View Full Version : Report Bug, Get Patch


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stmartin
Feb 22, 2009, 01:55 AM
Hey guys, please post here any bugs you found in the game. All patches below are cumulative, which means you only need the latest patch. Unless specifically noted, patches are save game compatible.

Current Release: 2.5 (http://forums.civfanatics.com/downloads.php?do=file&id=11540)
Current Patch: Patch E (http://sanguoforciv4.googlecode.com/files/HoTK%20V2.5%20Patch%20E.exe)

fix list:

0.311: fix: fixed hero duplication bug(which is the cause of all the CTDs we are aware of)
fixed hero screen display problem (due to technical reasons random heroes cannot order alphabetically; they are at the bottom of each class, order themselves by the year of creation)

0.310: fix: fixed a bug in army system that non-guard legion core troop also get leader hero's core troop promotion
fixed a bug a hero in army could sometime choose the leader hero's potential promotion when leveling
fixed a bug a newly generated leader hero may be willing to surrender if captured
fixed a bug when Ma Teng and Han Sui are present in a scenario at the same time, Han Sui would still choose Ma Teng as his successor

0.309: fix: fixed a bug when a legion unit who has irritation promotion dies in combat, a CTD occurs
fixed a bug about random heroes don't appear upon creation
balance: Quelling and Suppressing promotion's strength modifier against non-revival unit reduces to 15%
adjust hero trade value to be less dependent on hero's loyalty, increase with game turn and influenced by game speed
rule tweak: removed hero's ability to move all terrain, as it causes some serious AI problem
capture enemy leader triggers temporary leader succession; each more turn captured, there's a chance for the succession is turn permanent
interface: order heroes alphabetically

0.308: fix: fix phantom blockading caused by defeating a hidden nationality unit

0.307: fix: fix the capture last city CTD bug once and for all
fix a type-induced CTD in CAR Mod
rule tweak: heroes can now walk all terrain
on no city scenarios the initial leader hero will join faction at start

0.306: fix: fix a bug when capture the last city of an enemy CTD may occur
fix a screen bug a captured hero displayed as recruitable
fix a bug when there's only one unit in army, selecting nine transformation promotion results in army dismissed
fix a bug in 194AD map some heroes do not appear properly

0.305: fix: fix few CTDs
fix a bug a non-guardian member hero in an Army cannot acquire core troop promotion as usual.

Known Issues:

none.

stmartin
Feb 22, 2009, 02:28 AM
vesley1987, I attached the dll for your issue, try and see if it fix your problem

yjming
Feb 22, 2009, 08:44 AM
why my game would crash while i try to regenerate the map?

stmartin
Feb 22, 2009, 08:51 AM
why my game would crash while i try to regenerate the map?

What map script are you using? It shouldn't happen on normal map scripts.

yjming
Feb 22, 2009, 08:55 AM
standard size pangaea 317 vista os

yjming
Feb 22, 2009, 08:58 AM
btw,it also happends on my friend's 313 chinese version,though his pc seems to have some problems.

stmartin
Feb 22, 2009, 09:02 AM
Strange. It has never happened to me. What civ and leader do you pick? Will it always crash whenever you regenerate map using whatever civ and leader?

yjming
Feb 22, 2009, 09:08 AM
it seems happend to cao cao and liu bei as well as sun ce so far i have tried,it is fine with zhang xiu.

yjming
Feb 22, 2009, 09:23 AM
my game would survive 0nly if i do not choose the no hero death option,and i will not be given any heroes i used to own after i regenerate the map.

strategyonly
Feb 22, 2009, 09:56 AM
Your install only goes to Beyond the Sword, not BtS/mod/ it wont interfere with regular BtS will it??

yjming
Feb 22, 2009, 10:11 AM
Your install only goes to Beyond the Sword, not BtS/mod/ it wont interfere with regular BtS will it??

i think i install it in the right way,plus the provided file is an exe-type file,actually i don't need to do it manually. i am so sad to be the only one to own this problem :sad:

Shiggs713
Feb 22, 2009, 11:58 AM
yea its quite convenient, it uses a exe and it installs to the correct place, and even includes a shortcut so you don't have to go through the whole "load mod" phase

stmartin
Feb 23, 2009, 02:35 AM
Patch A (http://sanguoforciv4.googlecode.com/files/HoTK_R201_Patch_A_Final.exe) for Release 2.01 has just come out. It will break save game. It does not support original Release 2. Sorry guys who is still playing original release 2 but since with this patch you need to start a new game, it probably is the best opportunity to redownload Release 2.01.

Fixes:

1. revise a bug that Yuan Shao's UU replace wrong Unit
2. revise some spelling errors and change commanderies goverment into commandery
3. revise the kfm bug in swift archer and xianbei horseman
4. fixed sea lord promotion
5. fixed a Bug when a hero attached to ships in city and the city lost, the hero will disappear but still belongs to old civ
6. fixed a Bug that when a civ's last is lost but there's still heroes attached to units elsewhere, the civ will remain alive
7. fixed a Bug that champion attaching to legion member will grant experience to legion hero

Additions:

1. added main menu backgound image(by koap)
2. added loading screen(by koap)
3. changed advocates' color(by koap)
4. added Taishi Ci's unit model(by Bakuel)
5. added tech diffusion
6. added hero maintenance (as extra unit cost, 2 * level -1)

Adjustments:

1. reduced great wall and dujiang irrigation system's great people points
2. lower the bonus of elite melee and elite cavalry promotions
3. increased city maintenance and civic upkeep

yjming
Feb 23, 2009, 03:17 AM
great! it fixes my problems too. i wish this mod would become perfect.

yjming
Feb 23, 2009, 03:57 AM
why would this happend?

Assert Failed

File: CvGame.cpp
Line: 5263
Expression: getUnitClassCreatedCount(eIndex) <= GC.getUnitClassInfo(eIndex).getMaxGlobalInstances( )
Message: Index is expected to be within maximum bounds (invalid Index)

----------------------------------------------------------

stmartin
Feb 23, 2009, 04:15 AM
I forgot to replace the dll in the patch A with a release version. So it will show error messages when it happen. I have reuploaded patch A.

Anyway, this is an error message, congratulations! So please attach a save game prior to the message.

Shiggs713
Feb 23, 2009, 12:59 PM
ok after trolling through all of my recent save files of that Lu Bu campaign, I finally found 1 save game where Gao Shun's units aren't bugged. Of course it was the very last one I tried, and was just over 4 hours of game play prior to the game actually crashing.

If you finish killing Liu Bei, except for the last city down south/east, then make peace for whatever you can. Then move the army down to Yuan Shu, and make him capitulate, then by the time thats done, the treaty with Liu Bei will be over, make him capitulate also.

Then move the main army up to Yuan Shao, and wait for a little while, build up forges and levee's in the appropriate cities, then build up army and declare war. Let him come to you and kill his main army (he still outnumbered me at least 2:3 when I DoW'd, but my huge stack of xbows and 2 turns worth of slaughter and his main battle stack was completely dead), and you will be exactly where I was on the original save game that I posted in the other thread.

I think it is like I said in the other thread though. One of Gao Shun's non-core units died and it didn't do a correct check and adjust. All the save game's prior to this, if you do push any buttons on any Gao Shun unit it will crash. And to top it off the actual Gao Shun core unit had zero buttons to push.

I'll attach the last known good one (Early May 206) and if you want I still have like 2 others that are older than the original I posted, but Gao is bugged in them also. It seemed to have happened in the war vs Liu Bei.


btw that was on the older version 2.0 I believe (the first one to have an installer). I got the newer one now and the patch and so far haven't had this problem. :)

AnotherPacifist
Feb 23, 2009, 08:51 PM
This is not really a bug, but the new patch basically disbands all my starting units because I don't have enough cash even just to maintain them. Can we please decrease the expenditure of maintenance?

stmartin
Feb 23, 2009, 09:13 PM
Yes, it happens to on the biggest map. Cao Cao has too many units and Liu Zhang's city are too far away.

You can edit the 'MAX_DISTANCE_CITY_MAINTENANCE' tag in Assets\XML\GlobalDefinesAlt.xml

Current value is 40, original value is 25, pick a number you like, for now.

AnotherPacifist
Feb 23, 2009, 09:55 PM
Well, I'm trying my best to play within the mod. So I didn't change the numbers, I just adjusted which tiles I'm working and so far as Liu Zhang on the small! map (200 AD) I don't even have state monopoly (Wang Lang already has that and ancient dictionary). I would probably do 30 for city maintenance.

Kesshi
Feb 24, 2009, 07:54 AM
stmartin,

I already posted this same post here (http://forums.civfanatics.com/showpost.php?p=7807632&postcount=305), but I think I will repeat myself in this thread as this seems to be the more appropriate place to post.

Thank you for this mod. I, like many others, have been a Three Kingdoms fan for a long time and am really enjoying playing this mod. Thank you for your time and effort.

I did notice two possible bugs.

With Citrus Fruit, as long as you have the Anesthesia technology, a Fort, and a route, your civ can reap the benefits of Citrus Fruit very early without waiting for the ability to build Plantations from the Calendar technology. I'm not sure if this was intentional or not.

Also, I was playing a "regular" game with the ROTK mod, and ended up with some odd diplomatic occurances. I, as Liu Bei, wiped out everybody exept for Cao Cao and Liu Biao. Liu Biao was the underdog and I decided to get friendly with him, and we eventually signed a defensive pact. Understandably this upset Cao Cao and I then suffered a "-4 You have signed a defensive pact with one of our rivals" penalty from Cao Cao. However what I didn't understand was why I still suffered from that penalty after Cao Cao decided to sign a Defensive Pact with Liu Biao. If the two of them had a defensive pact with one another shouldn't they not be rivals anymore?

Thanks again for such an awesome mod.

stmartin
Feb 24, 2009, 08:24 AM
@Kesshi

Glad you loved it!

The Citrus Fruit one is definitely not intended...

The defensive pact weirdness is probably not introduced by this mod though. I'll take a closer look at that.

Kalimakhus
Feb 24, 2009, 11:39 AM
I guess you need a thread dedicated to balance issues where people may discuss things like the latest maintenance changes. I am playing Sun Ce on the smaller map on Monarch at epic speed. I've recently been able to rise my research to 50%. Most of time however it was around 30%. Should notice however that Sun Ce starts with only two cities and grows to 5 after killing his first victim. (Don't remember his name. Yuan something or so. He wasn't around for long anyway :)). Also Sun Ce is financial and his UBs give tons of gold. (Seems a little overpowered :D)
The AI seems to be doing fine. Liu Zhang actually has beaten me to Neotaoism. Cao Cao seems to have some hardships but it might be because AIs dogpiled him. Shao is doing well with an army a little larger than mine and a larger empire (I guess). Smaller civs are sure doing better than before. Not only do they survive, they even constitute a real threat to larger civs. Liu Chong managed to capture's Cao Cao's capital!!

Bottom line is. We need a good number of reports about the impact of the changes in different games with different leaders. Readjustment would be needed if the maintenance proved too high for some leaders to be playable at all, or if it caused the player not to be able to complete the tech tree within game time.

AnotherPacifist
Feb 24, 2009, 04:26 PM
Well, Liu Zhang in the small map was definitely not playable. I was barely 4th just because of my population size. My tech was abominable due to 0-10% science at most times, even while running the cheapest civics like purchasing and indifference. I thought converting to Revival and building lots of Advisor Mansions (which give 10% discount on maintenance) would help, but that meant switching to strong which is a terribly expensive proposition, and knocked my science down 10%. Even Wang Lang was 2 techs ahead of me. AND all this is just on monarch.

It's fine if you want to play Lu Bu and get money by capturing cities. More peaceful people like Liu Biao and Liu Zhang can't get anything done in the new patch.

Kesshi
Feb 24, 2009, 05:25 PM
stmartin,

Another bug. While playing Marathon as the game speed but for some reason it wants to end the game in 750 turns, not the 1500 that that CIV4GameSpeedInfo.xml file states. I've attached a save.

Kalimakhus
Feb 24, 2009, 06:07 PM
@Kesshi

The game time is hard coded in the map (scenario) file. You can open the file in Notepad and either remove the line "MaxTurns=750" or change it to 0. This won't solve the problem with your current save however. You will need to start a new game for this to take effect.

@AP

I guess there must be some cheating in AI expenses. In my game (Sun Ce, same map and same difficulty) Liu Zhang is the most advanced. Maintenance caused me to crawl through the techtree but I am still 2nd or 3rd of the most advanced. Again Sun Ce has quite a lot of advantage when it comes to gold.

I am leaning to agree that the latest maintenance changes might have been too much stifling for the human player. May be making techs more expensive would be a better alternative. For the main civs this game is about expansion anyway. I don't know how would I win the game without taking cities :D. (Maybe I should switch to slavery and whip a few buildings to get rid of population maintenance!!).

Kesshi
Feb 24, 2009, 06:40 PM
Kalimakhus,

Ahh, that's right. I forgot about things like this. I will edit the map manually. Thanks.

AnotherPacifist
Feb 24, 2009, 10:57 PM
Well, playing the large map I'm actually thankful for once for large maintenance costs, since I'm playing Gongsun Zan who has a chance initially after you capture one of Yuan Shao's cities and make peace, and he probably did so because of his maintenance costs. (in fact, one of the first moves he had was to move almost all units back into his territory). I'm semi caught up with tech (I'm about 6th place in 204 AD) all thanks to the advisor forum (5+ gold initially) and the Tianlu library. Of course I'm aiming towards a cultural victory.

I think the maintenance modifier needs to be cut by about 25% then it would be perfect for both large and small civs.

stmartin
Feb 25, 2009, 06:26 AM
With Citrus Fruit, as long as you have the Anesthesia technology, a Fort, and a route, your civ can reap the benefits of Citrus Fruit very early without waiting for the ability to build Plantations from the Calendar technology. I'm not sure if this was intentional or not.

Kesshi, it's kind of strange but I tried to replicate the situation you mentioned above by putting a fort and a route on a citrus fruit and giving Liu Bei Anesthesia, but he neither get any happiness or healthiness nor any extra yield on the plot. Any idea?

AnotherPacifist
Feb 25, 2009, 04:37 PM
Minor bug (not so minor for my game though): wheat on mountain in Gongsun Zan's territory (northeast of the city north of Quan Zhou)

Kesshi
Feb 25, 2009, 10:22 PM
Kesshi, it's kind of strange but I tried to replicate the situation you mentioned above by putting a fort and a route on a citrus fruit and giving Liu Bei Anesthesia, but he neither get any happiness or healthiness nor any extra yield on the plot. Any idea?

stmartin,

Here are two screenshots and an attached save.

http://i217.photobucket.com/albums/cc199/kesshisan/CivIV/HotTK/Bugs/CitrusFruitBug01.jpg
http://i217.photobucket.com/albums/cc199/kesshisan/CivIV/HotTK/Bugs/CitrusFruitBug02.jpg

The steps I did to produce this secnario:

51x51 map - Leader Liu Biao

I went into World Builder and added the Fort and the Road. I then gave Liu Biao Anesthesia and Drainage System. I did Drainage System just so I could have "Calendar" in the research field so the screenshots would more accuretly show the bug in all its glory.

Hope this helps!

Rod
Feb 26, 2009, 12:59 AM
Hello,

I have the same problem with Cao Cao as AP. I have to run wealth in all cities except my capital (and still can only afford a 0% tech), I play on smallest map and on Emperor Level. Is that intended ??

I still hope i can manage by getting my cities bigger and conquer my neighbours but it is a pretty tough challenge.

Kesshi
Feb 26, 2009, 03:02 AM
Rod,

I just started up a game with the settings you said, and can easily manage my empire within a few turns. The very first thing I did was check the financial screen and noticed I was losing a lot of money due to unit costs. So I did the only rational thing that came to mind...I got rid of them in combat!

I launched a full assault upon both civs I was at war with (Bai Bo and Lu Bu), I hit both of them so hard and fast that I had to leave some cities undefended at times, but that was fine by me. For Lu Bu to fall I used the catapults to lower the cultural defenses down to 0% first, then I launched a full force attack with everything I had over there. I took heavy damages, but that helped me get rid of troops and lower the maintenance.

My capitol of Xu Chang was spamming Advocate of Unification. These give you +1 gold per city without the "holy shrine" for some reason. I'm still not sure why, but they do.*

*In the screenshot (and the attached save) you will see that I am building one more Advocate even though I don't need it. This was because one city converted before I was able to finish that Advocate. Oh well, I'll either send it off to someone who I have open boarders with or use it as a scout to explore with.

After all Advocates are finished my plan was to spam Workers from Xu Cheng until I had about 1 worker per city. The first thing I did with my 2 workers was build a Cottage 1E of Xu Cheng, and that was a mistake. I should have built a Farm 1SW. So I did that 2nd, and then ushered them off to build the Gold Mine of Qiao. After Qiao built its Granary, I decided to build the Terracotta Army followed by a Commanderies Government (Unification) and run a Great Prophet for the Great Prophet points. My plan is to get a Great Prophet as early as possible so that I could build the Unification shrine as fast as possible.

All other cities are building Granaries first, and will build Blacksmith Workshops if they're production heavy, otherwise they go onto Schools next.

For the first few turns of the game whenever a civ approached me and asked me for Open Boarders I agreed. My thinking is that nobody can demand that I cancel on them for the first 10 turns, so I should decide who I want to ally with quick and cancel those that are unfriendly with my desired allies. Unlike many other leaders, Cao Cao starts off with lots of trade routes, he can choose his allies and still benefit from the bonus Trade Route commerce.

I managed to recruit Chen Wu, and Yue Jin is also up for grabs for for a few dozen gold if I wanted him. Even if I recruited them both I would still have plenty of money left.

Here are some screenshots:

http://i217.photobucket.com/albums/cc199/kesshisan/CivIV/HotTK/CaoCaoEmperor515101.jpg
http://i217.photobucket.com/albums/cc199/kesshisan/CivIV/HotTK/CaoCaoEmperor515102.jpg

My initial conclusion is that maintenance is just fine it its current form.

Rod
Feb 26, 2009, 09:39 AM
Hello,

well you know it did the same thing in my original game, however .. i won .. See my empire stretches already larger than yours in roughly the same time as I also went for Kong Rong and Yuan Shu (this guy south of you) and I had Lu Bu in my hands without waiting for 0% fortifications but attacked on 30%. However thanks to the awesome Legions I am just winning :) The idea was to get money by conquering (unfortunately the gold I got is not that much)

I even got more Heroes from Lu Bu (both of them) and from Kong Rong (and I recruited Yue Jin in the first turn) and so on.

See the best option is to delete troops, but who wants to delete valuabe Swordsmans and Axeman with heavy promotions ... The second best option is not to overexpand, but I was in the minus from the beginning hence I thought what the heck :)

Well, but I will continue and try to get my empire on a stable economic ground. For the meanwhile I must use the wealth production heavily and try to get a shrine. Not to mention cottages , cottages , cottages (unfortunately I do not really know where to build more workers :) )

I will spam these advocates too, to see what will happen.

I agree however that Cao Cao was way too easy in the old version. In the last version I was spamming workers and soon had cities of size 16+ and and a steady income of several hundreds per turn.

Kesshi
Feb 26, 2009, 10:53 AM
See the best option is to delete troops, but who wants to delete valuabe Swordsmans and Axeman with heavy promotions ... The second best option is not to overexpand, but I was in the minus from the beginning hence I thought what the heck :)

Rod,

If you loaded up the game at start and took look at the financial advisor, then compared it to what my financial advisor says in the screenshot you'll see that I have very little cost in troops. I'm typically fine with 5-10 gold per turn for supporting a strong army, if anything a strong army deturs people from attacking me and making me defend. Also my empire is in a state of growth so my troop cost will go down.

I'm willing to be that if you opened up your Financial Advisor you would see that your city mainteance is outrageous, but your troop cost wasn't that much.

Well, but I will continue and try to get my empire on a stable economic ground. For the meanwhile I must use the wealth production heavily and try to get a shrine. Not to mention cottages , cottages , cottages (unfortunately I do not really know where to build more workers :) )

I will spam these advocates too, to see what will happen.

It seems you overexpanded. Overexpanding via swords can be just as bad as overexpanding via settlers. But you did say something that perked my interest:

The idea was to get money by conquering (unfortunately the gold I got is not that much)

I know that the age of the city influences the gold you get from plundering it, that is to say that older cities are worth more money when you capture them, however in premade scenarios I'm not sure if it is possible to set a city creation date prior to the scenrio, or even if doing this would yield a larger capture value. In my opinion capturing some (not all) of the cities should give you more than the handful of gold it currently does in the first dozen or two turns. stmartin, are you familiar with the city capture value mechanic? (I have no idea if that is the correct term for it, so if you go digging through the code don't go looking for that exact term.)

ono-neko
Feb 26, 2009, 07:43 PM
Could be bug... there's no holy city for Revival for huge map? I know I can add it myself in the game with WB, but thought I mention it here...

AnotherPacifist
Feb 26, 2009, 07:49 PM
Probably not bug, as there's no holy city for Unification or Division either. (Only fair to the little players)

Rod
Feb 27, 2009, 01:37 AM
Hello,

there is a holy city for Unification - Xu Chang.

Regarding Maintenance for Cao Cao:

Yesterday I just played a little longer and replenished my finances by constant warfare and instantly gifting of the newly conquered cities to my neighbours. So as Cao Cao in spring 198 I just conquered Ye , my tech rate is 50%, all my cities are producing something (but not wealth) and I still keep 9 cities, despite having gifted 8 or 9 to my neighbours. So for a human player it is definitively possible to overcome the initial financial burden without cutting back on troops. However I noticed that the AI is doing badly, I mean they somehow dont seem to research very fast and their cities are almost unprotected- is the maintenance cost hitting them the same way ? If yes, then the AI will still run around with Archers and warriors in 220.

AnotherPacifist
Feb 27, 2009, 06:10 AM
Rod, I meant there's no holy city for Unification, Revival OR Division in the huge map. There are holy cities for all beliefs in the large map, and also in the small map 2 religions aren't founded yet.

stmartin
Feb 27, 2009, 08:49 AM
Patch B (http://sanguoforciv4.googlecode.com/files/HoTK_R201_Patch_B.exe) for Release 2.01 is out. It's save game compatible. Changes:

V 0.212:
1. Add a new route: Post Road(like Railroad but slower)
2. Fix a BUG that the kfm file of SPEARMAN was incorrect
3. Increase the cost of Tianlu Library; Give resource bonus to Zheng's Academy
4. Reduce the happiness bonus of 5 resources
5. Despotism now gives large cities 1 unhappiness
6. Fix a BUG that the city name of Han Zhong was incorrect

V 0.213:
1. replaced icons for UnitCombat types(by koap)
2. changed Legion screen hero determination from using CyInterface().getHeadSelectedUnit() into directing passing hero's id(possible fixing OOS)
3. reduced city distance maintenance base value from 40 to 30
4. changed civic upkeep to original BTS value
5. increased city maintenance effect now require professional army tech
6. mounted unit now require horse or purebred horse to be within city border in order to be constructed at normal price, else if the player has respective resources mounted unit can still be built, but at 4* original price
7. hero experience required changed from 2*normal value to 3*, AI heroes will gain more XP in combat
8. fixed a bug that allow players to reap the benefit of Citrus Fruit with Fort and route and wrong tech prereq

V 0.214:
1. put legion promotions instead for naked heroes on the main interafce, bottom left
2. changed style of hero panel on the main interface,adjust main interface to avoid overlap between message area and commerce percent area
3. adjust main interface to show hero experience properly
4. adjust hero advisor to show hero experience needed in the next level
5. population weight of city maintenance will only increase when the city has more than 10 population
6. fix the BTS bug about defensive alliance attitude modifier
7. changed hero maintenance formula into: level * level / 4
8. fix a bug in legion core troop check widget help text that when clicking means promote as core troop it says click to exclude
9. add help info for civilization traits on various occasions
10. fixed a bug that sometimes one unit's ID be pushed into legion multiple times
11. fixed the never ending turn waiting time bug
12. fixed a bug that attack promotions give wrong terrain modifier
13. Zhang Yang's camp now will sprawl XianBei Horseman even if Zhang Yang's team don't have the tech prerequisite. Chance increases with elapsed turns.
14. replaced button for rogue promotion
15. added OOS logger
16. fixed a BTS bug that amphibious landing will cause OOS
17. triumph promotion's golden age chance increased to 20%
18. dread promotion's damage limit decreased from 50% to 30%
19. smart promotion's learn promotion chance increased from 10% to 25%

ono-neko
Feb 27, 2009, 09:01 AM
Thanks for the patch, smartin!

Man, this is like drug... you tried it once, you never let go. Your patch releases are adding to the addiction... in a good way :D

JEELEN
Feb 27, 2009, 12:13 PM
I've installed the patch, but couldn't get my savegame to load.:( (I'm using a Windows Vista 32 bit OS.)

AnotherPacifist
Feb 27, 2009, 04:01 PM
Yeah, the patches would be addicting if only some of them allow me to finish the addicting game I'm playing. :lol:

Kalimakhus
Feb 27, 2009, 05:55 PM
Thanks for the patch stmartin. I think I will wait till my current game is over.

BTW the previous patch's maintenance didn't actually hurt Cao Cao (especially on the small map). In my current game (Cao Cao - Smallest map - Monarch - Epic speed), I am the most advanced while keeping the largest army and the largest empire. I am setting the research on 50% and never needed to under 30% even in the early somewhat difficult turns. I am almost done with the game that I am sure will take far less than the one with Sun Ce. I have already killed all the civs to the east, Vassalized everybody in the north and just before a few minutes I vassalized Zhang Lu.

stmartin
Feb 27, 2009, 07:09 PM
I've installed the patch, but couldn't get my savegame to load.:( (I'm using a Windows Vista 32 bit OS.)

Sorry to hear that...

I remembered testing it with previous save game...
:nuke:

Shiggs713
Feb 27, 2009, 09:29 PM
well I was just about to report a bug that CtD's while I'm waiting for the AI's... but I see patch B... Hopefully it will solve the problem.

EDIT: yea, its not save game compatible for me either :( it said something about "the save file is protected to ensure the assets folder in the mod have not changed" and then wouldn't let me load it.

I'm on windows XP MCE 32 bit

Kalimakhus
Feb 27, 2009, 10:19 PM
I applied Batch B and was able to load a previous save without problems!!

JEELEN
Feb 28, 2009, 01:35 AM
Sorry to hear that...

I remembered testing it with previous save game...
:nuke:

That's OK, I'll just start a new game.;)

ono-neko
Feb 28, 2009, 09:11 AM
I applied Batch B and was able to load a previous save without problems!!

Yep, I was able to load previous save as well. I guess we are some of the lucky ones.

Kalimakhus
Feb 28, 2009, 09:36 AM
It seems that Patch B breaks the code for Legions interface. Heroes seem to accept far more units than their level would allow.

Edit: Sorry for the above inaccurate statement:
1 - The issue is not introduced by patch B. I remember now that I noticed it just before that patch was released.
2 - It is not a global error. It seems that it is about this hero in particular. My guess is that something has gone wrong at some point then the legion data was corrupted.
3 - When clicking confirm in the box I get a ctd.
205295

ZachScape
Mar 01, 2009, 04:48 PM
This isn't a bug at all, but I just downloaded the game and it comes with 6 game options/ scenarios. (I put this comment in the Bug thread because I didn't want to start a new thread just for one question. I hope you understand. Maybe a Q&A thread could help people like me.) Besides the ones that say No City, what are the 51_51, 68_64, 81_81? The map size?


More Maps and Scenarios

We have added more maps and scenarios in Release 2. Here is a complete list including both Release 1 and Release 2:

1. Sanguo 51_51, 196AD scenario
2. Sanguo 51_51, 196AD starting location, no City
3. Sanguo 68_64, 196AD scenario
4. Sanguo 68_64, 196AD starting location, no City
5. Sanguo 81_81, 196AD scenario
6. Sanguo 81_81, 196AD starting location, no City

stmartin
Mar 01, 2009, 06:39 PM
This isn't a bug at all, but I just downloaded the game and it comes with 6 game options/ scenarios. (I put this comment in the Bug thread because I didn't want to start a new thread just for one question. I hope you understand. Maybe a Q&A thread could help people like me.) Besides the ones that say No City, what are the 51_51, 68_64, 81_81? The map size?



Yes, the numbers are map size. No City means the all the players in the scenarios start with warriors and settlers.

AnotherPacifist
Mar 02, 2009, 11:03 AM
The AI is still using unattached heroes for exploration. If I wanted to, when they're in a neutral territory and we both have open borders with that 3rd civ, I could sometimes capture them by declaring war. Half the time they escape, but that's still stupid (maybe historically there's a precedent for this though: Guan Yu got captured with a small contingent after Liu Bei fled to Yuan Shao).

Evalis
Mar 02, 2009, 11:51 AM
1. There appears to be a patch of rice on a mountain in the territory of Shi Xie (Please see attached)

2. Elephants do not possess the cavalry promotion upon creation, but have it as an optional promotion obtainable via experience (was this intentional?)

AnotherPacifist
Mar 02, 2009, 12:01 PM
What do you know, in the same area, silk, bananas and spices also appear on mountains. Do you automatically get the bonus if it's in your cultural area? Hard to say. I built roads right up to the mountains but I couldn't tell whether my capital had access to those resources. I think I got the rice but I couldn't get an additional tropical fruit in my capital. Maybe that's the way the modders wanted you get get that resource automatically after you expand a certain amount of your culture.
Would still prefer them to be workable though for the warrior/settler map.

Playing warmonger, I see, with the most peaceful civ. How did you ever get on the bad side of Li Jue? :lol:

stmartin
Mar 03, 2009, 07:28 AM
It seems that Patch B breaks the code for Legions interface. Heroes seem to accept far more units than their level would allow.

Edit: Sorry for the above inaccurate statement:
1 - The issue is not introduced by patch B. I remember now that I noticed it just before that patch was released.
2 - It is not a global error. It seems that it is about this hero in particular. My guess is that something has gone wrong at some point then the legion data was corrupted.
3 - When clicking confirm in the box I get a ctd.
205295

I've got problem replicating this error. However, the error is likely caused by a bug that was fixed in patch B: you would push one same Unit ID multiple times if the legion already has multiple champions in it.

Kalimakhus
Mar 03, 2009, 09:34 AM
I agree that it seems a bug that Patch B has fixed. So far I haven't seen it again.

Edit: Not that fast!!! In the attached save I had the same problem. The hero you will find there with no legion used to have more than five units while he is a level A for melee units (i.e. 4 units max). What I did was that I cleared his legion and pressed confirm without a problem. When going back to the form legion dialog I can add only 4 units which is perfectly fine. I however get a CTD every time I press confirm to leave the dialog! AFAIK something happens (maybe when the hero gets promoted up a level or when a unit is added through the join legion button rather than the form legion dialog). Checking the number of currently attached units against the maximum that can be attached ceases to work properly leading to unlimited number of units being allowed. Clearing the Legion seemed to solve the problem though something continues to be missed-up with the hero causing the CTD when trying to confirm the new legion set-up.

Shiggs713
Mar 04, 2009, 09:23 AM
I usually have problem if I use the "Join legion" button, usually ending up with the game crashing some turns afterwards....that one time it even let me play for 4 hours before it crashed (after I got it bugged up). Now I only regroup legions using the "Regroup Legion" button. Haven't had any problems doing it this way.

Shiggs713
Mar 07, 2009, 08:39 AM
I found a bug, it might be from BTS but not sure, I've never seen it anywhere else. Cao Cao is my vassal, when I proposed a vote for New Dynasty, he was on the ballot, instead of Sun Ce and I (the only 2 sovereign states left). He doesn't hold the Emperor either. Furthermore, when we voted, he voted for himself, leaving me roughly 50 votes short of winning diplo-victory and he has 200 votes, so I would have had it easily.

http://forums.civfanatics.com/attachment.php?attachmentid=206048&stc=1&d=1236436699

admtanaka
Mar 09, 2009, 05:46 PM
I'm sure this will be of no help, but even with patch B I still get occasional CTDs. I can always just load an autosave and continue, so I really have no idea what is causing them. I believe they've all been during the AIs turns...

AnotherPacifist
Mar 09, 2009, 09:06 PM
This may not be a bug, but civs that would otherwise vassalize in the large or small map, would not do so even if they are proportionally about as far in the huge map (not absolute numbers, because of the size of the map).

E.g. Gongsun Du would vassalize to Cao Cao in the small map, but in the large and huge map he won't. Ma Teng would vassalize to Yuan Shao in the small map but won't in the large and huge map.

Maybe the distance between civs should be calculated between their respective capitals (which may change as the game goes on).

JEELEN
Mar 10, 2009, 04:00 AM
The last patch's auto-installer creates a separate "Civ4/BTS/Mods" folder instead of overwriting the Sid Meier's Civ4/BTS/Mods folder.

stmartin
Mar 11, 2009, 07:04 AM
The last patch's auto-installer creates a separate "Civ4/BTS/Mods" folder instead of overwriting the Sid Meier's Civ4/BTS/Mods folder.

Excuse me but I don't understand, our installer is so smart as to create a duplicate folder in the same destination?

AnotherPacifist
Mar 11, 2009, 09:27 AM
This again may not be a bug, but after a while, Liu Zhang and Zhang Lu get so entrenched in their war that neither side can make peace with the other, so you can't really vassalize either one unless you're willing to completely destroy the other. Imperial decrees don't work because one of them is bound to say never! I experimented and vassalized Zhang Lu voluntarily, and since I'm at war with Liu Zhang and have captured most of his cities , it doesn't say he won't talk, but when you click on Liu Zhang nothing happens. Might be a little confusing for people not knowing the bad blood behind the two of them.
(I replayed it and capitulated Liu Zhang instead after capturing Chengdu, since destroying Zhang Lu is easier).

BTW, does saying never on international votes give you :mad: in your cities like in AP or UN votes? (I don't know because I almost never say never).

Shiggs713
Mar 11, 2009, 01:42 PM
I always thought Liu Zhang and Zhang Lu were in permanent war. So yes, I've always had to destroy one or the other before I could even consider vassalizing the other.

AnotherPacifist
Mar 11, 2009, 02:10 PM
No, if you play as LZ or ZL you can easily make peace if you don't attack after at most 10 rounds. I think the AI keeps sending troops from either side to the other and the war becomes entrenched. (Reminds me of the Palestinians and Israel).

Kalimakhus
Mar 12, 2009, 06:44 AM
Odd? In my games with LZ, I can't even contact Zhang Lu though the "Refuses to talk" would have disappeared. I however prefer to kill him. His cities are quite good. Actually they are the best I will be able to put my hands on for sometime.

As another leader LZ would be friendly and still won't become a vassal till I Dow ZL. I just wait till I get around to ZL, I dow him and next turn LZ will accept to be a vassal if not offer it himself.

Kalimakhus
Mar 13, 2009, 08:06 AM
With the new 2.1 release: When I opened the BUG options dialog, switched to advisers tab, few moments later the interface froze for a second then the dialog disappeared and I was left with a frozen game without any interface. The map was completely empty (no cities, no units, only the terrain and cultural borders). The game and my PC stoped responding and I had to restart the PC with the hardware button.

The game itself works fine. I haven't met the infinite loop issue I used to have early almost in every single game. In all cases there is a lot of good additions in the new release. Thanks for the good work guys, keep it up.

AnotherPacifist
Mar 13, 2009, 03:27 PM
Help! The new version crashes every time I try to load it after I've selected the game and after the map is loaded but before I can see the map. (I'm using 3.17 and Vista)

stmartin
Mar 13, 2009, 08:58 PM
Help! The new version crashes every time I try to load it after I've selected the game and after the map is loaded but before I can see the map. (I'm using 3.17 and Vista)

Seems your problem is very unique.

Try this:

1. replace the dll with the attached one.
2. edit the CivilizationIV.ini file in C:\Documents and Settings\your username\My Documents\My Games\Beyond the Sword folder, replace:

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

with

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

3. run the mod again, and if any error message come up, give us a screen.

AnotherPacifist
Mar 13, 2009, 09:19 PM
I tried the dll but even before any python exceptions come up, the screen which says the program stopped working pops up. Doesn't matter if I try any of the other scenarios or change the game speed, or custom scenario--I start hearing Cao Cao's Roman music and then it crashes.

stmartin
Mar 13, 2009, 09:41 PM
delete the mod. reinstall R2.01, if you don't have the installer, download it again: http://sanguoforciv4.googlecode.com/files/The%20History%20of%20Three%20Kingdoms%20Release%20 2.01.exe

patch B for R2.01: http://sanguoforciv4.googlecode.com/files/HoTK_R201_Patch_B.exe

see if it works.

AnotherPacifist
Mar 13, 2009, 09:53 PM
The old version (201 patched B) works fine.
I have a stinking suspicion it's because I've been unable to apply the .NET 1.1 security patch for the longest time because of an unknown error, and the BUG mod requires certain .NET functions.
Note: never mind, I loaded BUG 3.6 and regular Civ4 was fine.

JEELEN
Mar 13, 2009, 10:15 PM
I don't know if this is a bug, really, or if it has been fixed now, but I can't seem to trade Citrus Fruits at all:

AnotherPacifist
Mar 13, 2009, 10:20 PM
He doesn't want your damn lemons. :lol: (Maybe he wants them for free)

stmartin
Mar 13, 2009, 10:21 PM
The old version (201 patched B) works fine.
I have a stinking suspicion it's because I've been unable to apply the .NET 1.1 security patch for the longest time because of an unknown error, and the BUG mod requires certain .NET functions.
Note: never mind, I loaded BUG 3.6 and regular Civ4 was fine.

What about random custom game?

AnotherPacifist
Mar 13, 2009, 10:24 PM
No, crashes even earlier. Doesn't matter which random map generator.
(2.01patch B was fine with random games)

stmartin
Mar 13, 2009, 10:31 PM
OK, let's try this the hard way.

1. Install R2.1, and move the installed folder somewhere else, such as desktop
2. Install R2.01, and patch B
3. Go to the R2.1 folder, copy the public maps folder in it to R2.01 folder, try to run the mod
4. if it works, copy the Assets\XML folder of R2.1, into R2.01\Assets, overwrite it, try to run the mod.
5. if it works again, copy the dll of R2.1 to R2.01, try to run the mod.
6. if it even works again, copy the Assets\Art folder of R2.1, into R2.01\Assets, overwrite it, try to run the mod.

If it works after all, then the error is likely in BUG 3.6's merging process.

AnotherPacifist
Mar 13, 2009, 10:36 PM
Thanks for the help, I'm tired, will try in the morning. (That was my next step to merge the files manually. I don't think the map had anything to do with it since I can play the new 200AD map with 201B)

stmartin
Mar 13, 2009, 10:38 PM
Yes, ignore the maps then. Also, you may have to copy XML folder and the dll at the same time, since if only the XML folder is copied, probably the game won't start at all.

Kalimakhus
Mar 14, 2009, 02:37 AM
@AP

It might seem naive but which link on the download page you used to get 2.1 release?

stmartin
Mar 14, 2009, 06:47 AM
Here's emergency patch A for APs.:lol:

http://sanguoforciv4.googlecode.com/files/HoTK_R21_Patch_A.exe

It should fix the strange CtDs some of you experienced every time the map is about to be generated.

AnotherPacifist
Mar 14, 2009, 09:09 AM
I hate to be a nuisance (Rhye has told me so already with several officially and unofficially named AP patches :lol:). But it finally worked!!:)
Thank you very much!!!:goodjob:

Kenjister
Mar 15, 2009, 04:37 PM
This may be a bug, or simply wrong classification, but either way: The Frontal Assault promotion reads as an entire legion promotion (in the pedia), but only applies to the hero unit. It also only shows up in the hero box as a hero specific promotion (in the top row).

BananaLee
Mar 22, 2009, 12:11 AM
Hi there,

I'm experiencing a crash-to-desktop just as I'm loading up the scenario. I.e. Before the loading bar completes loading and I start playing. I've tried with both Release 2.1 as well as 2.0.1

AnotherPacifist
Mar 22, 2009, 05:58 AM
Did you load emergency patch A? :)

On another unrelated note, after a unit which is in a legion gains experience, if you detach the hero from the unit before you promote it, the unit will not be able to promote. When you reattach the hero, the accumulated experience disappears.

BananaLee
Mar 23, 2009, 05:05 AM
Yes, I've tried emergency patch A 2.1, 2.1 without patch, 2.01 with and without patch.

Normal Civ IV works fine.

deadliver
Apr 02, 2009, 03:45 PM
Sorry, I did not think to get a saved game for this bug report :(

Periodically in the mid to late game two silver stars begin appearing next to leader names. Usually mine and the most eligible leader (thats what the silver star represents? the rival?)

AnotherPacifist
Apr 02, 2009, 10:12 PM
The silver stars represent civs who're masters of other civs. (Liu Biao starts with one)

deadliver
Apr 03, 2009, 11:04 AM
The silver stars represent civs who're masters of other civs. (Liu Biao starts with one)


Okay cool!

BananaLee
Apr 10, 2009, 06:04 AM
Yes, I've tried emergency patch A 2.1, 2.1 without patch, 2.01 with and without patch.

Normal Civ IV works fine.

Just popping in to mention mine still doesn't work.

stmartin
Apr 12, 2009, 03:37 AM
Just popping in to mention mine still doesn't work.

:DAre your civ version BTS 3.17?

modernburrow
Jun 29, 2009, 02:03 PM
Hi. I updated my patch straight to 3.19 and downloaded your 2.2 release. The problem is that the game crashes immediately after the end of my first turn.

Vista will not tell me what the specific problem is. I tried clearing my cache to no avail.

Any help would be welcomed.

stmartin
Jun 30, 2009, 12:14 AM
Please try different scenarios and random maps, and tell me the result.

modernburrow
Jul 01, 2009, 01:12 AM
Hi guys. Thanks for the help. It's a lack of memory I think. I have the same problem with another mod as well. Still trying to figure out if it is a graphics memory thingy or a RAM thingy. Maybe time to get a new computer or graphics card...

Cipher Dawn
Jul 01, 2009, 11:59 PM
Hi. I updated my patch straight to 3.19 and downloaded your 2.2 release. The problem is that the game crashes immediately after the end of my first turn.

Vista will not tell me what the specific problem is. I tried clearing my cache to no avail.

Any help would be welcomed.

Having the same problem, try different maps (5 in total).

No memory leak for me

4gig Ram (Vista) 9500 GT 1gig Card

stmartin
Jul 04, 2009, 06:19 AM
Having the same problem, try different maps (5 in total).

No memory leak for me

4gig Ram (Vista) 9500 GT 1gig Card

Could you try this dll and see if there's any error message pop out before crashing?

Myri
Jul 05, 2009, 12:18 PM
Assert Failed

File: CvGlobals.cpp
Line: 802
Expression: e > -1
Message:

----------------------------------------------------------

Does not happen in scenarios with preplaced cities, everything else crashes.

bye Myri

Myri
Jul 05, 2009, 03:49 PM
Only had luck with a scenario for a while or the new dll has some bugs more :D, just crashed after about 100 turns:

Assert Failed

File: CvPlayer.cpp
Line: 8082
Expression: iSupport >= 0
Message:

----------------------------------------------------------

bye Myri

stmartin
Jul 05, 2009, 08:07 PM
Myri,

I should have explained better but this attached dll is not supposed to work with the newest patch A.

It only works with naked release 2.2.

Myri
Jul 06, 2009, 02:46 AM
I did not use HoTK_R22_Patch_A.exe, just found it. Was added 40 hours ago, i downloaded a week ago. Played the huge 196 scenario with preplaced cities a lot, worked fine, just everything without preplaced cities crashed.

Now i am confused, did you change The History of Three Kingdoms Release 2.2.exe after June 28th, removed something that is now in the patch?

bye Myri

stmartin
Jul 06, 2009, 03:33 AM
If you mean the "Assert failed" error message, then you can choose 'ignore always' to bypass it without crashing the game, sometimes it's harmless.

Patch A didn't fix any game-breaking bug in Release 2.2. Just AI and some rule tweaks.

Cipher Dawn
Jul 06, 2009, 08:29 AM
Could you try this dll and see if there's any error message pop out before crashing?

Yes i tried both patch A and your zip file.

Clean install then patch A (Crashed after 1st turn)


Clean install then dll file (Crashed after 1st turn)

Very strange, must be a another one of many vista problems.

Thank you for trying :)

Xin
Jul 08, 2009, 06:58 AM
CTD after 1st turn, play now, all default settings(just cling next), a moment before crash barbarian builds Rouge of White Wind (not sure if corect)

I have latest version, with latest (a) patch, I have BTS 3.19 and am runing Win XP

stmartin
Jul 09, 2009, 01:17 AM
CTD after 1st turn, play now, all default settings(just cling next), a moment before crash barbarian builds Rouge of White Wind (not sure if corect)

I have latest version, with latest (a) patch, I have BTS 3.19 and am runing Win XP

If you want to play random map, try using custom game, it should work fine.

I would also recommend play a scenario.

stmartin
Jul 16, 2009, 07:43 AM
HoTK Release 2.3 is out. Now there should not be any strange CTDs in the first few turns.

Xin
Jul 16, 2009, 10:33 AM
Is it just me or there isn't any link in 1st post?

Bakuel
Jul 17, 2009, 02:50 AM
Here is the link,
http://forums.civfanatics.com/downloads.php?do=file&id=11540

Kenjister
Jul 17, 2009, 10:57 PM
Well, I suppose this is a bug, but my cavalry units aren't getting the Northern Soldier promotion granted to them. Isn't really that annoying, but there are times when that extra ten percent could come in really handy, especially for Ma Teng's early game.

stmartin
Jul 17, 2009, 11:41 PM
Well, I suppose this is a bug, but my cavalry units aren't getting the Northern Soldier promotion granted to them. Isn't really that annoying, but there are times when that extra ten percent could come in really handy, especially for Ma Teng's early game.

Use WB :lol:

I've just fixed this, will post with the rest of "promotion expansion and adjustment" patch.

Kenjister
Jul 18, 2009, 12:53 PM
Use WB :lol:

I've just fixed this, will post with the rest of "promotion expansion and adjustment" patch.

great!
I've been sorta doing that, but kept on getting sidestracked with watching the progress on the new hero AI. They're really fighting eachother more now... did you just simply make them waaay more agressive?

stmartin
Jul 18, 2009, 08:21 PM
great!
I've been sorta doing that, but kept on getting sidestracked with watching the progress on the new hero AI. They're really fighting eachother more now... did you just simply make them waaay more agressive?

No, I don't know the magic button to make heroes more aggressive, I just did some bit of fixing and improving here and there one tiny piece a time. I'm aware there are still a few bad moves in hero AI and AI don't know how to micromanage legions, so there's still a lot of room of improvement.

Give me some feedback;). How do you like the new AI?

Kenjister
Jul 18, 2009, 09:37 PM
Well you may not have a magic button, but whatever you did, it's working really well :lol:!
For feedback:
I don't care that much if the AI makes a few bad moves with it's legions so much, as the AI never really has elite crack units that it bases it's strategies upon. What I'm really liking is that they seem to be moving their legions out of garrison duty into the open. This allows the hero to level up a few times and utilize the hero promotions. Since the capture chance is low, and most heroes have high vitality the AI is hardly effected by the occasional defeat of it's core troop. So I think whatever you're doing with the legion AI at the moment is in the right direction, and while it would be nice to see the AI protect their legions better, it's better to see them actually fight with them.

For something you might want to work on 'fixing' is the AI's selection of the UnitCombat level promotions. I've noticed that most of the time, the AI's hero's prioritize the Siege level upgrades before anything else. While this may be good for Yue Jin and I suppose Gao Shun, it absolutely cripples hero's such as Sun Ce and Zhang Liao, who have far more powerful promotions available.
One quick fix that would alleviate the problem somewhat would be to weigh the Vigor promotions (as they are usually the best and most overlooked by the AI) so that the AI always selects it if available. Perhaps you could also weigh a few other promotions such as Indomitable and Conquerer similarly.

I guess I have to eventually spoil the fun though, and report a bug... the Chuan soldier promotions aren't working. I haven't checked the other region promotions though, so they may or may not be broken.

Overall though, this patch is great! The promotion rebalancing was done really well, though it would be nice to see a few more heroes start with a core troop promotion.

stmartin
Jul 18, 2009, 09:53 PM
I'm a happy man now:)

AI don't really know how to pick hero promotions right now, as you have pointed out, that should be the next step.

Chuan solder promotion is broken, you mean they don't protect units from poison swamp?

Kenjister
Jul 19, 2009, 12:20 AM
Well, if I were making an awesome mod, I'd be happy too :goodjob:!
maybe it's just in my game right now, but the unit's aren't getting the promotions. I'll play some more and see if it was just a temporary thing or not.

JEELEN
Jul 19, 2009, 01:39 PM
Tried out a MP game today on two maps; the 80x80 map gave a repeated CTD on turn 20. Trying the smaller (64x64?) map CTD occurred on turn one. No OOS though and Heroes worked fine.

Savegame from my end:

stmartin
Jul 19, 2009, 09:24 PM
Tried out a MP game today on two maps; the 80x80 map gave a repeated CTD on turn 20. Trying the smaller (64x64?) map CTD occurred on turn one. No OOS though and Heroes worked fine.

Savegame from my end:

That's...some good news at least, thanks for testing. However, when I tried to load your save, it says it requires MOO2Civ Patch4i to run...Can this be the cause of CTD? Also single player works well for you right?

Kenjister
Jul 31, 2009, 05:07 PM
Ok, I got a bug: Lu Bu's Flying General promotion isn't giving restored movement, at least not on a regular basis. I'd say it works about 20% of the time. It's not really that big of a deal though, except it's really awesome when Lu Bu takes on three hero's on his own.

stmartin
Jul 31, 2009, 10:08 PM
I'll take a look at that. Also, in current release, there are a few other bugs:

1. Combat V don't give proper strength bonus
2. Fighting Withdrawal Promotion is bugged, if you are fighting with one of those heroes, it's very likely you'll experience a CTD
3. Units built in cities with regional city perk don't get free promotions they are supposed to get.

Kenjister
Aug 02, 2009, 03:39 PM
Just a little observation on the Flying General promo: It seems to work fine when used on a stack, but fails most of the time (like I reported earlier) when used on isolated generals.

Kenjister
Aug 05, 2009, 12:21 PM
Sorry for the double post, but you might not check the thread otherwise...
The Tutor promotion has the very nasty bug with it. It grants NEGATIVE experience when a legion member dies. So in my Cheng Pu legion, when my green Danyang Army dies on a 70% chance of victory, everyone lost 6 xp. Some even got negative experience!

stmartin
Aug 05, 2009, 09:02 PM
Oh my, I'll check it today. That's nasty for sure.

stmartin
Aug 06, 2009, 08:38 PM
@Kenjister

I can't replicate the tutor bug, in my test game it works fine with a legion of 5 warriors, what's the situation in your game?

Kenjister
Aug 06, 2009, 11:24 PM
ugh, it happened again too... I'm playing as Sun Ce, with a Champion attached to my Cheng Pu legion. (A aptitude in case that helps) He just got defeated by a Cao Cao Dao Axeman and now all my Legion members have -XP. I don't have a screenshot right now, but I'll attach the save. You'll have to move the unit into enemy territory though, I reloaded after I got hit with the bug

ORION11380
Aug 10, 2009, 12:07 PM
I gave Yue Jin the bombardment promo, and noticed that units in his legion can no longer use the regular barrage option. If the seige unit successfully bombard the target, then the city's defense is also reduced. But if the seige unit misses, then no damage nor reduction of city defense is inflicted.
What I ended up doing was removing the trebs from his legion, reduced the city def to 0%, then rejoined them to the legion and bombarded the crap out of the defenders. But I don't know if that was the intent of this promotion.

stmartin
Aug 10, 2009, 09:41 PM
@ORION11380

No, that's not our intention.

ORION11380
Aug 14, 2009, 06:08 PM
I just noticed that on some graphic settings, unselected unit icons revert back to the default Civ4 graphics, but once you select the unit, it changes to the HoTK graphics. I was using the single unit setting. The axemen were in their loincloths, but if you click on him, he changes to the cool glaive wielding infentry.

stmartin
Aug 14, 2009, 08:26 PM
I just noticed that on some graphic settings, unselected unit icons revert back to the default Civ4 graphics, but once you select the unit, it changes to the HoTK graphics. I was using the single unit setting. The axemen were in their loincloths, but if you click on him, he changes to the cool glaive wielding infentry.

That seems to be a bug with many mods. I do not know what's the cause of this since we should have replaced all textures of that unit. The only thing we didn't touch is the animation file. That's really weird.

starcross
Aug 14, 2009, 08:30 PM
i believe its got spomething to do with the animation setings ingame. Try setting ur game animation to high in ur game or to normal and see if this helps you.

Bakuel
Aug 14, 2009, 10:30 PM
@ORION11380
From the sound of it, you have the "frozen animations" turned on. Simply uncheck the box in that should be somewhere in your civ4 graphics settings. This should get rid of the problem. Pretty much all unit graphics made by modders do not work with the "frozen animation" settings, so when using mods that use new graphics it's best not to use that setting.
There is a way to make graphics usable with the setting, but it would make making units about three times as much work for little real benefit, so most unit graphic modders (such as myself) don't bother with it. Making some of these things takes a lot of time out of our lives as it is.

ORION11380
Aug 17, 2009, 03:58 PM
Okay, thanks for the tip. Yes, I did have that setting on. Find it too distracting to have random units moving all the time. Thank you!

Kenjister
Aug 18, 2009, 06:43 PM
I noticed in my Ma Teng game that Han Sui has Ma Dai. That's not really the problem though, the problem is that he's listed as being in my force. Right now I'm wondering if since Han Sui seems to be counted as the LiangZhou faction, Ma Dai might of been practically given away to him for 0 gold due to 100 loyalty. It just seems odd that Ma Dai doesn't start with Ma Teng when he's born.

AnotherPacifist
Aug 18, 2009, 08:34 PM
It seems that after you separate the units of a legion, the other units (not the original one that the hero is attached to) will automatically leave after a while, and you have to regroup them. Is this intended? (as we've discussed in the other thread)

stmartin
Aug 18, 2009, 09:56 PM
I noticed in my Ma Teng game that Han Sui has Ma Dai. That's not really the problem though, the problem is that he's listed as being in my force. Right now I'm wondering if since Han Sui seems to be counted as the LiangZhou faction, Ma Dai might of been practically given away to him for 0 gold due to 100 loyalty. It just seems odd that Ma Dai doesn't start with Ma Teng when he's born.

yeah, that's an unforeseen little bug.:p

It seems that after you separate the units of a legion, the other units (not the original one that the hero is attached to) will automatically leave after a while, and you have to regroup them. Is this intended? (as we've discussed in the other thread)

Right now it should work like this: if your legion member leaves your core troop more than 2 plots away, he will automatically quit, giving a screen message. Anything unlike that is a Bug. How do you think about this?

Kenjister
Aug 18, 2009, 10:44 PM
I like the distance force quit mechanic. It works wonderfully to keep the legion together.
I don't know if this is technically a bug, but the AI leaves many of thier cities undefended for extended periods of time.

AnotherPacifist
Aug 18, 2009, 11:16 PM
Another "waiting for other civs" hang--dang it, I spent 6 hours on this Sha Mo Ke cultural game (and should win, since Sun Ce is pleased with me, with Yuan Shu as his vassal between me and him, and Liu Biao is at war with them, leaving me totally isolated for peaceful culture building).
Somebody else please load this and if it works for you, please send me a save game so I can continue.
Can somebody tell me what the 2:mad: from "ARGHHHH!!!" is from (in my cities)?

Kenjister
Aug 18, 2009, 11:24 PM
I'm guessing the "ARRRGHHH" is from the Greedy trait...

AnotherPacifist
Aug 18, 2009, 11:34 PM
Ah, so that's what arghh means. (And I'm trying to civilize the greedy Wuling Barbarians, having chopped most jungles and sitting right next door to the cultured Liu Biao...)

stmartin
Aug 19, 2009, 07:20 AM
Another "waiting for other civs" hang--dang it, I spent 6 hours on this Sha Mo Ke cultural game (and should win, since Sun Ce is pleased with me, with Yuan Shu as his vassal between me and him, and Liu Biao is at war with them, leaving me totally isolated for peaceful culture building).
Somebody else please load this and if it works for you, please send me a save game so I can continue.
Can somebody tell me what the 2:mad: from "ARGHHHH!!!" is from (in my cities)?

This is a nasty bug, I have yet to locate the cause of it, but it has something to do with Sun Ce's unit.

To continue this game, you have to do:

1. press Ctrl + shift + L, and change your player to Sun Ce
2. make all Sun Ce's unit sleep (or skip, I don't know whether that would do)
3. press Ctrl + shift + L, and change your player back to Sha Mo Ke.

If you have some extra strength and would like to help me locate this bug, try just make some of Sun Ce's unit sleep, then hit end turn, to see if the game still hangs. If it does not hang, then it's those sleeping unit's fault.

AnotherPacifist
Aug 19, 2009, 03:24 PM
I don't think it's a particular unit. I switched to Sun Ce, made peace with Liu Biao, and still nothing happened. Maybe the AI simply has no commands due to an endless loop somewhere. I used to have this problem a lot before some of the BTS patches came out, and a search on CFC shows this thread and entry:

http://forums.civfanatics.com/showpost.php?p=5766804&postcount=25

They also suggest it's faulty unit AI tactics in UNITAI_COUNTER, and also some instances where units cannot move in enemy land or closed borders.

stmartin
Aug 20, 2009, 03:16 AM
I fixed the game hang bug, it's Sun Ce's hidden Nationality Gan Ning wants to attack the At-Peace-With-Barbarian yellow turban Yang Feng's ship. He can't but think he can so he just keeps trying and trying...

Also in your save game there are other bugs I don't understand, if you open hero info panel and check one of Yang Feng's random hero you will see his legion member has a hero!!!

stmartin
Aug 20, 2009, 05:16 AM
Patch A: http://sanguoforciv4.googlecode.com/files/HoTK_V2.4_Patch_A.exe

It's save game compatible.

AnotherPacifist
Aug 20, 2009, 03:34 PM
Crash to desktop after you hit return. (Almost all my cities have 10k culture now, only maybe 5 more years to go...)
I'm afraid to start a new game with all these bugs...:(

stmartin
Aug 20, 2009, 08:59 PM
This crash is caused by what I have mentioned before, although I haven't figured out why that hero id is int that hero's legion, I have put a 'emergency guard' mechanic in there to make sure once that weird thing happens, it's undone. So if you start a new game, this bug will not bother you.

AnotherPacifist
Aug 21, 2009, 12:40 AM
Yes, I've applied the patch already, and I switched to Yang Feng and switched back, but it crashed again after a while. So it's not just what's fixed in the patch. Sigh, can't realize my dream of making the Wuling Barbs the most civilized in the world...

Kenjister
Aug 21, 2009, 01:19 AM
I guess it's sorta hard to be cultured when your civ is named "wuling barbarians" :lol:

stmartin
Aug 21, 2009, 01:57 AM
Cumulative patch B: http://sanguoforciv4.googlecode.com/files/HoTK_V2.4_Patch_B.exe

It fixed the phantom legion member bug and eliminated potential CTD. Start a new game is highly recommended.

SHS`
Aug 21, 2009, 08:11 AM
First off, awesome MOD though having played throw v2.3a as Liu Zhang... there seems to be a bug regarding workers and their ability to clear swamp. I had researched the requisite technology (can't remember which one off hand) and couldn't get it to work even after switching about with civic options.

Trying to look in Civiliopedia proved fruitless as there was no entry for it, so no idea if it is locked to a particular civ. Just had a try with v2.4 and aborted the game prior getting the tech as I seemed to have mucked up diplomacy this time round and got dog-piled. :mischief:

Anyway, it still looks like the swap clearing bug is there as when a worker is moved over a swap tile, surely the option to clear it should still show, but be inactive... like how the build windmill/watermill options are?

stmartin
Aug 21, 2009, 10:42 AM
@SHS

You've found an awesome bug, it's fixed now.:)

SHS`
Aug 21, 2009, 10:47 AM
@SHS

You've found an awesome bug, it's fixed now.:)

Heh... trust me. Surprised no one else noticed, but then again it does happen very late game and by then, if you aren't loosing badly, you're just moping up.

So actually, would it hurt associating it with an earlier tech? Or would that throw the game balance out favouring the civs south of the Yangtze? :cool:

stmartin
Aug 21, 2009, 11:34 AM
Heh... trust me. Surprised no one else noticed, but then again it does happen very late game and by then, if you aren't loosing badly, you're just moping up.

So actually, would it hurt associating it with an earlier tech? Or would that throw the game balance out favouring the civs south of the Yangtze? :cool:

Yeah, we introduced the whole swamp thing for the purpose of nerfing factions south of the Yangtze, as well as provide some strategic advantage for the southern defenders. So if it accomplished its function well, then don't make workers clear them too early. What do you think of this swamp thing in terms of gameplay?

zeodeicasia
Aug 22, 2009, 10:50 AM
The game crashes to desktop between this turn and the next. I have no idea why. This is on Patch B.

stmartin
Aug 22, 2009, 12:13 PM
@zeodeicasia

I have confirmed the Bug. However, besides the CTD, there's another interesting, Cao Cao's legion are consisted of two different unit combat type. So just want to confirm if this game is a new start after you apply patch B.

zeodeicasia
Aug 22, 2009, 03:10 PM
No, having 15 gold mines in my starting area was so absurdly lucky that I wanted to play my patch A game to completion and hoped that adding patch B would fix the CTD.

stmartin
Aug 23, 2009, 12:16 AM
@zeodeicasia

I fixed that bug causing your game to crash, it will be in Patch C, so you can enjoy that 15 gold mines game to completion I hope.

stmartin
Aug 23, 2009, 09:19 AM
Cumulative Patch C is out, save game compatible, see first post for detail

JEELEN
Aug 26, 2009, 02:43 AM
I was about to report a CTD with the 81x81 map, but I guess I'll get the patch first. ;)

EDIT: Darn, still getting that CTD... it happens after the end of turn 120; I'm attaching the WBS below.

Zuul
Aug 26, 2009, 05:36 AM
Don't know if it's reported yet or if it's even true; but I think heroes that level up might loose there promotion if you wait promoting it when it's in a legion. Need to be confirmed.

stmartin
Aug 26, 2009, 05:56 AM
I was about to report a CTD with the 81x81 map, but I guess I'll get the patch first. ;)

EDIT: Darn, still getting that CTD... it happens after the end of turn 120; I'm attaching the WBS below.

I'm looking into it now.:)

EDIT: it's a bug fixed in Patch B...I'm afraid you have to start a new game.

Don't know if it's reported yet or if it's even true; but I think heroes that level up might loose there promotion if you wait promoting it when it's in a legion. Need to be confirmed.

Look who's coming! Believe it or not, the first mod I played and loved was your promotion mod. You have no idea how that influenced me. Maybe you could see it in HoTK with all the new promotions.:)

Back on topic. What you have described looks like the auto-promotion mechanic: if a hero can level up, you have one turn to do that, if you didn't level him up that turn, the AI will automatically level him up, choosing a new promotion for him. This mechanic is introduced to prevent players not to promote their heroes in order to save hero maintenance cost. I believe it's a temporary solution, since I will adjust the hero maintenance calculation in the near future.

Zuul
Aug 26, 2009, 07:17 AM
Ah yes I thought it might be that. Thats why they have such stupid combinations now :p. Now I want to restart heh.

Glad you liked my early mod :). Yes you have a very cool variety of promotions. Maybe the exp should be in decimal like in Fall Futher (plus) - Fall from Heaven II modmod. Also there are many promotions in FFHII you could use. Like: Defeceive - (double fortify bonus), Body Hunter (+2 gold per combat victory), Marksman (attacks weakest unit), Guardman (guard against Marksman + increase chance to defend), Light (+1 movement, -20% strength), and features like Defensive Strikes and Flee.

Is there anywhere explaining the difference of the scenarios? This is a splendid mod. I almost want to start modding again hehe.

Edit:
Btw, I'm playing Cao Clan and Light Cavalry cost at least 4 times more than stated. Is that intentional?

stmartin
Aug 26, 2009, 08:16 AM
Glad you liked my early mod :). Yes you have a very cool variety of promotions. Maybe the exp should be in decimal like in Fall Futher (plus) - Fall from Heaven II modmod. Also there are many promotions in FFHII you could use. Like: Defeceive - (double fortify bonus), Body Hunter (+2 gold per combat victory), Marksman (attacks weakest unit), Guardman (guard against Marksman + increase chance to defend), Light (+1 movement, -20% strength), and features like Defensive Strikes and Flee.

I'll check their promotions. Defensive Strikes mechanic sounds very interesting.

Is there anywhere explaining the difference of the scenarios? This is a splendid mod. I almost want to start modding again hehe.

Sorry, no, we'll add some descriptions in the future. For now it's named after this convention: starting year + map size. In general, the later the starting year, the less civs there are, and the stronger civs will get even stronger.

Edit:
Btw, I'm playing Cao Clan and Light Cavalry cost at least 4 times more than stated. Is that intentional?

Yes, it's intentional: only cities have horse or purebred horse resource within city border can build Cavalry at normal cost.

stmartin
Aug 28, 2009, 02:35 AM
Cumulative Patch D is out! It's save game compatible, see first post for detail.

AnotherPacifist
Aug 28, 2009, 05:41 AM
Thanks for the patch. Did you modify the starting units?

JEELEN
Aug 28, 2009, 05:50 AM
I'm looking into it now.:)

EDIT: it's a bug fixed in Patch B...I'm afraid you have to start a new game.

Well, thanks for looking into it... As we're now at patch D, I guess I'll start anew. :thumbsup:

stmartin
Aug 28, 2009, 06:13 AM
Thanks for the patch. Did you modify the starting units?

Forgot to put it in changelog, I did some temporary modification. Now no matter what your units will always be that amount, no deletion. Only selected few factions got duplication, they are not your neighbors.

AnotherPacifist
Aug 28, 2009, 05:20 PM
The religion screen is screwed up with Patch D (loading a game from Patch C).

stmartin
Aug 28, 2009, 08:45 PM
Uploaded Patch E to fix the religion screen issue: http://sanguoforciv4.googlecode.com/files/HoTK_V2.4_Patch_E.exe

JEELEN
Aug 29, 2009, 12:54 AM
Darn... will I ever finish a game? :mischief:

stmartin
Aug 29, 2009, 01:12 AM
except Patch B, all the other patched are save game compatible.

Falc
Sep 07, 2009, 07:47 AM
Started a scenario as Sun Ce, I was at war with Liu Yao right from the start. I then took three of his cities, but now I'd like a cease-fire. However, I can't contact him: when I click him in the scoreboard, nothing happens. Clicking anyone else works, but not Liu Yao. I declared war on someone else to test, they were 'refusing to talk' but at least I got the diplo screen. Liu Yao, just nothing...

stmartin
Sep 07, 2009, 09:28 AM
@Falc

Could you attach a save game?

Falc
Sep 07, 2009, 10:28 AM
Certainly.

I also tried to start a new game with the same settings and got the same result:

- Single Player -> Play a Scenario -> HotK 68-64 194AD -> Sun Clan -> Noble Dificulty, Normal Speed
- Start off at war with Liu Yao, he's refusing to talk
- Click anyone but him -> diplomatic screen, click Liu Yao -> nothing

AnotherPacifist
Sep 07, 2009, 10:35 AM
I thought if your relations become so bad you can't make peace (just like Cao Cao and Yuan Shao in the 200 AD scenario, and Liu Zhang/Zhang Lu), which makes it really hard to manage unhappiness until you absolutely kill the other one--that's the challenge.

Evalis
Sep 09, 2009, 02:36 PM
Found a couple odd promotion bugs in the latest patch

Do or Die - Provides Double Strength bonus for withdraw chance rather than Strength bonus for withdraw chance

Conquerer - There should be a check at the end that says: If Odds < Original Odds then Odds = Original Odds.

This trait can actually lower the odds of victory when used in conjunction with other traits that are based off strength values (Indomitable). Here is what appears to happen: Unit A with Strength 6 attacks a barbarian unit B with Strength 7. Unit with Strength 6 then gets adjusted for Strong +50%, which causes the odds to become 88.4, then the conquerer trait triggers and it recalculates everything with an 11% strength bonus, which makes it so that Unit A's ending strength is now higher than Unit B's, and the bonus for indomitable is no longer applied, thus causing the new odds to be 65.2% (less than original!).


Also.. I think the pirate event might be bugged.. or something with blockading.. I had this happen on a city and it lasted the whole game, despite sending 20 some odd Chen Xiao's and a Penetration hero to the area.

Kenjister
Sep 09, 2009, 06:28 PM
I think you're getting Flying Wedge confused with Do or Die. Flying Wedge gives +30% strength per movent point left (usually 1, making it a flat 30% bonus), while Do or Die turns withdrawal chance into strength (usually about 15% if you have a 50% odd attack). Maybe you're getting your cavalry mixed up while attacking cities? Or more likely, you just got the names mixed up. I've never actually used Do or Die, so it might be a bug.

Evalis
Sep 10, 2009, 04:51 AM
Eep! No, you're right. That should have been 'do or die'. I've since updated the post to properly reflect that. Thanks ^^; Oh and.. the strength bonus from do or die is based on the withdraw chance in the tooltip, not the withdraw chance in combat. Which means with two promotions in flanking you get a whopping 120% strength bonus with Heavy Cavalry! I've been crushing cities on hills with them because of this. You don't even want to know what flanking do-or-die ballista elephants can do...

Kenjister
Sep 10, 2009, 06:05 PM
Wow, that's one heck of a bug... maybe I should go promote Pang De with that before stmartin busts out another patch :mischief:

On the other hand, perhaps Do-or-Die should give twice the given withdrawal odds?(in combat stength) I should imagine it could be shooting yourself in the foot in fights where you might actually need the withdrawal chance.

Narcio
Sep 10, 2009, 07:18 PM
I've just found this mod and played around with it for a bit for the first time, so I'm not experienced in it. I really like it though.

However, I tried to play this multiplayer with 2 humans and I encountered an issue with Legion creation. With two players, player 1 and player 2 as humans the following would happen: If player 1 created a legion, player 2's currently selected military units would suddenly change to show (grayed out) player 1's newly created legion and all of the units that the legion was in the same square with. You could hover your mouse over that legion and see its stats / name etc, but could not click to control it. It is much like if you had your own unit in the same square as another player, and thus can see the units he had there grayed out. The problem is, the enemy legion was no where near the other player and they shouldn't be able to see it. Once player 2 clicked off of player 1's units to player 2's own units, it appears that nothing ill happens and all goes back to normal. This appears to work both ways, ie if player 1 creates the legion or if player 2 creates the legion, the other player who didn't create it sees the units of the player who did create it.

I was using 2.4 + music pack + patch e.

davidlallen
Sep 12, 2009, 11:57 AM
Please find attached a save game for version 2.4, patch E, random pangaea map. I have Gongsun Zhan, cavalry commander level B. His core troop is a light cav. I have another light cav stacked in the same square. I cannot find a way for the second light cav to join the legion. When I select the core troop, I have an action button to regroup the legion or dissolve it. When I select the other light cav, there are no legion related action buttons.

Is there a step I am missing?

scutarii
Sep 12, 2009, 05:35 PM
awsome work, modders, :goodjob:


But:

CTD, can play, but there is a chance on every turn that this CTD happens.

stmartin
Sep 12, 2009, 10:24 PM
Please find attached a save game for version 2.4, patch E, random pangaea map. I have Gongsun Zhan, cavalry commander level B. His core troop is a light cav. I have another light cav stacked in the same square. I cannot find a way for the second light cav to join the legion. When I select the core troop, I have an action button to regroup the legion or dissolve it. When I select the other light cav, there are no legion related action buttons.

Is there a step I am missing?

Can you use regroup legion command on the core troop? Then you should be able to select that additional cavalry into the legion.

awsome work, modders, :goodjob:


But:

CTD, can play, but there is a chance on every turn that this CTD happens.

Which patch is it? You mean in AI's turn there's a chance a CTD happens? Sounds like a problem before patch D.

scutarii
Sep 13, 2009, 06:27 AM
Which patch is it? You mean in AI's turn there's a chance a CTD happens? Sounds like a problem before patch D.

patch E.

Evalis
Sep 13, 2009, 07:32 AM
Stealth I - Does not work when attacking hills

Also.. any promotion that causes plains/grasslands modifications also works while on hills. Not sure if this was intentional or not.

stmartin
Sep 13, 2009, 09:52 AM
@Evalis

plains/grassland modification works that way because in default xml there's no way to directly modify attack bonus. We use plain and grassland so that on almost all plots the attack bonus will be there.

davidlallen
Sep 13, 2009, 10:31 AM
I cannot find a way for the second light cav to join the legion. When I select the core troop, I have an action button to regroup the legion or dissolve it. When I select the other light cav, there are no legion related action buttons.

Can you use regroup legion command on the core troop? Then you should be able to select that additional cavalry into the legion.

I think something is seriously wrong with the logic to decide which action buttons to display. From my save game, I select Gongsun, click regroup, and cancel (with no action taken). Now Gongsun has no legion action buttons at all. I select another unit and then select Gongsun; still no action buttons. I click next turn, and his regroup and dissolve buttons reappear. (Still no join button for the other unit.)

Now I regroup the legion and reset, so there is no legion. Now there are three units in the plot, Gongsun and two light cavs. But Gongsun has no action buttons. Click next turn and his create legion button appears. I create a legion using the other unit for variety. Still no join button for the other unit. I click Gongsun's regroup button and select the same unit and confirm. Still no join button for the other unit.

I am sure this must be working for other people or else there would be a big cry, "Legions are no longer working!". I cannot see what is different about my game, except that it is a custom game instead of a scenario.

davidlallen
Sep 13, 2009, 12:51 PM
I cannot find any way to make a unit join a legion. I have tried in the standard 51x51 scenario. I play as Gongsun Zan, and I cannot make his second light cav join. I have tried regrouping and deleting the legion. I have tried as Sun Ce and using Sun Ce's other heroes like Cheng Pu. I cannot do it with archers or swordsmen. There is no join legion action button. I have seen the action button in earlier versions and I have used it fine, but I cannot see the action button ever appearing in the current patch.

Is this working for anybody else? I have installed 2.4 and then patch E, without any intermediate patches. (I assume E contains everything from A-D.)

AnotherPacifist
Sep 13, 2009, 02:15 PM
It used to be that ungrouped units can join legion, but now you have to click on the commander (or the unit that has the commander) and use regroup or dismiss legion. (Which is a shame)

davidlallen
Sep 13, 2009, 02:39 PM
I do not understand. I can put the first unit into the legion. Exactly what order do I click what to make the second unit join? I cannot find any way to make the "join legion" button appear on the second unit.

AnotherPacifist
Sep 13, 2009, 04:46 PM
Is Gongsun Zan any level above D with cavalry (should be, I remember being able to enlist more cavalry than 1)? If not, you can only enroll 1.
How about Zhao Yun?

davidlallen
Sep 13, 2009, 05:33 PM
For sure Cheng Pu is C level in melee, in Sun Ce's starting stack; I gave him a swordsman, and there are other swordsmen in the stack. But there was no join button on the others, even after a "next turn", regrouping the legion, etc.

Should "D" be able to take one other unit, or is "C" required for that?

AnotherPacifist
Sep 13, 2009, 06:37 PM
There IS no join legion button in the most recent patch. But you should be able to group the legion when you click on "form legion"--what units can join the legion will light up. (Otherwise I can only suggest deleting the mod and reinstalling)
http://forums.civfanatics.com/attachment.php?attachmentid=227795&stc=1&d=1252885036

davidlallen
Sep 13, 2009, 07:56 PM
Sorry, I did not understand stmartin's original reply. The GUI has been changed so that there is no more "join legion" button on the other unit. You do it with the "regroup legion" screen now. My apologies for the confusion.

stmartin
Sep 13, 2009, 09:27 PM
I removed the join legion option for pure technical reason (to make it work we probably have to introduce a list data member into CvUnit which is very expensive). But I really didn't try very hard to find an alternative way to reimplement it. If you guys really like that option, then I'll consider reimplement it.

davidlallen
Sep 13, 2009, 10:25 PM
Part of my problem is that I was expecting it to work the way it did before, so I kept trying to make it work that way. Can you change the text for the button to "Change" or "Edit" legion, and change the hover help text for the button to "Add or subtract members from legion"?

admtanaka
Sep 14, 2009, 05:47 AM
Will I need to reinstall the music pack when upgrading versions?

stmartin
Sep 14, 2009, 07:04 AM
Part of my problem is that I was expecting it to work the way it did before, so I kept trying to make it work that way. Can you change the text for the button to "Change" or "Edit" legion, and change the hover help text for the button to "Add or subtract members from legion"?

Sure.

Will I need to reinstall the music pack when upgrading versions?

When upgrading versions, such as V2.3 to V2.4, you better delete the old Mod folder. When doing that, do not delete the 'sound' folder. If you do that, then you don't need to install music pack. If you delete 'sound' folder too, you need to install music pack.

stmartin
Sep 14, 2009, 08:53 AM
I'm happy to release cumulative Patch F for V2.4. Download here: http://sanguoforciv4.googlecode.com/files/HoTK%20V2.4%20Patch%20F.exe

This Patch F will break save game. Also it will be the last patch for V2.4, because we will soon release V2.5 beta1.

Here's the change list:

fix:
1.in scenarios the experience needed for first random hero will change according to number of heroes recruited by faction.
2.fixed wrong strength modifier from Promotion Do-Or-Die (Now it uses actual withdrawal chance in combat rather than in civilopedia)
3.fixed wrong strength modifier from Promotion Conqueror when hero also has Promotion Indomitable
4.fixed CTD when a hero in an island with no own city tries to escape to nearest city when defeated
5.fixed stealth I to work when attacking hills as well
6.fixed CTD when trying to range bombard empty city

Interface:
reimplemented join legion command

rule change:
Strong Bow promotion will no longer grant siege unit bombard bonus.

new content:
add hero natural death event

Kenjister
Sep 14, 2009, 10:17 AM
Oooh, looking good! can't wait to see this natural hero death event in action!

Bogartbc
Sep 15, 2009, 02:53 PM
I just rediscovered RoTK this year after a decade. So thanks for the great mod and scenarios to all those that have worked on HoTK. Im looking forward to whatever you guys add in the future as I know it will be great.

The only major bug I have encountered so far is a CTD when the random Heroes lose combat. It has happened with and without No Hero Deaths. I do not think it related to a Hero's HP as it has happened with brand new Heroes as well as Heroes Ive had around for several years in game. This CTD has occurred during my turns as well as the AI's. Sorry I do not have a saved game file to attach. I will try to copy one next time I get the CTD.

stmartin
Sep 15, 2009, 10:46 PM
@Bogartbc

Glad you love the Mod. If you could give me a save game for the bug you described, that would be very helpful.

admtanaka
Sep 17, 2009, 05:47 PM
The "generic" leader that replaces fallen hero rulers (e.g. Lu Bu is killed in combat, and Sid replaces him) are begging me for techs every single turn. I have patch F.

Refusing has no penalty, because those rulers don't seem to have normal relations.

stmartin
Sep 17, 2009, 08:20 PM
Hehe, that's not a bug, but definitely need fixing.

admtanaka
Sep 18, 2009, 05:43 PM
By the way, the game runs great with the accelerator mod. It's really a noticeable difference.

Kenjister
Sep 18, 2009, 06:13 PM
Ok, I've found a bug! Liu Bei's Runner promotion doesn't seem to be working (patch F). His Core Troop just lost to Zang Ba's core troop, and suffered a total defeat, with the unit dead and Bei severely injured. This could be due to him not having a friendly legion member to withdraw to since he still was at a D aptitude. Perhaps that can be specified in the tooltip?

stmartin
Sep 18, 2009, 08:53 PM
Ok, I've found a bug! Liu Bei's Runner promotion doesn't seem to be working (patch F). His Core Troop just lost to Zang Ba's core troop, and suffered a total defeat, with the unit dead and Bei severely injured. This could be due to him not having a friendly legion member to withdraw to since he still was at a D aptitude. Perhaps that can be specified in the tooltip?

Zang Ba is barbarian when he did that right?

Kenjister
Sep 18, 2009, 10:28 PM
Yep, he was. As I'm thinking about it though, it's probably because the promotions makes Liu Bei withdraw to another member of his legion, which there was none. Because of that, the promotion probably just didn't trigger.

arkham4269
Oct 01, 2009, 06:35 PM
Anyone know what to do when you kill a barbarian ship, yet the zone of control that it had to interrupt trade lingers after it died? I seem to recall this is actually a common glitch.

I'm playing a custom game on the small Tectonics map (lakes 30%) with 9 Civs.

AnotherPacifist
Oct 01, 2009, 06:39 PM
This "phantom pirate" has been noted even in the latest beta, and unfortunately stmartin doesn't know what's causing it.

arkham4269
Oct 01, 2009, 06:48 PM
This "phantom pirate" has been noted even in the latest beta, and unfortunately stmartin doesn't know what's causing it.

No worries, as I said, I seem to recall it being a very common problem and may not be mod specific.

Raize
Oct 04, 2009, 06:47 PM
For 2.5. Here's a crash bug. It happens as soon as I end turn. Dunno what's causing it.

stmartin
Oct 07, 2009, 11:07 PM
Patch A is out. http://sanguoforciv4.googlecode.com/files/HoTK%20V2.5%20Patch%20A.exe

Start a new game recommended.

AnotherPacifist
Oct 08, 2009, 12:20 AM
The CTD bug is still there (if you capture Suan Zao this turn it will crash).:(

stmartin
Oct 08, 2009, 10:26 PM
@AP

I have located the bug and did some fixing, but since my system somehow do not crash with your save in the first place, I'm not sure if it's fixed.

So if you got some time, download the attached dll, copy it to the Mod's asset folder, load your save game, and attack and capture Suan Zao. There will be several message 'Assert Failed' pop out. Write down the indicated line numbers.

If the game no longer CTDs, then perfect. If somehow the CTD still exists, post the line numbers, I'll get a clue where to look further.

AnotherPacifist
Oct 09, 2009, 07:29 AM
Assert Failed

File: CvUnit.cpp
Line: 18052
Expression: false
Message:

Assert Failed

File: CvUnit.cpp
Line: 18081
Expression: false
Message: Assert Failed

File: CvUnit.cpp
Line: 18092
Expression: false
Message:

Assert Failed

File: CvUnit.cpp
Line: 18092
Expression: false
Message:

So after I said ignore always, it didn't crash afterwards. However, after I razed Suan Zao, instead of capturing Cao Ren, it said he escaped (and can be recruited again)--which is fine. But Zang Ba, who I have as a prisoner, is ALSO recruitable, so I persuaded him. (Which means that somebody could have recruited him from prison if I didn't persuade him).

Raize
Oct 09, 2009, 05:31 PM
Can you remove the ability for Hidden Nationality units to blockade? If a hidden nationality unit is blockading and your unit removes it (ie if you're also a hidden nationality unit and you try to move into his square), the blockade remains and there's no way to get rid of it.

Raize
Oct 09, 2009, 06:02 PM
Also, I can't seem to build Xiang Yang, even with 4 great people (two Talents, one Minister, one Strategist) and the Yellow Crane Tower.

stmartin
Oct 10, 2009, 12:22 AM
Patch B is out: http://sanguoforciv4.googlecode.com/files/HoTK%20V2.5%20Patch%20B.exe

see first post for detail

stmartin
Oct 10, 2009, 12:23 AM
@Raize

If hidden nationality is the cause of phantom blockading, then it's great news.

Xiang Yang require a river in city plot, try WB one and everything should work fine.

AnotherPacifist
Oct 10, 2009, 12:36 PM
This is with patch B. Use Zang Ba's unharmed legion member to kill Yang Feng's only Yellow Turban militia, it'll CTD (at least on my Vista system). Maybe it's because he has 2 unattached heroes?

Using the test coreDLL file from above, I get the following which I ignore, and then it was fine again.:
Assert Failed

File: CvUnit.cpp
Line: 18052
Expression: false
Message:

Assert Failed

File: CvUnit.cpp
Line: 18081
Expression: false
Message:

Assert Failed

File: CvUnit.cpp
Line: 18092
Expression: false
Message:

But then when I go to try to see where the prisoners went in the heroes screen:
Assert Failed

File: CvInitCore.cpp
Line: 1752
Expression: eID >= 0
Message: Index in CvInitCore::getMinorNationCiv expected to be >= 0

Assert Failed

File: CvTeam.cpp
Line: 3850
Expression: eIndex >= 0
Message: eIndex is expected to be non-negative (invalid Index)

The heroes were there to be recruited though.

---------------------------------
Here's a similar bug when Liu Bei captures Liu Biao's final city with 3 heroes in it.

Raize
Oct 11, 2009, 11:37 AM
@Raize

If hidden nationality is the cause of phantom blockading, then it's great news.

Xiang Yang require a river in city plot, try WB one and everything should work fine.

It's definitely the cause. I try to work around it by not disturbing the hidden nationality ship until it lifts the blockade (then I kill it.) But if I mess up, I'm perma-blockaded.

The Civilopedia doesn't notify us that a river has to be in the city plot to build Xiang Yang. But wouldn't a coast plot be sufficient?

AnotherPacifist
Oct 11, 2009, 01:40 PM
This is with the dll before the patch B. Playing my favorite Liu Zhang, made some early strikes against Han Sui, Zhang Lu, Li Jue, Yang Feng and Cao Cao. Now against Yuan Shao. Next turn this comes up:

Assert Failed

File: CvPlot.cpp
Line: 7115
Expression: getVisibilityCount(eTeam) >= 0
Message:

davidlallen
Oct 11, 2009, 02:15 PM
Good news: I like the new prison screen. This seems like a good way to resolve having a lot of less useful heroes around. I like the idea of the new random hero generation screen, although it isn't clear yet what the different choices mean.

Bad news: I have a repeatable crash. Please see attached save game, version 2.5, patch B, pangaea map, noble difficulty, Liu Chong. I have a crossbow stack attacking Dong Zhuo's city Pen Yang. Select the lowest three crossbows and attack the city. This generates a random hero which appears *inside* the target city. This seems wrong. Now attack with another three crossbows. Crash.

EDIT: seems to happen pretty consistently when I take the last city of a civ.

Raize
Oct 11, 2009, 07:05 PM
Two on-next-turn crashes. One has the autosaves, the other does not.

As a side note on occasion losing your guardian unit in an army disbands the army (this happened to me with boats); the army hero lives but is not captured and is otherwise inaccessible. The legion hero carries on, unaffected.

Also, I've noticed that sometimes guardian units that leave armies (when the legion invokes "Leave Army" do not properly lose their army promotions. I have three Elite Danyang Armies with the conqueror promotion from it (you can see in the Vince crash save games.)

AnotherPacifist
Oct 11, 2009, 08:08 PM
Raize, I've seen that before, even before the current version (I think it was the beta). For me it was 9 terrains that was permanent even after you leave an army.

AnotherPacifist
Oct 11, 2009, 09:57 PM
David, your bug is the same bug that we've all noticed, I noted the same errors with the debug dll.
File: CvUnit.cpp
Line: 18052
Expression: false
Message:

Assert Failed

File: CvUnit.cpp
Line: 18081
Expression: false
Message:

Assert Failed

File: CvUnit.cpp
Line: 18092
Expression: false
Message:

stmartin
Oct 12, 2009, 01:02 AM
@AP

Is this right: the patch B dll still got the catch city CTD problem, but the debug dll I uploaded a bit earlier does not have the CTD problem? (ignore those error messages)

AnotherPacifist
Oct 12, 2009, 06:54 AM
No, I still have to do the "ignore always" to go on with the dll before patch B. So essentially neither that dll or patch B didn't fix that problem.

stmartin
Oct 12, 2009, 07:33 AM
What I mean is, after ignoring all the error message, did the game crash? Please confirm this. There's a slight difference between that debug DLL and the DLL in patch B.

I put those messages there to indicate which part of the code has been executed before CTD, if it did eventually crash. They does not imply errors, just indications.

Raize
Oct 12, 2009, 08:29 AM
Hey ST, for the record I really appreciate the work you're doing on this mod. It's a great game and you're a strong coder.

Another note I forgot about - sometimes you can generate a new random hero during a sea battle. If you happen to be out in the middle of the ocean with no transports, this general is stuck, and can't move until you build a transport and move it over to him.

The quickest fix I can think of is to generate the hero in the capitol instead.

AnotherPacifist
Oct 12, 2009, 01:22 PM
No, after ignoring all the messages, I was able to play on fine. Patch B however doesn't have the debug screen and it just goes CTD.
Funny, having an admiral be stuck at sea until he's able to be rescued. Maybe a better solution is to have him be automatically attached to a vessel, or if none is available, have him appear in the closest city.

Ole_Lukoye
Oct 12, 2009, 04:33 PM
Crash next turn

Always crash in the beginning when I want to play "Shi Xie" in "81_81, 196AD scenario"

stmartin
Oct 13, 2009, 01:43 AM
Hey ST, for the record I really appreciate the work you're doing on this mod. It's a great game and you're a strong coder.

Thanks and I apologize for all the bugs that interfere with player experience.

In fact, I don't care whether or not I'm a good coder. I don't know how to code 1 year ago. Now I'm just someone who is willing to spend time coding all these things.

What I really care is whether or not I know what kind of game I want to make, and whether or not I'm making the game according to my own standard.

Since I'm spending time reflecting on this, the existing bugs are not getting fixed as quickly as they used to be.

stmartin
Oct 14, 2009, 09:29 AM
@AP

Please try this dll to see if any of your crash saves no longer CTD.

AnotherPacifist
Oct 14, 2009, 04:47 PM
I thought you fixed it when I (Gongsun Zan) was able to capture Yuan Shao and Cao Cao's generals without a crash. Then against a nobody of Yang Feng, it crashed with the same error (I used the debug dll to see what error it was making):

Assert Failed

File: CvUnit.cpp
Line: 18052
Expression: false
Message:

Assert Failed

File: CvUnit.cpp
Line: 18081
Expression: false
Message:

Assert Failed

File: CvUnit.cpp
Line: 18092
Expression: false
Message:
http://forums.civfanatics.com/attachment.php?attachmentid=231075&stc=1&d=1255557093
BTW this is in monarch, no city small map, normal speed. (I love Gongsun Zan's UP, but it'll be hard to sustain rapid growth with the amount of expenses I have)

stmartin
Oct 15, 2009, 04:42 AM
OK, here's another dll. I guess it's working now. Please try it and tell me if it's work like I supposed. Also in this dll all heroes are able to walk on water.

stmartin
Oct 15, 2009, 06:21 AM
As a side note on occasion losing your guardian unit in an army disbands the army (this happened to me with boats); the army hero lives but is not captured and is otherwise inaccessible. The legion hero carries on, unaffected.

Also, I've noticed that sometimes guardian units that leave armies (when the legion invokes "Leave Army" do not properly lose their army promotions. I have three Elite Danyang Armies with the conqueror promotion from it (you can see in the Vince crash save games.)

Tried to replicate these two but no success. If possible, give me save games.

AnotherPacifist
Oct 16, 2009, 03:06 PM
Never mind, I was using the other test dll.
BTW, do you know if I can still play on my current game if I got those errors with the previous dll, i.e. is it going to crash later on?

AnotherPacifist
Oct 16, 2009, 06:21 PM
I think the most current dll seems good, I haven't had any crashes so far. If I can suggest maybe keeping the debug around even for the next patch so that if it were to crash, you can play on by just ignoring the error.

stmartin
Oct 16, 2009, 10:08 PM
Let explain this a little bit. The error messages do not do nothing to the game, except to remind you there's a check that's failing. So, no matter what your respond is, be it ignore or abort or else, the game will crash if it normally would, and will not crash if it normally wouldn't. (For example, the 'False' messages you get in cvunit work like this: whenever a line of code is executed, the error message will happen. They are not errors. So no matter what you do, it will not crash because of these messages. If it crash, it's because some code after these messages.)

So a debug dll will not help player deal with errors in any way. It just slows down the game twice.

AnotherPacifist
Oct 17, 2009, 01:25 AM
One big bug that is somewhat annoying: if you keep your enemy heroes in jail (after you eradicate the faction) and not persuade them until you have enough cash, the AI can sometimes hire a doppelganger (i.e. with the same name and presumably the same skills)! If you execute the hero that is doubled, it crashes the game next turn. Is there anyway you can prevent that from happening?

stmartin
Oct 17, 2009, 07:51 AM
Patch C is out, see first post for detail.

stmartin
Oct 17, 2009, 07:57 AM
@AP

About the AI hiring a hero in your jail case: I think it should have been fixed in previous patches, along with the previous army guardian retain promotions after quitting army bug.

Raize
Oct 19, 2009, 09:22 AM
Two issues:
* After the first time, subsequent heroes you capture don't always show up on your prisoners list. I've captured 3 heroes at the same time (all persuadable), and the only way I knew they were there was visiting the prison screen three separate times and persuading each one. Good thing for "default" highlighted heroes. (This is a Patch C-only problem.)

* Horses don't seem to spawn on random maps, and neither do Purebred Horses. Elephants do, though. Fall From Heaven seems to experience the same problem, except with Mithril and Reagents.

AnotherPacifist
Oct 19, 2009, 03:40 PM
I've noted the horse thing too on random maps.
I'm still seeing the phantom pirate thing after Sun Ce killed one of those pirate ships while blockading.

The instructions on building Chengdu need to be changed--I was able to build it without a floodplain around.

Where's the AI getting the cash for hiring expensive generals? Is there a built-in penalty for the human? (I looked in WB and saw that a lot of cities have some walls half way built on the first move)

I would also suggest giving small civs a chance by giving them a starting hero (e.g. Taishi Ci for Liu Yao, and maybe even a nondescript random hero for Yan Baihu).

AnotherPacifist
Oct 19, 2009, 09:57 PM
Something is wrong with the jail. Zhang Xiu has died but I see he's still rotting in my jail.

AnotherPacifist
Oct 20, 2009, 03:45 PM
And I was just about to decimate Zhang Lu...:mad:

AnotherPacifist
Oct 20, 2009, 04:37 PM
Still CTD when a hero dies (or does he actually win the fight?) attacking a city--use my Yu Jin in getting Chao Na (Li Jue's final city).

Raize
Oct 20, 2009, 06:45 PM
Here's an example of the prison bug. (There are six of them in the prison, all said.)

Edit: In this same game, I control the imperial court yet I'm not allowed to vote anymore. It says I'm a "Nonvoting Member". I don't know why this is?

AnotherPacifist
Oct 20, 2009, 07:20 PM
So Yang Feng gets free experience from barbs winning battles. I'm supposed to get a free hero next turn, but where is he?

stmartin
Oct 22, 2009, 09:27 PM
@Raize

I loaded the prison bug save, open the prison screen, but can see all six heroes there. Is this what you see?