolf Riders, Goblin Chariots and Lizardmen that are invading. I am playing as the Illians by the way and it really seems strange to have so many werewolves.

you probably have an hidden option turned on... starting a game with play now! should clear all the options and solve the problem.

Valerarren
Oct 24, 2008, 04:35 PM
Somehow the Lichdom spell stopped working. It is always grayed out. Tried this with a save from another game too and it didn't work either. (Used normal Archmages, not Puppets.)

I'm also having this issue. New game, patch g, Lanum, neutral alignment, I'm not part of the overcouncil.

cyruz84
Oct 24, 2008, 05:50 PM
ive one question and i hope i just didnt get the meaning of it:

wouldnt it be better (if its possible) that automated workers must not build castles and would not change cells where you have built a castle by your own, so that you can have castles only at the places you need them?

In the first beginnings of the game i always give orders to my workers but in late-game i usually automatize them because its too much micromanagement for me on a large map.
and i think its very annoying that my worker now build lots of castles in my core country around my cities. i think they only create castles on spaces where no population is assigned at this moment, but when you switch from "hammers" to "bread" they turn rhe castles back in farms for example and maybe a now unassigned mine in a castle.


at least i beg your pardon for my bad english, im not a native speaker... but anyway...superb mod! ^^

oDDbAlL
Oct 24, 2008, 06:16 PM
Switching from a religion to no religion causes a CtD.

Units lose the free promotion from shrine of the champion when upgraded directly without using the promo.

popejubal
Oct 24, 2008, 06:53 PM
patch g, Loki can't spend his XP, isn't gaining XP (other than the XP I granted him in Worldbuilder), isn't a Hero and can't pick new spheres as promotions.

Did he lose his UnitCombat category at some point, perhaps? (just a guess).

Amerigo Arturo
Oct 24, 2008, 07:03 PM
I've wondered about Loki, he hasn't been able to gain exp any time I have used him, not just 34g. But he does have the ability to cast level 2 spells, he just can't ever learn them, which means there is some mistake in his build.

Imuratep
Oct 24, 2008, 07:45 PM
I don't know if it belongs in the balance thread, but shouldn't Mokka start with Ice I? Because channeling II has no use if the controling player has no mana (as the barbs) as far as I know. Or is it in some way implemented invisible for the avarage player :)

Zechnophobe
Oct 24, 2008, 08:01 PM
patch g, Loki can't spend his XP, isn't gaining XP (other than the XP I granted him in Worldbuilder), isn't a Hero and can't pick new spheres as promotions.

Did he lose his UnitCombat category at some point, perhaps? (just a guess).

A long time ago as far as I can tell. Loki hasn't had the Hero promotion or a unit combat category for as long as I've played. If he did, he'd be amazingly powerful.

Just imagine those crazy puppets of his with like combat 5 and summoning Elementals or Wraiths. Ewww.

Stormwaltz
Oct 25, 2008, 12:02 AM
In patch F I happened on an event bug I haven't seen mentioned. I got the "heartrending ballad" event, but couldn't choose the "fund a play" option despite having more than enough gold. I think that's because it requires a Theater, but that requirement isn't actually specified in the description popup (as required religions are in astrological events)

Arwon
Oct 25, 2008, 03:44 AM
I think some things are being considered spells and stopped by Arcane Lacuna that probably shouldn't be, like mercenary recruitment.

Sarisin
Oct 25, 2008, 07:20 AM
Gekko;7380669']you probably have an hidden option turned on... starting a game with play now! should clear all the options and solve the problem.

I'm not sure what it is Gekko. I thought it was related to Fall Further, so I deleted that modmod completely with the thought I would re-install when the new version is out. That didn't work.

I'll try your suggestion my next game. Thanks!

Sarisin
Oct 25, 2008, 07:53 AM
I mentioned this is the bug thread of .33 so I will bring it up again:

Command I doesn't seem to be working.

This time I charted 100 kills by my three Priests of Winter with Command I. They did not 'capture' a single barb unit.

I realize the odds are only 10% with Command I (I don't think they can get Command II), but you would think out of 100 tries they would get at least one unit.

Anyone capturing units with Command I?

Darksaber1
Oct 25, 2008, 07:58 AM
Yes, twice with my Confessor, out of about 10 battles.

arcticnightwolf
Oct 25, 2008, 10:07 AM
I like Great Plains map, but there is no raw mana, nor reagents or mithril. Overlook I something...? :confused:

MacGyverInSpace
Oct 25, 2008, 10:22 AM
Melee units can't get Woodsman II.
I suppose this is intentional, perhaps to encourage FoL players to use recon units for domestic (the place where there'll be lots of forest, generally) defense, or perhaps woodsman II was too strong for melee this way. But I just went FoL as Lsjotyposalfar and researched hidden paths in order to match the mobility of my dungeon-rescued dwarven axemen with the rest of my melee units (and arete to allow my elves to keep up with the dwarves) to find that the blue shiny thing I've been keeping around me units was really unneccessary.

If woodsman makes melee too powerful, could it be broken up into two promotions (linear (Woodsmen 3) or divergent (Woodsmen 2, Pathfinder?)) one grant basically just the mobility and the other the military advantage?

popejubal
Oct 25, 2008, 10:23 AM
I mentioned this is the bug thread of .33 so I will bring it up again:

Command I doesn't seem to be working.

This time I charted 100 kills by my three Priests of Winter with Command I. They did not 'capture' a single barb unit.

I realize the odds are only 10% with Command I (I don't think they can get Command II), but you would think out of 100 tries they would get at least one unit.

Anyone capturing units with Command I?

Was it 100 save and reloads or 100 different assaults?

evanb
Oct 25, 2008, 12:25 PM
In my latest game I spread the Fellowship to 90% coverage and I only got the You Won message several hundred turns later. I didn't pay much attention, but I think the You Won triggered after the percentage dropped to 80 (or below 80 and then back over it).

xienwolf
Oct 25, 2008, 02:26 PM
Was it your state religion, and did you own the Holy City?

rusty217
Oct 25, 2008, 03:15 PM
Mana nodes are not reverting to raw nodes when they are no longer in their civ's cultural borders...

Annex
Oct 25, 2008, 03:34 PM
Mana nodes are not reverting to raw nodes when they are no longer in their civ's cultural borders...

I think it was changed a little while ago, so I think this is intentional.

Annex
Oct 25, 2008, 03:35 PM
I like Great Plains map, but there is no raw mana, nor reagents or mithril. Overlook I something...? :confused:

Try this:

http://forums.civfanatics.com/showthread.php?t=267577

rusty217
Oct 25, 2008, 03:48 PM
I think it was changed a little while ago, so I think this is intentional.

Wow, can't forget to build a metamagic node then...

Psycho_Ivan
Oct 25, 2008, 09:59 PM
I mentioned this is the bug thread of .33 so I will bring it up again:

Command I doesn't seem to be working.

This time I charted 100 kills by my three Priests of Winter with Command I. They did not 'capture' a single barb unit.

I realize the odds are only 10% with Command I (I don't think they can get Command II), but you would think out of 100 tries they would get at least one unit.

Anyone capturing units with Command I?

You seem to have these problems with FfH a lot... :lol:

Zechnophobe
Oct 25, 2008, 10:53 PM
I mentioned this is the bug thread of .33 so I will bring it up again:

Command I doesn't seem to be working.

This time I charted 100 kills by my three Priests of Winter with Command I. They did not 'capture' a single barb unit.

I realize the odds are only 10% with Command I (I don't think they can get Command II), but you would think out of 100 tries they would get at least one unit.

Anyone capturing units with Command I?

I've gotten captures with command I. Were all 100 kills barbarians, or the majority? Maybe somehow barbarians can't be captured, or orcs or some such.

Sofista
Oct 25, 2008, 11:17 PM
Bringing an archmage to the recently captured Spilan, I had him cast Valor. Now Spilan is known right now as "where Acheron, my heroes and beastmasters learn to coexist after a troubled recent past". Sadly, my new recruit hasn't benefited from it.

He's not happy about it. "Whom did you mistake me for, mortal? Barnaxus?", he roars. I fear the surrounding forests may start to burn again, and just have stopped al fires (fires I had earlier started, just because good Acheron had mysteriously failed to do so himself). His newly found ability to walk after a long time is welcome to him, but it could well be a double edged sword as he walks out on me like the Bannor were a boy band and he Robbie Williams. Please, please, change this!

arcticnightwolf
Oct 26, 2008, 01:34 AM
I like Great Plains map, but there is no raw mana, nor reagents or mithril. Overlook I something...?Try this:
http://forums.civfanatics.com/showthread.php?t=267577

Doesn't help ... ):

(I'm playing standard map with default+3 players)

evanb
Oct 26, 2008, 01:40 AM
Was it your state religion, and did you own the Holy City?

Sorry for not mentioning that, I thought it was obvious. Yes, all those conditions were fulfilled, I was actively pursuing a religious victory.

SerialK
Oct 26, 2008, 03:27 AM
Played a game on 0.34f (sorry if it has been corrected since, as an habit i tend to finish my savegame before updating). Tatsunke + CoE religion. And i'm pretty sure the changes made to the raider trait has messed up something.

As usual i was building up the XP of my horseman -> horse archer mostly on barbs. But weirdly they got like 82/57 XP or 55/20 XP after a while without gaining any level, even after upgrading them to knights. It happened on 5 of my units until i realize it. btw it seems to happen only when the unit attacks barbs (getting XP but 'forgeting' to get a level after a while) and nothing seems to help (except deleting the unit of course ^^).

Demus
Oct 26, 2008, 03:36 AM
that's quite an old bug, did those horsemen get flanking 3 before upgrading?

SerialK
Oct 26, 2008, 03:42 AM
Err unsure but it's quite probable, i took some screenshots so i'll give it a look when i'll be at home.

Sarisin
Oct 26, 2008, 07:46 AM
I've gotten captures with command I. Were all 100 kills barbarians, or the majority? Maybe somehow barbarians can't be captured, or orcs or some such.

Z, they were all barbs. These were all individual battles, not reloads.

I haven't had any wars where I could try this out on AI units other than barbs.

I just built Priests of Winter in my new game and the barbs are coming like crazy again. :) I'll see what happens when I get them the Command I promotion - if it is worth it.

dreki
Oct 26, 2008, 11:30 AM
Not sure if this has been mentioned before (didn't see it on the first page) but playing as the Illians I still haven't recieved a great commander from fighting. Got something like 1700 exp or something and a full bar (first one needs only 30) but no commander :confused:

Keeper_GFA
Oct 26, 2008, 11:32 AM
Great Commanders are made just like other great people in FFH. The vanilla Great General is not in FFH.

Sadly. :cry:

Verily
Oct 26, 2008, 11:42 AM
Bringing an archmage to the recently captured Spilan, I had him cast Valor. Now Spilan is known right now as "where Acheron, my heroes and beastmasters learn to coexist after a troubled recent past". Sadly, my new recruit hasn't benefited from it.

He's not happy about it. "Whom did you mistake me for, mortal? Barnaxus?", he roars. I fear the surrounding forests may start to burn again, and just have stopped al fires (fires I had earlier started, just because good Acheron had mysteriously failed to do so himself). His newly found ability to walk after a long time is welcome to him, but it could well be a double edged sword as he walks out on me like the Bannor were a boy band and he Robbie Williams. Please, please, change this!

Acheron, and other dragons, are immune to magic. That includes Valor.

Err unsure but it's quite probable, i took some screenshots so i'll give it a look when i'll be at home.

There's a bug where, if a unit gets too high a withdrawal chance (above 85%, I think), a bit of code designed to prevent withdrawal from going over 100% kicks in and prevents that unit from gaining any more levels. It's a bug that's been known for a while.

Yarp
Oct 26, 2008, 02:10 PM
1) As Illians, after upgrading Priests of Winter to High priests of Winter, they are no longer able to "pull" blizzards...
2) In the same game, a Hippus city formed new civilization (second Hippus) led by Minister Koun (Philosophical). I never heard about that possibility. (And no, I have no other mods installed.)
Game started and played under the latest patch "g".
3) Blizzards cannot be pulled into ancient forrest tile. -- Is that a feature?

Yarp
Oct 26, 2008, 02:12 PM
Sorry, forgot that in the last post:
3) Blizzards cannot be pulled into ancient forrest tile. -- Is that a feature?

MagisterCultuum
Oct 26, 2008, 02:18 PM
Yes, and ancient forests are features. :p. So are blizzards. XML-only spells that create features don't work on tiles that already have features.

FoulFoot
Oct 26, 2008, 02:42 PM
There is a typo in CvSpellInterface.py, line 1588


def reqLichdom(caster):
if caster.getUnitClassType() == gc.getInfoTypeForString('UNITCLASS_FLESH_GOLEM'):
return False
if caster.isHasPromtoion(gc.getInfoTypeForString('PRO MOTION_PUPPET')):
return False
pPlayer = gc.getPlayer(caster.getOwner())
if pPlayer.getUnitClassCount(gc.getInfoTypeForString( 'UNITCLASS_LICH')) >= 4:
return False
return True


caster.isHasPromtoion should be caster.isHasPromotion .

This is probably what makes liches unavailable.

This was probably mentioned already, but I can confirm that fixing this typo fixes the issue with casting Lichdom. Just load the file into notepad and fix it yourself, if you don't want to wait for the next patch.

Foul

MagisterCultuum
Oct 26, 2008, 02:58 PM
Wouldn't it make more sense to require Liches have no duration instead of making sure they aren't Puppets? That would only require a tiny bit of xml, and would also prevent Hall of Mirrors' Illusions of archmages or Vampire Lords from casting it.

I personally still think it should only be available to living units too so the python prereq could be removed entirely, but Kael seems to think that the Infernals need access to the spell.

Edit: oh yeah, that wouldn't work, as it would remove the limit on how many Liches one can have. Personally, I think it would be better tochange the SDK to make summoning/converting spells never be able to surpass the world or national limits.

Verily
Oct 26, 2008, 03:04 PM
2) In the same game, a Hippus city formed new civilization (second Hippus) led by Minister Koun (Philosophical). I never heard about that possibility. (And no, I have no other mods installed.)
Game started and played under the latest patch "g".

There are two different events that can trigger which cause Minister Koun to form a separate civ in a city belonging to an existent civ. In one of them, he will be allied with the original; in the other, he will be completely independent.

Mailbox
Oct 26, 2008, 03:17 PM
Yes, and ancient forests are features. :p. So are blizzards. XML-only spells that create features don't work on tiles that already have features.

Actually the block is in the Python.

def reqCallBlizzard(caster):
iBlizzard = gc.getInfoTypeForString('FEATURE_BLIZZARD')
pPlot = caster.plot()
if pPlot.getFeatureType() == iBlizzard:
return False
if pPlot.getFeatureType() == gc.getInfoTypeForString('FEATURE_FOREST_ANCIENT'):
return False
iX = caster.getX()
iY = caster.getY()
for iiX in range(iX-1, iX+2, 1):
for iiY in range(iY-1, iY+2, 1):
pPlot = CyMap().plot(iiX,iiY)
if pPlot.getFeatureType() == iBlizzard:
return True
return False

MagisterCultuum
Oct 26, 2008, 03:49 PM
I guess I should have checked then.


I really think we need a TempFeature function like the TempTerrain one, which these spells should use. I'd find TempTerrain (and TempImprovement) very useful for a lot of the ideas I've had for my modmod. There should also be a way to change the base "permanent" terrain/feature/improvement and to force a tile to revert early.

KillerClowns
Oct 26, 2008, 03:58 PM
You can sacrifice temporary Hosts of the Einherjar on the Pyre of the Seraphic in exchange for permanent fire elementals.

MagisterCultuum
Oct 26, 2008, 05:02 PM
You can sacrifice temporary Hosts of the Einherjar on the Pyre of the Seraphic in exchange for permanent fire elementals.

Are you sure? The <bCasterNoDuration>1</bCasterNoDuration> tag should make that impossible.

KillerClowns
Oct 26, 2008, 05:51 PM
Are you sure? The <bCasterNoDuration>1</bCasterNoDuration> tag should make that impossible.

Summon up some Hosts and have fun.
Could be because I'm playing as Keelyn; might be a bad mix with the Summoner trait.

Kilrathi
Oct 26, 2008, 09:32 PM
There is a typo in CvSpellInterface.py, line 1588


def reqLichdom(caster):
if caster.getUnitClassType() == gc.getInfoTypeForString('UNITCLASS_FLESH_GOLEM'):
return False
if caster.isHasPromtoion(gc.getInfoTypeForString('PRO MOTION_PUPPET')):
return False
pPlayer = gc.getPlayer(caster.getOwner())
if pPlayer.getUnitClassCount(gc.getInfoTypeForString( 'UNITCLASS_LICH')) >= 4:
return False
return True


caster.isHasPromtoion should be caster.isHasPromotion .

This is probably what makes liches unavailable.

I don't really know much about modding -- can I just go into the file and fix the typo, or is it not the easily edit-able? I've got a whole bunch of guys ready for Archmage>Lichdom, so it'd be nice to make the fix...

Annex
Oct 26, 2008, 09:47 PM
1) As Illians, after upgrading Priests of Winter to High priests of Winter, they are no longer able to "pull" blizzards...
2) In the same game, a Hippus city formed new civilization (second Hippus) led by Minister Koun (Philosophical). I never heard about that possibility. (And no, I have no other mods installed.)
Game started and played under the latest patch "g".
3) Blizzards cannot be pulled into ancient forrest tile. -- Is that a feature?

The first two are intended, and I think the third one is too.

MagisterCultuum
Oct 26, 2008, 11:32 PM
I don't really know much about modding -- can I just go into the file and fix the typo, or is it not the easily edit-able? I've got a whole bunch of guys ready for Archmage>Lichdom, so it'd be nice to make the fix...

Python is extremely easy to edit. Since I assume that you as a non-modder don't have special programs to edit it, you should just use Notepad (there isn't much of a difference between notepad and these programs anyway, but they can highlight some things like if statements and keep track of your parentheses). Just open it, fix the typo and save.


Civ IV is supposed to let you edit python files while playing, but this doesn't work all that well in FfH. If you save a python file while a game is running then it will reload the python modules, and it seems to forget to load files that don't exist in normal Civ. You'll have to restart the game to get it working properly.

hbar
Oct 27, 2008, 07:22 AM
Bringing an archmage to the recently captured Spilan, I had him cast Valor. Now Spilan is known right now as "where Acheron, my heroes and beastmasters learn to coexist after a troubled recent past". Sadly, my new recruit hasn't benefited from it.

He's not happy about it. "Whom did you mistake me for, mortal? Barnaxus?", he roars. I fear the surrounding forests may start to burn again, and just have stopped al fires (fires I had earlier started, just because good Acheron had mysteriously failed to do so himself). His newly found ability to walk after a long time is welcome to him, but it could well be a double edged sword as he walks out on me like the Bannor were a boy band and he Robbie Williams. Please, please, change this!
I take it you're wondering why Acheron didn't gain Valor? Dragons are magic immune. Its easy to forget - I recently lost Mind III on all my archmages before I remembered :blush:

cthom
Oct 27, 2008, 08:07 AM
first game last night i popped a savant from a dungeon. i chose to lightbulb knowledge of the ether, but no tech..... i'm sure this was mentioned before but i can't find it. it might be an old bug.

OzzyKP
Oct 27, 2008, 09:06 AM
When water walking units or boarding parties try to attack ships, it doesn't show the odds.

I just got the event where a serial killer is caught and turned into a swordsman with the crazed promotion and 10XP. I got the unit and it had crazed, but there was no XP.

Also, is it intended that pirate ships/privateers can be killed in port?

Keeper_GFA
Oct 27, 2008, 09:10 AM
first game last night i popped a savant from a dungeon. i chose to lightbulb knowledge of the ether, but no tech..... i'm sure this was mentioned before but i can't find it. it might be an old bug.

It doesn't give you the whole tech, just some research points towards it.

Ahwaric
Oct 27, 2008, 09:47 AM
Is it intentional that lair exploration is disabled for the AI? (sorry if it was mentioned earlier)

Keeper_GFA
Oct 27, 2008, 11:38 AM
Blight unhealthiness is lost on transfer of city ownership.

OzzyKP
Oct 27, 2008, 12:58 PM
There may be a problem with the rust spell as well. I used the spell and in the enemy stack one unit now has the rusted promotion. The other unit, a champion, does not have the rusted promotion but it also no longer has its metal promotion. It said spell resisted too.

KillerClowns
Oct 27, 2008, 12:59 PM
Playing a Final Five game (attached), I'm informed my neighbors, the Luchiurp, were axed due to their bottom position.
Their score took a hefty drop, but they remained quite alive. Or, at the very least, I can still talk with them, and they have a non-zero score.

EDIT: I think I found the problem. As Demus suggested below, the Luchiurp had left behind a bit of equipment.
Not Barnaxus, funnily enough. The Luchiurp died out without warning and, a few turns later, some goblins carrying the Scorched Staff charge me.

OzzyKP
Oct 27, 2008, 03:13 PM
There may be a problem with the rust spell as well. I used the spell and in the enemy stack one unit now has the rusted promotion. The other unit, a champion, does not have the rusted promotion but it also no longer has its metal promotion. It said spell resisted too.

I used it again a turn or two later and now that champion has the rusted promotion but still has their iron promotion and 2 strength from it. Very odd.

Demus
Oct 27, 2008, 03:39 PM
Playing a Final Five game (attached), I'm informed my neighbors, the Luchiurp, were axed due to their bottom position.
Their score took a hefty drop, but they remained quite alive. Or, at the very least, I can still talk with them, and they have a non-zero score.

my guess is the pieces of barnaxus (equipment) are still ingame. To prevent equipment like orthus axe from disappearing, the devs added a code allowing civs to live on as long as equipment owned by them is still on the map. Find the pieces, and the Luchiurp will quickly be gone

edit: :satan:666 posts:satan:

Skitters
Oct 27, 2008, 04:28 PM
I'm pretty sure I'm up to patch g, but if I'm honest I'm not certain so I thought I'd run it just in case (from page 1 in this thread), but I get:

"NSIS Error - Installer Integrity check has failed. Common clauses include incomplete download and damaged media. Contact the installer's author to obtain a new copy."

and says more info available from

http://nsis.sf.net/NSIS_Error

Keeper_GFA
Oct 27, 2008, 07:41 PM
Kuriotate AI won't upgrade a settlement, even when it becomes their capitol and/or last city.

Mushrooms in a city tile are lost when the city is captured.

Annex
Oct 27, 2008, 08:07 PM
Kuriotate AI won't upgrade a settlement, even when it becomes their capitol and/or last city.

Mushrooms in a city tile are lost when the city is captured.

I notice that mushrooms are lost quite often, is it possible for enemies to plunder mushrooms?

Keeper_GFA
Oct 27, 2008, 08:39 PM
Yes they can be pillaged. But they are also lost if you build an improvement on top of them. Same with Penguins.

yualian
Oct 27, 2008, 08:40 PM
I don't know this is mentioned before. Shadowwalk is not working, or at least it is not correctly calculated in odd calculator.

Keeper_GFA
Oct 27, 2008, 08:43 PM
The help text for Shadowwalk is wrong. The Shadowwalk promotion allows the unit to ignore city defenses, not terrain. So walls will no longer help your opponent, but being on a hill will still work.

Annex
Oct 27, 2008, 08:59 PM
Yes they can be pillaged. But they are also lost if you build an improvement on top of them. Same with Penguins.

Heh I can just imagine a group of axemen running around the tundra executing penguins :crazyeye:

Ambreville
Oct 27, 2008, 09:02 PM
Patch g -- found a python error:

Traceback (most recent call last):

File "CvSpellInterface", line 21, in canCast

File "<string>", line 0, in ?

File "CvSpellInterface", line 1588, in reqLichdom

AttributeError: 'CyUnit' object has no attribute 'isHasPromtoion'
ERR: Python function canCast failed, module CvSpellInterface