View Full Version : RifE 1.20 Bug Thread
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Valkrionn Jun 29, 2009, 12:41 AM Please post any bugs you encounter with as much detail about how it happened and possibly even a savegame. I'll fix what I can when I can :)
Reported Bugs not solved
Phoenix Blood is somewhat erratic. While there is always the message that xy is reborn, the respective unit does not always reappear.
Sometimes Fort Commanders remain after the fort has vanished (e.g., other improvment built).... Cities do, however, destroy the FC.
A worker's Dwarven Mine icon is often grayed out with the message that the location is too close to another DM, even though it is at or more than the required 2 squares distance.
Hunter's Catch event is broken.
Immortal is broken.
Jot Bloom spell has a python error
setFeatureType(gc.getInfoTypeForString('FEATURE_X' ),True,True) should be setFeatureType(gc.getInfoTypeForString('FEATURE_X' ), -1)
Reported Bugs needing verification/repeatable saves
Blight may be affecting human players twice.
Cosmetic Issues
Great Generals have no adequate pedia entry. This is problematic as their function differs much from FfH
Werewolves have no adequate pedia entry. This is problematic as their function differs much from FfH.
No help text for Dismiss.
Need help text for the Triforce.
The Bair of Lacuna promo is a pink square on unit mouseover.
The “Earth’s Boosom” spell icon is too small in the ‘Pedia. And if you meant “Bosom”, why not just call it “Les Grands Tetons” and be done?
No names/quotes for Healers.
No in-game description of the Emergent mechanic.
Base Code Issues to figure out
Need to block units with no combat from being mutated.
Last updated as of post 777.
xienwolf Jun 29, 2009, 02:05 AM You should rename the last section "Crap Xienwolf hasn't fixed yet" ;)
WarKirby Jun 29, 2009, 04:49 AM Most minor leader button images aren't 'buttonized'
Darksaber1 Jun 29, 2009, 09:38 AM Should Bugs mentioned in the old thread be re-reproted here, or do you have a list that you'll tranfer over?
Valkrionn Jun 29, 2009, 11:03 AM You should rename the last section "Crap Xienwolf hasn't fixed yet" ;)
haha Probably. The post is stolen from you atm anyway. :lol:
Most minor leader button images aren't 'buttonized'
And their death popups aren't beveled, either. Will be done next full version... Have enough art that I need to make a pakfile anyway, so I'll open Notque's up and fix it. Can't do it in a patch because I don't want two versions of the same file. :lol:
Should Bugs mentioned in the old thread be re-reproted here, or do you have a list that you'll tranfer over?
Honestly, re-report them. I'd rather not comb through the old thread, seeing as not all of the bugs apply anymore.
Darksaber1 Jun 29, 2009, 08:34 PM Okay;
Tyra Kyrie's adepts arn't getting Unready
Jotnar Staeding are being added to any conquered cities if the Jotnar are in the game (or maybe just as the Player Civ), even if the Jotnar never owned them.
De Teshi waste lands seem to cause CTD's (gave often crashes if their in it)
Three Stooges don't get Jotnar
Varulva has a seems to have a 100% chance of creating blooded Werewolves. Maybe intended, but they are created as Bloodedwerewolves, not ravnous, which seems odd.
I kow some are probaly already known, just making sure.
carnivore Jun 30, 2009, 05:23 AM Some of the units are shown as pink orbs..
Is that a bug or maybe something has been messed up during the installation ?
thanx
WarKirby Jun 30, 2009, 07:50 AM They're actually red orbs ;) subtle difference, but important I think.
That means the artdefine points to a nif that doesn't exist. Usually easy to fix.
Haerzog Jun 30, 2009, 09:26 AM all my units are red orbs. Looking through the civilopedia, it appears that all the new units are missing. Also, my mechanus cities disappear except for my palace after i adopt ordo mechanus. Civilization banner has no art, just a gray spread. I do happen to have FFH2 patch b, is that the problem? Cant find patch A.
WarKirby Jun 30, 2009, 09:52 AM all my units are red orbs. Looking through the civilopedia, it appears that all the new units are missing. Also, my mechanus cities disappear except for my palace after i adopt ordo mechanus. Civilization banner has no art, just a gray spread. I do happen to have FFH2 patch b, is that the problem? Cant find patch A.
This sounds like you've installed FFH's patch, but not the actual mod itself.
http://forums.civfanatics.com/showthread.php?t=308020
You need to install FFH 0.41, THEN the patch B. The main download is a few hundred MB, as it contains all the art.
Haerzog Jun 30, 2009, 10:02 AM No i have the main thing. I was actually referring to FF+ units, like mechanos stuff.
carnivore Jun 30, 2009, 12:27 PM Any idea how to fix it ?
I installed everything in the correct order - FFh2.1 + patch A -> FF 0.5 + patch N -> FF plus + patch d
am i missing something ?
was i supposed to install patch B ? from what i red it wasnt supported..
thanx for helping
Valkrionn Jun 30, 2009, 03:18 PM Exactly what art is missing?
The correct install order is:
1. FfH 041... Patch A is not strictly necessary.
2. FF 050
3. FF 050 patch N
4. FFPlus
5. FFPlus patch D
carnivore Jun 30, 2009, 06:09 PM Seems like the griffins and the mechanos civ arts are missing..
i will try to uninstall it and install it again to see if it working
Haerzog Jun 30, 2009, 07:05 PM Haven't played D'Tesh, so i dont know how much it affects them, but i do know that Mechanos have problems with displaying their stuff. Their cities disappear and their units simply have no models. Perhaps you missed a folder when you compiled the mod?
Valkrionn Jun 30, 2009, 10:06 PM That is EXTREMELY doubtful, as many other people have been playing with this exact setup and no issues. I have no idea what's causing your problems.
KillerClowns Jun 30, 2009, 10:17 PM Seraphim show up as red blobs.
Valkrionn Jun 30, 2009, 10:42 PM All I can think is I missed some art in patch D, that wasn't picked up because everyone had C already... Very doubtful as I make a fresh install before uploading to make sure. Just in case, I put a link to patch C up, try installing that and then installing D and let me know what happens.
Haerzog Jun 30, 2009, 10:52 PM deleted all the folders and reinstalled, and this time, the new civs didn't show up at all.
Valkrionn Jun 30, 2009, 10:56 PM Could you redownload the installers? Something has gone horribly wrong, and I want to make sure it's not on your end... The main FFPlus setup should be 35.26 MB, and patch D should be 18.15 MB... Also, make sure you have FfH 041, NOT FfH 041 B.
Main reason I think it's on your end, is both the Legion and Mechanos were in the original download. They should show up regardless of patch issues.
Haerzog Jun 30, 2009, 10:58 PM I have both 41 and patch B, Btw, re-reinstalling FF+ made the civs come back, but the mechanos still have no models. Strange...looking at my setup file, it is only 10mg, although the patch is the right size. guess my browser flubbed the download.
Haerzog Jun 30, 2009, 11:01 PM The file hosted at filefront is not what it should be. When i use the download link it downloads a 10mg file not a 35mg file.
Valkrionn Jun 30, 2009, 11:12 PM Ah, I understand the issue now... Going to be a royal PITA to fix. Filefront apparently kept my original release up, even though I told them to delete it... The correct download is rerouting to that, as they have the same name. Bad habit on my part, there.... Anyway, they aren't letting me delete the original, and I can't get ahold of the new copy atm. Will update when it's fixed... Sorry for the trouble.
At the least, I'm VERY happy I posted download sizes there. :lol:
Haerzog Jun 30, 2009, 11:17 PM perhaps you should switch to rapidshare or megaupload
xienwolf Jun 30, 2009, 11:27 PM Go listen to the last 2 Modcast episodes. There is a new Civilization Website which offers a TON of bandwidth and storage space, free to the asking for all modders. I just can't remember the name of the place yet as I keep forgetting to mention it to Vehem in case it offers better speed than what we already use.
And while you are talking to Wouter, sign up to guest host on Modcast yourself ;)
EDIT: here's the link to WePlayCiv (http://www.weplayciv.com)
Valkrionn Jun 30, 2009, 11:32 PM I'll look at the civ site... Sounds good, as FileFront is giving me grief atm. Don't have my comp, so I don't have a copy of the installer, and can't get it from the site. :wallbash:
Oh dear god no. :lol: Yeah, I think I'll stay far, far away from any guesthosting gig. ;)
xienwolf Jun 30, 2009, 11:34 PM Bah, it's cakewalk easy and pretty enjoyable. Just listen to a few episodes to get a feel for Garret and you can mock him relentlessly for an hour or so, then have him edit and publish it all himself so people can hear you make fun of him while advertising your own mod ;)
carnivore Jul 01, 2009, 03:25 AM guess that the problem was with the main file, when installing it wrote ffplus .10 and not .21
We'll have to wait until you upload it again...
Guillo Jul 01, 2009, 11:59 AM Well, I'm pretty sure I have everything installed correctly because all the unit art I've encountered so far (which should be *most*) has been fine except for Great Commanders. They are de'Blob.
Valkrionn Jul 01, 2009, 12:37 PM Yep, I had thought Commanders were fixed but they were not. :lol:
carnivore Jul 02, 2009, 03:36 PM Hi valkrionn, when will you upload the updated file of the modmodmod ?
File front still has the 0.10 file and the red bulb bug still exists
thanx
far_wanderer Jul 02, 2009, 06:34 PM I spotted a minor error while browsing through the civilopedia, I'm surprised no one caught it before now: Nojah's Illusionist trait is granting the Illusion promotion to all arcane units, not the Illusionist promotion.
Haerzog Jul 02, 2009, 11:20 PM An interesting idea. Imagine if he is conjuring all of his adepts.
Valkrionn Jul 04, 2009, 02:15 PM Hi valkrionn, when will you upload the updated file of the modmodmod ?
File front still has the 0.10 file and the red bulb bug still exists
thanx
Just fixed the link, thanks to Vermicious. :goodjob:
I spotted a minor error while browsing through the civilopedia, I'm surprised no one caught it before now: Nojah's Illusionist trait is granting the Illusion promotion to all arcane units, not the Illusionist promotion.
Woops, will fix that next patch.
carnivore Jul 04, 2009, 03:46 PM Great News ! :goodjob:
Guybrush! Jul 05, 2009, 04:22 AM Is there a quick fix for the barbarian trolls not requiring hunting?
Valkrionn Jul 05, 2009, 02:20 PM Not really. Easiest thing to do would be to open up civilizationinfos.xml, go to the barb civ, and replace the wild troll with UNIT_LIZARDMAN.
armyofwhispers Jul 06, 2009, 04:40 PM Clan beserker art broken. They show as 5 red blobs.
BiffQJ Jul 07, 2009, 04:49 AM I've been noticing a bunch of game crashes, they seem to come primarily when the AI explores a major lair (pyre, well, etc.). Usually I have to go into the Worldbuilder and put a mountain on that spot. I never have problems exploring the lairs myself, just when the AI does it...
Haerzog Jul 07, 2009, 11:21 AM The great commander is a red blob
overlordoftime Jul 07, 2009, 01:20 PM I can't ge ton at all it keeps on crashing when I try to play.
cyther Jul 07, 2009, 03:38 PM Did you apply patch 3.19 or do you have an automatic update system?
FF and thus FF+ are not updated to it yet.
Valkrionn Jul 07, 2009, 10:42 PM Sorry, missed that one... Only thing I can think of is what Cyther already mentioned. :lol:
Haerzog Jul 08, 2009, 12:58 PM I would really like to have the Great General back, btw. That was one of the things I really appreciated about BTS when they took that mechanic from warlords. And it would really serve well to support a civilizations ability to repulse barbarian incursions.
Vermicious Knid Jul 08, 2009, 04:17 PM Great Generals would be very nice indeed...but Great Commanders are sort of the same thing. Not sure having both makes sense.
Darksaber1 Jul 08, 2009, 08:27 PM I have found a huge exploit-I have 4 Korrina the Black Ladys and counting.
When Korrina becomes a haunt and back, a new Korrina is created, but it seems this only happens with a specific one Korrina 9e.g. you can have 4 Korrina, but only one will create a new one in your capital).
WarKirby Jul 08, 2009, 10:20 PM FF 0.51 is fixing an export concerning Korinna and Haunts. Something to do with blitz. It's probably the same thing.
Darksaber1 Jul 09, 2009, 11:00 AM Korrina doesn't have blitz yet.
funky munky Jul 09, 2009, 02:07 PM Hi, great modmodmod! Not sure if this is already known as a bug (or possibly a balance issue instead?) or if I should post it in a more specific Doviello+ subforum out there somewhere, because I kind of remember reading a discussion about their 'issue challenge' feature, but I looked around a bit and couldn't seem to find it again..
anyways, just thought I'd add to the discussion that my last multiplayer game going as the Doviello under BDH, I noticed that when the Amurites cast their world spell, I could still cast 'issue challenge', but the 'accept challenge' option was disabled until spell casting was allowed again, and thought that mechanic seemed like something that would be operating independent of general magic availability. Not really a big issue, just wondering if fit for some reason.
-fm
Valkrionn Jul 09, 2009, 02:13 PM Woops, forgot the bAbility tag on the accept challenge 'spell'. :lol:
Will be fixed.
armyofwhispers Jul 10, 2009, 02:11 PM Playing as Doviello, I built the Duin-like UU for Dov(can't remember his name), and used his spell (the one to make every unit in your stack a werewolf) but nothing happened and he lost the ability to cast it again... No new werewolves... :( If it makes a difference, I was playing with 'No Duin' turned on. (I never manage to build him first and I figured that since I was playing as Duin, it made little sense for him to be on a different team...)
Darksaber1 Jul 10, 2009, 06:07 PM The spell needs some 4 turn between casts.
Valkrionn Jul 11, 2009, 01:05 AM It only affects recon, and has a turn-between casts limit
armyofwhispers Jul 11, 2009, 01:43 AM ah... that would be nice to mention somewhere... I tried casting on my battlemaster stack...
Valkrionn Jul 11, 2009, 12:28 PM I think I put it in the tooltip... I know it's in the Doviello+ thread (Linked to, and mostly reproduced, in the Changelog thread).
armyofwhispers Jul 15, 2009, 01:59 PM Some serious problems with the mercurians... First Every time a mercurian or an infernal is summoned into the world, blight hits... not sure if that's a bug or not, but it's really crippling.
Second, and I think this one has been mentioned before, but Basium is the only Mercurian leader that successfully spawns. All other die instantly when the mercurian gate is built. I know this because, since I wanted to play as the mercs, I used worldbuilder to remove the gate and add enough cash to rebuild it next turn. This resulted in a total of 5 blights including the normal one at 30 turns, the infernals, and two failed merc leaders before I got Basium.
Third, as far as I know, mercurian leaders are supposed to perma-war with infernals, which was not the case in this situation.
Lastly, whenever a good civ had a unit die, an angel spawned as per normal, but a python exception would pop up saying something about change unit experience variables didn't match up. (I'm at work so I can't give you the exact wording)
If I remember correctly, the angel's experience is supposed to be based off of the unit that died isn't it? If so that's what's broken there since all of my angels start with no xp.
Valkrionn Jul 15, 2009, 02:12 PM Blight is an FF issue, but the other one is my fault. I'm removing the broken compact leaders anyway, so Hyborem and Basium are the only ones who will be allowed.
armyofwhispers Jul 15, 2009, 02:17 PM ah... that's too bad actually, I kind of enjoyed the idea of multiple demonic/angelic civs, but I also understand how it could be a pain to code and balance. Better to focus on the bezeri :D
Valkrionn Jul 15, 2009, 02:23 PM They may end up in again, but I'll have to write it myself, from scratch. Would rather work on the Bezeri first, like you said. :lol:
jimmythes Jul 15, 2009, 03:21 PM I'm playing next to Prime Minister Esirce, and his spawn rate for great people and adventures seems out of whack. It's turn 250 and he has 12 hero's and he just spawned two bards on the same turn. Both of the bards came from cities and not dungeons. It seems like every city acts as it's own civilization. I dont notice this when playing any other leader for grigori.
Sarisin Jul 15, 2009, 08:11 PM I'm playing next to Prime Minister Esirce, and his spawn rate for great people and adventures seems out of whack. It's turn 250 and he has 12 hero's and he just spawned two bards on the same turn. Both of the bards came from cities and not dungeons. It seems like every city acts as it's own civilization. I dont notice this when playing any other leader for grigori.
Getting two Bards on one turn is possible, but rare. I've done it when my city produced a Great Bard 'regularly' and I was the first to research Drama.
However, I agree with you that in my FF games (seems like eons ago since I played though as I upgraded to 3.19) the Grigori were popping plenty of Adventurers and GPs. I know V fiddled with the spawn rate of the Adventurers, however, I think it was still borderline in favor of the Grigori getting one every 25-30 turns on average.
Valkrionn Jul 15, 2009, 08:36 PM The spawn is still a bit much ATM, but I'm planning on tweaking it more.
Haerzog Jul 16, 2009, 10:43 AM If i remember right, somebody planned on separating the GP and Adv accumulation, so that the grigori would get some regular GP without crimping their Adv.
Darksaber1 Jul 16, 2009, 11:28 AM That's already in.
Valkrionn Jul 16, 2009, 12:49 PM Yep, the complaint was about the speed of the spawns. :lol:
not-prime Jul 16, 2009, 02:02 PM Is there a way to fix Infernals/Mercurians instantly being destroyed when summoned? Can I disable the minor leaders somewhere?
Valkrionn Jul 16, 2009, 02:15 PM There's no easy way, but it will be fixed in the next patch. Just removing the minor Mercs will make it worse, since the python would still refer to them.
armyofwhispers Jul 16, 2009, 02:16 PM I'm removing the broken compact leaders anyway, so Hyborem and Basium are the only ones who will be allowed.
This will fix the issue with infernal/mercurians dying on spawn.
EDIT: Beaten to the punch
Valkrionn Jul 16, 2009, 02:19 PM Also, I'm stealing Opera's options. :lol: One that sets all random leaders to Minors, and one to block random Minors. Lets you play without Minors without having to set all the leaders manually. :goodjob:
Iceciro Jul 17, 2009, 10:42 AM I'm interested in the idea of a world full of minor leaders :) so that's pretty cool to hear about.
Now, if only I could play...
esvath Jul 20, 2009, 08:57 AM I played FF+ for several games and had a bunch of crash. When I entered WB with save files before the crash(es), there were always a griffon, hippogriff, sabretooth or stags near my unit. When I deleted these, the game resumed normally. Try to see these units by civilopedia result in freezing. Is this because of my computer is not good enough handling the graphic?
Thanks!
esvath Jul 20, 2009, 09:00 AM Oh and Valkrionn, do you mind if I use your Bedouin Sit and Dwarven Mine improvements in my FfH modmod?
Thanks!
Valkrionn Jul 20, 2009, 10:05 AM Sounds like it might be an art issue... I'll have to look at it, but haven't experienced it myself.
As for the improvements, I don't mind at all. The Bedouin ones are technically Deon's, actually, I've just tweaked them and changed the art... And added an extra step. :lol:
esvath Jul 20, 2009, 10:08 AM I'll post the save games with the problem soon-ish. Thanks for the permission on Bedouin Sit and Dwarven Mine. I can unleash my Amurite + v.2.0 now :D
Iceciro Jul 21, 2009, 12:28 PM Do the Amurites really need more than I gave them? I thought I was being generous, and then my changes got rolled into Fall Further itself. /offtopic
WarKirby Jul 21, 2009, 01:21 PM I think the thing the amurites need, is an early hero. Adept Morin! A unit with Channelling II, buildable at KotE
Valkrionn Jul 21, 2009, 02:45 PM Really, I think the Amurites are pretty good. I could see giving them a small hero, but that's about it...
I like Warkirby's idea. :lol: Might have to go in.....
MagisterCultuum Jul 21, 2009, 03:02 PM What about moving Govannon back to KotE, but only giving him higher channeling promotions in python once the appropriate techs were known?
And/or making the SPELL_TEACH_SPELLCASTING dependent on a promotion which Govannon's students may sometimes get (and possibly changing it from a spell to a passive effect).
[to_xp]Gekko Jul 21, 2009, 03:59 PM if there's anyone who needs an additional hero, it's the Sheaim. their hero is at Divine Essence, which was enough for the kurios to get an earlier hero. it seems only fair for the sheaim to get one too.
Valkrionn Jul 21, 2009, 04:05 PM I agree with you there.
Do the Kurios actually HAVE their early hero in FF? I don't think they have Herne.
WarKirby Jul 21, 2009, 04:37 PM Do the Kurios actually HAVE their early hero in FF? I don't think they have Herne.
No, on two counts.
Herne's art is already in use for the Centaur Guard in FF. We have no Herne unit.
But, perhaps more importantly, Herne is not an early hero. He requires Armoured Cavaltry, and has 11 :strength: and Blitz as a starting promotion. He's a mid/late hero
[to_xp]Gekko Jul 21, 2009, 04:43 PM d'oh! I hate it when changes I like in FFH don't make it into FF :D
Valkrionn Jul 21, 2009, 04:48 PM I may end up bringing him in, if a bit weaker... IIRC, Kael made him to preserve the Centaur 'chariot' art that was made when War Chariots and their UUs were removed.
Edit: Although, Herne IS a Minor Leader for them atm.
Grimz101 Jul 24, 2009, 09:19 PM Edit: Wrong Modmod
not-prime Aug 08, 2009, 08:18 PM I picked the Spiritual trait while playing as Hephaestus yet didn't get it.
Edit: Can't gain any traits.
Valkrionn Aug 08, 2009, 08:45 PM Damn, thought I had that working. Will take another look at them... For now, probably a good idea to avoid minor leaders.
I'm assuming the event itself is working, just not allowing you to gain the trait?
not-prime Aug 08, 2009, 08:53 PM Damn, thought I had that working. Will take another look at them... For now, probably a good idea to avoid minor leaders.
I'm assuming the event itself is working, just not allowing you to gain the trait?
Yep. Loving the new Jotnar btw :).
Valkrionn Aug 08, 2009, 09:01 PM Looks like I have a fix... Try this out and let me know if it enables minor leaders to gain traits. Just extract in the FFPlus directory, it contains all necessary folder structure.
I had thought I changed trait gain to the new setup, forced by 3.19... Turns out I had. Had a very minor typo, on every last line however. :lol: An unclosed parenthesis at the end of the line.
Rather than this:
pPlayer.setHasTrait(gc.getInfoTypeForString('TRAIT _TREACHEROUS'),True))
I needed this:
pPlayer.setHasTrait(gc.getInfoTypeForString('TRAIT _TREACHEROUS'),True)
Glad to hear you like the Jotnar. :goodjob:
not-prime Aug 08, 2009, 09:31 PM Looks like I have a fix... Try this out and let me know if it enables minor leaders to gain traits. Just extract in the FFPlus directory, it contains all necessary folder structure.
I had thought I changed trait gain to the new setup, forced by 3.19... Turns out I had. Had a very minor typo, on every last line however. :lol: An unclosed parenthesis at the end of the line.
Rather than this:
pPlayer.setHasTrait(gc.getInfoTypeForString('TRAIT _TREACHEROUS'),True))
I needed this:
pPlayer.setHasTrait(gc.getInfoTypeForString('TRAIT _TREACHEROUS'),True)
Glad to hear you like the Jotnar. :goodjob:
Works perfectly, thanks.
Valkrionn Aug 08, 2009, 09:37 PM Glad it was an easy fix then... I'll attach it to the first post of the download thread.
Darksaber1 Aug 08, 2009, 09:46 PM All of the Jotnar Exept Hepheastus are TEXT_KEY_LEADER_[Leader Name] (e.g. TEXT_KEY_LEADER_UXOL)
Their is NO documentation about Thralls. The closists it comes is saying what Thrall Cultist does.
I know their was sometihng else, I just can't remeber what.
Valkrionn Aug 08, 2009, 10:02 PM The leader text is an oversight... Xienwolf changed the textkeys to TXT_KEY_LEADER_UXOL from TXT_KEY_LEADER_J03 and so on. I forgot to update the text file to match.
Documentation is coming... Atm, I don't know much either honestly. :lol:
not-prime Aug 08, 2009, 10:06 PM All of the Jotnar Exept Hepheastus are TEXT_KEY_LEADER_[Leader Name] (e.g. TEXT_KEY_LEADER_UXOL)
Their is NO documentation about Thralls. The closists it comes is saying what Thrall Cultist does.
I know their was sometihng else, I just can't remeber what.
Was the thing you couldn't remember the fact that you can move your citizen stack of doom between cities and get the production bonus for each and every one until the beginning of your next turn?
Valkrionn Aug 08, 2009, 10:07 PM New quickfix is up, again containing all folder structure... Fixes the leader text.
Gonna let it build a bit, before I make a patch. :lol: Two files is not quite large enough to warrant an installer yet.
Darksaber1 Aug 08, 2009, 10:25 PM Was the thing you couldn't remember the fact that you can move your citizen stack of doom between cities and get the production bonus for each and every one until the beginning of your next turn?
No, don't think so, but good point.
Valkrionn Aug 08, 2009, 10:35 PM Was the thing you couldn't remember the fact that you can move your citizen stack of doom between cities and get the production bonus for each and every one until the beginning of your next turn?
Missed that one... How so? The bonus only applies to the city the unit is actually in at the end of the turn, does it not? At least, that's how the promotion is set up...
The promotion on the UNIT may stay if you start movement in a city, and end somewhere else, but if Xienwolf designed the citybonus tag the way I think he did, only cities in range at the end of the turn will be affected. Seeing as it has a range of 1, only cities with units actually IN them should gain a bonus.
not-prime Aug 09, 2009, 01:09 AM Missed that one... How so? The bonus only applies to the city the unit is actually in at the end of the turn, does it not? At least, that's how the promotion is set up...
The promotion on the UNIT may stay if you start movement in a city, and end somewhere else, but if Xienwolf designed the citybonus tag the way I think he did, only cities in range at the end of the turn will be affected. Seeing as it has a range of 1, only cities with units actually IN them should gain a bonus.
Yeah I made a mistake, it's only the overflow from previous construction which stays.
Valkrionn Aug 09, 2009, 01:30 AM That's good, had me worried there. :lol:
Randomness Aug 09, 2009, 02:12 AM On start-up, with and without the quickfix, I get an error pretaining to Bonus info.
File: xml\Terrain/CIV4BonusInfo.xml
Reason: Element content is invailid according to the DTD/Schema.
Expecting: {x-schema:CIV4TerrainSchema.xml}TechObsolete.
Line:17,18
Source: <VieldChanges>
My version of FF works fine, and I haven't touched these files. Has anyone else had this problem.
P.S I have not yet tried redownloading file incase mine was corupt. Trying that now...
Valkrionn Aug 09, 2009, 02:24 AM Ugh. Thought I fixed that one... Anyone else getting it?
Leverkuhn Aug 09, 2009, 06:07 AM In this savegame, I research Honor as Elohim, but Empyrean remains unfounded (and I don't receive an Ecclesiastic). Entering world builder and gifting myself Ecclesiastics yields bizarre results. (Popup announces that Empyrean has been founded in Cahir Abbey, Ecclesiastic consumed, no religion in city, religion advisor shows Empyrean as unfounded but lists Cahir Abbey as its holy city.) I very slightly modded the XML to make the Creative trait useful (+100% prod. of theatres, +50% culture) but I don't think that could affect anything.
Darksaber1 Aug 09, 2009, 09:17 AM Now I know what was bugging me! You left out the 'Pedia Entries for Tyra, Corel and Rearox i wrote!:)
Hroth Aug 09, 2009, 09:23 AM On start-up, with and without the quickfix, I get an error pretaining to Bonus info.
File: xml\Terrain/CIV4BonusInfo.xml
Reason: Element content is invailid according to the DTD/Schema.
Expecting: {x-schema:CIV4TerrainSchema.xml}TechObsolete.
Line:17,18
Source: <VieldChanges>
My version of FF works fine, and I haven't touched these files. Has anyone else had this problem.
P.S I have not yet tried redownloading file incase mine was corupt. Trying that now...
I was having the same issue, and realized that I hadn't installed Patch B for FF.
I installed B and reinstalled FF+ "patch", problem went away.
Randomness Aug 09, 2009, 02:29 PM Hmm... I thought I was completely patched, but now that I think about it, I don't think I ever got patch B... That should fix everything, thanks!
Merddyn Aug 09, 2009, 02:50 PM This is an error with Fall Further, not Fall Further Plus, but it results in it being a problem in FFPlus so I'll cite it here as well (since with Xienwolf being busy you might find the cause sooner. XD Either way it makes playing the Amurites for me almost unplayable. -_-;). Whenever a temporary summon dies in combat, be it from actually dying from losing (ie throwing a fire elemental against Acheron) or from being a fireball and winning (ie fireball against a scout) then your unit supply cost goes up by one, permanently. You might not notice an increase from one, but two or three will certainly increase the gold cost per turn.
Obviously, this means if you use a lot of summons (except skeletons, for some reason) to bring down a strong unit and/or city, it'll quickly cripple your economy for the entire rest of the game, which is kind of a major problem.
vivictius Aug 09, 2009, 05:56 PM Latest version, I'm seeing Scorp Clan Goblin Chariots before turn 100 on epic speed.
Also, was Orthus, Acheron, and the Barron suppose to be removed from the game?
vivictius Aug 09, 2009, 06:58 PM I'm getting a python error when the AI tries to create a griffon lair.
Valkrionn Aug 09, 2009, 09:22 PM That's odd with the religion... Anyone mind testing it?
As for the pedia entries, I decided to leave them for the Minor leader overhaul.
I doubt I can do much ATM for the summon issue, unfortunately.
I didn't change anything with the barbs... Maybe it was a bad lair result? And no, I actually removed the option to block them. They should be in all games.
I'll look into that exception.
vivictius Aug 10, 2009, 01:47 AM I'm finding a second Mobility promotion with Cartography, is that intented?
Valkrionn Aug 10, 2009, 01:57 AM Hmm... It says PROMOTION_JOT_MOBILITY1, so I'd assume it's Jotnar only. Not sure why it's needed though?
copx Aug 10, 2009, 08:39 AM There are indeed two Mobility I promotions available. Not just to Jontar, worked for all civs I have played so far.
Also, I cannot build Boris (Mechanos Hero). I had Writing, the correct religion, even the holy city and the shrine. Yet, Boris never showed up as a build option. Please tell me how to fix this.
Also the Undead civ (not Scions, the other one) feels very "underdeveloped". Graphics aren't consistent, and there are many re-used and not very good graphics. I also doubt that they are - even just remotely - balanced. I wonder whether it's really a good idea to include it considering its current state.
Great Mod BTW. I used to play FfH then Fall Further came along and I switched. Now I have switched again (to FF Plus)!
Darksaber1 Aug 10, 2009, 09:41 AM Boris is for non-Mechanor-Ordos Religius hero: Mechanos CAN'T build him.
copx Aug 10, 2009, 10:17 AM Boris is for non-Mechanor-Ordos Religius hero: Mechanos CAN'T build him.
Oh, I see. Thanks.
Breez Aug 10, 2009, 10:52 AM Boris is for non-Mechanor-Ordos Religius hero: Mechanos CAN'T build him.
Really? I swear I built him in Orbis as Mechonios. A change in FF+ I take it?
Darksaber1 Aug 10, 2009, 11:17 AM He can be built in Orbis, but this was changed In FF+. I think he comes sooner, so an early immortal hero was seen as bad. That, and the Mechonos got some buffs.
Valkrionn Aug 10, 2009, 03:48 PM There are indeed two Mobility I promotions available. Not just to Jontar, worked for all civs I have played so far.
Also, I cannot build Boris (Mechanos Hero). I had Writing, the correct religion, even the holy city and the shrine. Yet, Boris never showed up as a build option. Please tell me how to fix this.
Also the Undead civ (not Scions, the other one) feels very "underdeveloped". Graphics aren't consistent, and there are many re-used and not very good graphics. I also doubt that they are - even just remotely - balanced. I wonder whether it's really a good idea to include it considering its current state.
Great Mod BTW. I used to play FfH then Fall Further came along and I switched. Now I have switched again (to FF Plus)!
I meant it was SUPPOSED to be Jotnar only. :lol:
Boris is non-Mechanos only. The Mechanos didn't need him, as they get Lenora as a hero instead, and it allowed me to make the religion more attractive for non-Mechanos without being too strong for them.
The Legion aren't too balanced yet. :lol: It's rather hard to balance a civ that can ONLY grow via combat... As for graphics, working on it. The UU's, aside from the adept, are now all using demon/undead graphics. Need to find adept art... Don't want to steal from the Scions, but may have to. The Infernals use an imp, which really doesn't work. :lol:
Glad you like the mod. :goodjob:
Really? I swear I built him in Orbis as Mechonios. A change in FF+ I take it?
Yep, change in FFPlus.
Vermicious Knid Aug 10, 2009, 03:51 PM Hmm... It says PROMOTION_JOT_MOBILITY1, so I'd assume it's Jotnar only. Not sure why it's needed though?
I put it in so they could access it, seeing that horseback riding was blocked. Should be Jotnar only though. Not sure what happened to make it globally available...but I can confirm it is.
Valkrionn Aug 10, 2009, 04:00 PM Only thing missing is the <prereqciv> tag. Easy fix.
Makes sense, too... Hadn't thought about them being blocked from it.
Vermicious Knid Aug 10, 2009, 04:02 PM Has anybody else tried the Scions? I'm getting the event text but not the unit on Korinna, Pelemos, etc.... Want to verify it isn't just me before I start digging.
ori Aug 10, 2009, 05:16 PM Has anybody else tried the Scions? I'm getting the event text but not the unit on Korinna, Pelemos, etc.... Want to verify it isn't just me before I start digging.
works for me :)
Vermicious Knid Aug 10, 2009, 05:18 PM works for me :)
Hmmm. I'll download the release version then. Perhaps I have a buggy install.
Schizoid Aug 10, 2009, 07:43 PM 1. Dispel magic seems to count ambition as a 'bad' effect for my units.
2. Was able to not only found a religion through tech as supposedly intolerant Kahd, but it also passively spread through the empire.
(the above two were before release patch E, so I'm not sure if they still exist)
3. Spring can upgrade plains further to grasslands and then to marshes, making nature III pointless.
FireBlaze Aug 10, 2009, 08:36 PM Ugh. Thought I fixed that one... Anyone else getting it?
Me. I'm missing like 20 xml files (so the pop ups tell me, at least).
Valkrionn Aug 10, 2009, 11:52 PM 1. Dispel magic seems to count ambition as a 'bad' effect for my units.
2. Was able to not only found a religion through tech as supposedly intolerant Kahd, but it also passively spread through the empire.
(the above two were before release patch E, so I'm not sure if they still exist)
3. Spring can upgrade plains further to grasslands and then to marshes, making nature III pointless.
That is odd... It shouldn't. I'll look at it.
This is a base FF bug. Intolerant doesn't function the way it claims.
I wouldn't say it's pointless, personally... Saves quite a bit of time. That said, it IS weaker now... What could we add to it? We can buff Vitalize, OR we can bring back 'Summon Guardian Vine' and have two Nature III spells.
Me. I'm missing like 20 xml files (so the pop ups tell me, at least).
That should not happen. Did you install FF first? Only thing I can think of that would cause entire files to be missing.
FireBlaze Aug 11, 2009, 12:16 AM That is odd... It shouldn't. I'll look at it.
This is a base FF bug. Intolerant doesn't function the way it claims.
I wouldn't say it's pointless, personally... Saves quite a bit of time. That said, it IS weaker now... What could we add to it? We can buff Vitalize, OR we can bring back 'Summon Guardian Vine' and have two Nature III spells.
That should not happen. Did you install FF first? Only thing I can think of that would cause entire files to be missing.
Well, I'm not sure if I had installed B, so then I did it, and reinstalled. That didn't work. And I've tried to reinstall at different mirrors. That didn't work. FF patch B, installed the full thing. So idk, I might try reinstalling FF tomorrow.
Valkrionn Aug 11, 2009, 12:28 AM Hmm... That's extremely odd. If it happens again, could you take screenshots of the messages?
odalrick Aug 11, 2009, 03:59 AM I wouldn't say it's pointless, personally... Saves quite a bit of time. That said, it IS weaker now... What could we add to it? We can buff Vitalize, OR we can bring back 'Summon Guardian Vine' and have two Nature III spells.
Since you have to cast it the same number of times as spring, it doesn't really save any time. And with spring and scorch you can just spam adepts.
I changed Vitalize to affecting a larger area and having a casting delay to reduce micromanagement.
You could have the code if you want, it also makes the spell affected by spell extension and allows specific upgrades by civilization. Illians make Ice, Lizards make marsh...
But even without a casting delay, vitalize would be underpowered if spring and scorch can do everything vitalize can do 200 turns earlier without tying up archmages.
Treason Aug 11, 2009, 05:05 AM Was the issue with Minor leaders not gaining traits fixed, or do I need to edit the coding, as mentioned earlier in the thread? As it stands in my games, no minor leader can gain any trait, and they do not loose minor upon founding a fourth city.
Vermicious Knid Aug 11, 2009, 09:19 AM Since you have to cast it the same number of times as spring, it doesn't really save any time. And with spring and scorch you can just spam adepts.
I changed Vitalize to affecting a larger area and having a casting delay to reduce micromanagement.
You could have the code if you want, it also makes the spell affected by spell extension and allows specific upgrades by civilization. Illians make Ice, Lizards make marsh...
But even without a casting delay, vitalize would be underpowered if spring and scorch can do everything vitalize can do 200 turns earlier without tying up archmages.
Yes, post that code please. :D
I'm with Valkrionn on this one. We'll buff Nature 3 one way or another.
KingKeeper Aug 11, 2009, 09:27 AM Dont know if this is a Bug or if i missed something, but Bedouin-Workers cant build Farms on Floodplains. In Fact they cant build anything on Floodplains except Caravan Routes.
Makes Malakim Floodplains kinda weak ^^
FireBlaze Aug 11, 2009, 09:41 AM Hmm... That's extremely odd. If it happens again, could you take screenshots of the messages?
Aight, reinstalling FF and FF+, with all patches, seemed to have fixed it. Dunno what was wrong though.
odalrick Aug 11, 2009, 11:46 AM Yes, post that code please.
My version of vitalize. The changes are:
Vitalize affects a larger area. 1 radius base, +1 each for Spell Extension I and II.
Civs can have specific upgrades. Illians make everything snow; lizards upgrade grassland to marsh for instance.
Ocean is upgraded to coast.
Cities on grassland hills become plains hills.
A companion spell quickly makes grassland to plains, for those times you prefer plains.
Also, I don't think it's a change; floodplains become normal plains.
code:
import CvPythonExtensions
import PyHelpers
gc = CvPythonExtensions.CyGlobalContext()
def plotsInRange( centerX, centerY, maxRange, minRange=None ):
maxRangeSquared = (maxRange+.5)**2
if minRange is None:
minRangeSquared = -1
else:
minRangeSquared = (minRange+.5)**2
for offsetX in xrange( -maxRange, maxRange+1 ):
for offsetY in xrange( -maxRange, maxRange+1 ):
if minRangeSquared < offsetX**2 + offsetY**2 < maxRangeSquared:
yield ( centerX + offsetX, centerY + offsetY )
def getSpellRange( caster ):
spellRange = 0
for promotion in ( 'PROMOTION_EXTENSION1', 'PROMOTION_EXTENSION2' ):
if caster.isHasPromotion( gc.getInfoTypeForString( promotion ) ):
spellRange += 1
return spellRange
# Vitalize
baseVitalizeUpgrades = dict( ( gc.getInfoTypeForString( start_terrain ), gc.getInfoTypeForString( end_terrain ) )
for start_terrain, end_terrain in [
('TERRAIN_SNOW', 'TERRAIN_TUNDRA'),
('TERRAIN_TUNDRA', 'TERRAIN_PLAINS'),
('TERRAIN_DESERT', 'TERRAIN_PLAINS'),
('TERRAIN_PLAINS', 'TERRAIN_GRASS'),
('TERRAIN_MARSH', 'TERRAIN_GRASS'),
('TERRAIN_OCEAN', 'TERRAIN_COAST'),
] )
civSpecificVitalize = dict()
civSpecificVitalize[gc.getInfoTypeForString('CIVILIZATION_ILLIANS')] = dict( ( gc.getInfoTypeForString( start_terrain ), gc.getInfoTypeForString( end_terrain ) )
for start_terrain, end_terrain in [
('TERRAIN_TUNDRA', 'TERRAIN_SNOW'),
('TERRAIN_DESERT', 'TERRAIN_SNOW'),
('TERRAIN_PLAINS', 'TERRAIN_SNOW'),
('TERRAIN_GRASS', 'TERRAIN_SNOW'),
('TERRAIN_MARSH', 'TERRAIN_SNOW'),
('TERRAIN_BURNING_SANDS', 'TERRAIN_SNOW'),
('TERRAIN_BROKEN_LANDS', 'TERRAIN_SNOW'),
('TERRAIN_FIELDS_OF_PERDITION', 'TERRAIN_SNOW'),
('TERRAIN_OCEAN', 'TERRAIN_COAST'),
] )
civSpecificVitalize[gc.getInfoTypeForString('CIVILIZATION_MAZATL')] = dict( baseVitalizeUpgrades )
civSpecificVitalize[gc.getInfoTypeForString('CIVILIZATION_MAZATL')].update( dict( ( gc.getInfoTypeForString( start_terrain ), gc.getInfoTypeForString( end_terrain ) )
for start_terrain, end_terrain in [
('TERRAIN_GRASS', 'TERRAIN_MARSH'),
('TERRAIN_MARSH', 'TERRAIN_MARSH'),
] ) )
civSpecificVitalize[gc.getInfoTypeForString('CIVILIZATION_CUALLI')] = dict (civSpecificVitalize[gc.getInfoTypeForString('CIVILIZATION_MAZATL')])
civSpecificVitalize[gc.getInfoTypeForString('CIVILIZATION_MALAKIM')] = dict( baseVitalizeUpgrades )
civSpecificVitalize[gc.getInfoTypeForString('CIVILIZATION_MALAKIM')].update( dict( ( gc.getInfoTypeForString( start_terrain ), gc.getInfoTypeForString( end_terrain ) )
for start_terrain, end_terrain in [
('TERRAIN_DESERT', 'TERRAIN_DESERT'),
] ) )
def reqVitalize(caster):
pPlot = caster.plot()
if pPlot.getOwner() != caster.getOwner():
return False
if pPlot.isWater():
return False
pPlayer = gc.getPlayer( caster.getOwner() )
vitalizeUpgrades = civSpecificVitalize.get( pPlayer.getCivilizationType(), baseVitalizeUpgrades )
if not pPlot.getTerrainType() in vitalizeUpgrades:
return False
return True
def spellVitalize(caster):
map = CvPythonExtensions.CyMap()
grass = gc.getInfoTypeForString( 'TERRAIN_GRASS' )
plains = gc.getInfoTypeForString( 'TERRAIN_PLAINS' )
desert = gc.getInfoTypeForString( 'TERRAIN_DESERT' )
floodPlains = gc.getInfoTypeForString('FEATURE_FLOOD_PLAINS')
pPlayer = gc.getPlayer( caster.getOwner() )
vitalizeUpgrades = civSpecificVitalize.get( pPlayer.getCivilizationType(), baseVitalizeUpgrades )
for x,y in plotsInRange( caster.getX(), caster.getY(), getSpellRange( caster )+1 ):
pPlot = map.plot(x,y)
if not pPlot.isNone() and pPlot.getOwner() == caster.getOwner():
terrain = pPlot.getTerrainType()
if terrain in vitalizeUpgrades:
pPlot.setTerrainType( vitalizeUpgrades[terrain], True, True )
# From here on terrain refers to what pPlot was before the upgrade
if terrain == desert and pPlot.getFeatureType() == floodPlains and terrain != pPlot.getTerrainType():
pPlot.setFeatureType(-1, -1)
if pPlot.getTerrainType() == grass and pPlot.isHills() and pPlot.isCity():
pPlot.setTerrainType( plains, True, True )
def reqVitalizeCompanion(caster):
pPlot = caster.plot()
if pPlot.getOwner() != caster.getOwner():
return False
elif pPlot.isWater():
return False
elif not pPlot.getTerrainType() in ( gc.getInfoTypeForString( terrain ) for terrain in ['TERRAIN_GRASS', 'TERRAIN_PLAINS']):
return False
return True
def spellVitalizeCompanion(caster):
'''
Transforms concentric circles of grassland to plains.
'''
map = CvPythonExtensions.CyMap()
grass = gc.getInfoTypeForString( 'TERRAIN_GRASS' )
plains = gc.getInfoTypeForString( 'TERRAIN_PLAINS' )
player = caster.getOwner()
for transformRange in xrange( getSpellRange( caster )+1+1 ): # +1 for basic range, +1 to include endpoint
altered = False
if transformRange:
minRange = transformRange -1
else:
minRange = None
for x,y in plotsInRange( caster.getX(), caster.getY(), transformRange, None ):
pPlot = map.plot(x,y)
if not pPlot.isNone() and pPlot.getOwner() == player:
terrain = pPlot.getTerrainType()
if terrain == grass:
pPlot.setTerrainType( plains, True, True )
altered = True
if altered:
return
# Vitalize end
xml:
<SpellInfo> <!-- Vitalize -->
<Type>SPELL_VITALIZE</Type>
<Description>TXT_KEY_SPELL_VITALIZE</Description>
<Civilopedia>TXT_KEY_SPELL_VITALIZE_PEDIA</Civilopedia>
<Help>TXT_KEY_SPELL_VITALIZE_HELP</Help>
<PromotionPrereq1>PROMOTION_NATURE3</PromotionPrereq1>
<bAllowAI>1</bAllowAI>
<bDisplayWhenDisabled>1</bDisplayWhenDisabled>
<bHasCasted>1</bHasCasted>
<PyResult>odmod.spellVitalize(pCaster)</PyResult>
<PyRequirement>odmod.reqVitalize(pCaster)</PyRequirement>
<Effect>EFFECT_VITALIZE</Effect>
<Sound>AS3D_SPELL_SANCTIFY</Sound>
<Button>Art/Interface/Buttons/Spells/Vitalize.dds</Button>
</SpellInfo>
<SpellInfo> <!-- Vitalize Companion -->
<Type>SPELL_VITALIZE_COMPANION</Type>
<Description>TXT_KEY_SPELL_VITALIZE_COMPANION</Description>
<Civilopedia>TXT_KEY_SPELL_VITALIZE_COMPANION_PEDIA</Civilopedia>
<Help>TXT_KEY_SPELL_VITALIZE_COMPANION_HELP</Help>
<PromotionPrereq1>PROMOTION_NATURE3</PromotionPrereq1>
<bAllowAI>0</bAllowAI>
<bDisplayWhenDisabled>0</bDisplayWhenDisabled>
<bHasCasted>0</bHasCasted>
<PyResult>odmod.spellVitalizeCompanion(pCaster)</PyResult>
<PyRequirement>odmod.reqVitalizeCompanion(pCaster)</PyRequirement>
<Effect>EFFECT_SCORCH</Effect>
<Sound>AS3D_SPELL_SANCTIFY</Sound>
<Button>Art/Interface/Buttons/Spells/Scorch.dds</Button>
</SpellInfo>
The important part of the xml is that the companion spell is human only and may be cast any number of times per turn. And obviously the PyResult and PyRequirement needs to be adapted to the code.
Valkrionn Aug 11, 2009, 03:33 PM Was the issue with Minor leaders not gaining traits fixed, or do I need to edit the coding, as mentioned earlier in the thread? As it stands in my games, no minor leader can gain any trait, and they do not loose minor upon founding a fourth city.
It was fixed for the first version in a quickfix, which has been included in the new download.... I no longer have the quickfix, so I'd suggest redownloading the installer.
Dont know if this is a Bug or if i missed something, but Bedouin-Workers cant build Farms on Floodplains. In Fact they cant build anything on Floodplains except Caravan Routes.
Makes Malakim Floodplains kinda weak ^^
They can't build towns on floodplains? They were able to before patch E, and I didn't touch it... Maybe something changed in FF?
Aight, reinstalling FF and FF+, with all patches, seemed to have fixed it. Dunno what was wrong though.
That's good, had me worried there. :lol:
My version of vitalize. The changes are:
Vitalize affects a larger area. 1 radius base, +1 each for Spell Extension I and II.
Civs can have specific upgrades. Illians make everything snow; lizards upgrade grassland to marsh for instance.
Ocean is upgraded to coast.
Cities on grassland hills become plains hills.
A companion spell quickly makes grassland to plains, for those times you prefer plains.
Also, I don't think it's a change; floodplains become normal plains.
code:
import CvPythonExtensions
import PyHelpers
gc = CvPythonExtensions.CyGlobalContext()
def plotsInRange( centerX, centerY, maxRange, minRange=None ):
maxRangeSquared = (maxRange+.5)**2
if minRange is None:
minRangeSquared = -1
else:
minRangeSquared = (minRange+.5)**2
for offsetX in xrange( -maxRange, maxRange+1 ):
for offsetY in xrange( -maxRange, maxRange+1 ):
if minRangeSquared < offsetX**2 + offsetY**2 < maxRangeSquared:
yield ( centerX + offsetX, centerY + offsetY )
def getSpellRange( caster ):
spellRange = 0
for promotion in ( 'PROMOTION_EXTENSION1', 'PROMOTION_EXTENSION2' ):
if caster.isHasPromotion( gc.getInfoTypeForString( promotion ) ):
spellRange += 1
return spellRange
# Vitalize
baseVitalizeUpgrades = dict( ( gc.getInfoTypeForString( start_terrain ), gc.getInfoTypeForString( end_terrain ) )
for start_terrain, end_terrain in [
('TERRAIN_SNOW', 'TERRAIN_TUNDRA'),
('TERRAIN_TUNDRA', 'TERRAIN_PLAINS'),
('TERRAIN_DESERT', 'TERRAIN_PLAINS'),
('TERRAIN_PLAINS', 'TERRAIN_GRASS'),
('TERRAIN_MARSH', 'TERRAIN_GRASS'),
('TERRAIN_OCEAN', 'TERRAIN_COAST'),
] )
civSpecificVitalize = dict()
civSpecificVitalize[gc.getInfoTypeForString('CIVILIZATION_ILLIANS')] = dict( ( gc.getInfoTypeForString( start_terrain ), gc.getInfoTypeForString( end_terrain ) )
for start_terrain, end_terrain in [
('TERRAIN_TUNDRA', 'TERRAIN_SNOW'),
('TERRAIN_DESERT', 'TERRAIN_SNOW'),
('TERRAIN_PLAINS', 'TERRAIN_SNOW'),
('TERRAIN_GRASS', 'TERRAIN_SNOW'),
('TERRAIN_MARSH', 'TERRAIN_SNOW'),
('TERRAIN_BURNING_SANDS', 'TERRAIN_SNOW'),
('TERRAIN_BROKEN_LANDS', 'TERRAIN_SNOW'),
('TERRAIN_FIELDS_OF_PERDITION', 'TERRAIN_SNOW'),
('TERRAIN_OCEAN', 'TERRAIN_COAST'),
] )
civSpecificVitalize[gc.getInfoTypeForString('CIVILIZATION_MAZATL')] = dict( baseVitalizeUpgrades )
civSpecificVitalize[gc.getInfoTypeForString('CIVILIZATION_MAZATL')].update( dict( ( gc.getInfoTypeForString( start_terrain ), gc.getInfoTypeForString( end_terrain ) )
for start_terrain, end_terrain in [
('TERRAIN_GRASS', 'TERRAIN_MARSH'),
('TERRAIN_MARSH', 'TERRAIN_MARSH'),
] ) )
civSpecificVitalize[gc.getInfoTypeForString('CIVILIZATION_CUALLI')] = dict (civSpecificVitalize[gc.getInfoTypeForString('CIVILIZATION_MAZATL')])
civSpecificVitalize[gc.getInfoTypeForString('CIVILIZATION_MALAKIM')] = dict( baseVitalizeUpgrades )
civSpecificVitalize[gc.getInfoTypeForString('CIVILIZATION_MALAKIM')].update( dict( ( gc.getInfoTypeForString( start_terrain ), gc.getInfoTypeForString( end_terrain ) )
for start_terrain, end_terrain in [
('TERRAIN_DESERT', 'TERRAIN_DESERT'),
] ) )
def reqVitalize(caster):
pPlot = caster.plot()
if pPlot.getOwner() != caster.getOwner():
return False
if pPlot.isWater():
return False
pPlayer = gc.getPlayer( caster.getOwner() )
vitalizeUpgrades = civSpecificVitalize.get( pPlayer.getCivilizationType(), baseVitalizeUpgrades )
if not pPlot.getTerrainType() in vitalizeUpgrades:
return False
return True
def spellVitalize(caster):
map = CvPythonExtensions.CyMap()
grass = gc.getInfoTypeForString( 'TERRAIN_GRASS' )
plains = gc.getInfoTypeForString( 'TERRAIN_PLAINS' )
desert = gc.getInfoTypeForString( 'TERRAIN_DESERT' )
floodPlains = gc.getInfoTypeForString('FEATURE_FLOOD_PLAINS')
pPlayer = gc.getPlayer( caster.getOwner() )
vitalizeUpgrades = civSpecificVitalize.get( pPlayer.getCivilizationType(), baseVitalizeUpgrades )
for x,y in plotsInRange( caster.getX(), caster.getY(), getSpellRange( caster )+1 ):
pPlot = map.plot(x,y)
if not pPlot.isNone() and pPlot.getOwner() == caster.getOwner():
terrain = pPlot.getTerrainType()
if terrain in vitalizeUpgrades:
pPlot.setTerrainType( vitalizeUpgrades[terrain], True, True )
# From here on terrain refers to what pPlot was before the upgrade
if terrain == desert and pPlot.getFeatureType() == floodPlains and terrain != pPlot.getTerrainType():
pPlot.setFeatureType(-1, -1)
if pPlot.getTerrainType() == grass and pPlot.isHills() and pPlot.isCity():
pPlot.setTerrainType( plains, True, True )
def reqVitalizeCompanion(caster):
pPlot = caster.plot()
if pPlot.getOwner() != caster.getOwner():
return False
elif pPlot.isWater():
return False
elif not pPlot.getTerrainType() in ( gc.getInfoTypeForString( terrain ) for terrain in ['TERRAIN_GRASS', 'TERRAIN_PLAINS']):
return False
return True
def spellVitalizeCompanion(caster):
'''
Transforms concentric circles of grassland to plains.
'''
map = CvPythonExtensions.CyMap()
grass = gc.getInfoTypeForString( 'TERRAIN_GRASS' )
plains = gc.getInfoTypeForString( 'TERRAIN_PLAINS' )
player = caster.getOwner()
for transformRange in xrange( getSpellRange( caster )+1+1 ): # +1 for basic range, +1 to include endpoint
altered = False
if transformRange:
minRange = transformRange -1
else:
minRange = None
for x,y in plotsInRange( caster.getX(), caster.getY(), transformRange, None ):
pPlot = map.plot(x,y)
if not pPlot.isNone() and pPlot.getOwner() == player:
terrain = pPlot.getTerrainType()
if terrain == grass:
pPlot.setTerrainType( plains, True, True )
altered = True
if altered:
return
# Vitalize end
xml:
<SpellInfo> <!-- Vitalize -->
<Type>SPELL_VITALIZE</Type>
<Description>TXT_KEY_SPELL_VITALIZE</Description>
<Civilopedia>TXT_KEY_SPELL_VITALIZE_PEDIA</Civilopedia>
<Help>TXT_KEY_SPELL_VITALIZE_HELP</Help>
<PromotionPrereq1>PROMOTION_NATURE3</PromotionPrereq1>
<bAllowAI>1</bAllowAI>
<bDisplayWhenDisabled>1</bDisplayWhenDisabled>
<bHasCasted>1</bHasCasted>
<PyResult>odmod.spellVitalize(pCaster)</PyResult>
<PyRequirement>odmod.reqVitalize(pCaster)</PyRequirement>
<Effect>EFFECT_VITALIZE</Effect>
<Sound>AS3D_SPELL_SANCTIFY</Sound>
<Button>Art/Interface/Buttons/Spells/Vitalize.dds</Button>
</SpellInfo>
<SpellInfo> <!-- Vitalize Companion -->
<Type>SPELL_VITALIZE_COMPANION</Type>
<Description>TXT_KEY_SPELL_VITALIZE_COMPANION</Description>
<Civilopedia>TXT_KEY_SPELL_VITALIZE_COMPANION_PEDIA</Civilopedia>
<Help>TXT_KEY_SPELL_VITALIZE_COMPANION_HELP</Help>
<PromotionPrereq1>PROMOTION_NATURE3</PromotionPrereq1>
<bAllowAI>0</bAllowAI>
<bDisplayWhenDisabled>0</bDisplayWhenDisabled>
<bHasCasted>0</bHasCasted>
<PyResult>odmod.spellVitalizeCompanion(pCaster)</PyResult>
<PyRequirement>odmod.reqVitalizeCompanion(pCaster)</PyRequirement>
<Effect>EFFECT_SCORCH</Effect>
<Sound>AS3D_SPELL_SANCTIFY</Sound>
<Button>Art/Interface/Buttons/Spells/Scorch.dds</Button>
</SpellInfo>
The important part of the xml is that the companion spell is human only and may be cast any number of times per turn. And obviously the PyResult and PyRequirement needs to be adapted to the code.
Sounds good. :goodjob: The only thing I'm unsure of is the Ocean to Coast upgrade.
odalrick Aug 11, 2009, 04:40 PM Sounds good. :goodjob: The only thing I'm unsure of is the Ocean to Coast upgrade.
It's trivial to remove, but it's also fairly obscure. Vitalize can only be cast on land, so you'd need spell extension to reach it. Even then it needs to be inside cultural borders.
Mostly it's there to make +3 radius cities slightly more worthwhile on the coast.
Valkrionn Aug 11, 2009, 04:53 PM Hmm... Put that way it doesn't sound bad. The Lanun would love it, assuming they get the Slums. :lol: The Kuriotates *will* love it, next major version... Normal fishing boats will work the way the Jotnar's do.
I'll put this in an addon for now... Technically, a modmodmodmod? :eek:
Randomness Aug 11, 2009, 08:05 PM When Mechanos warriors upgrade up the mele line, they keep their -1 atk nerf. A prereq of Warior needs to be added to the effect prom
Valkrionn Aug 11, 2009, 10:12 PM I was under the impression that it already had it... Think I left off mustmaintain though, that would cause it to be kept when you upgrade.
Edit: Yep, left off mustmaintain. Got it fixed.
Valkrionn Aug 11, 2009, 11:09 PM There's a new 'addon' attached to the first post of the Download thread, Vitalize 2.0. Basically, Odalrick's Vitalize code... Vastly improves Vitalize, and makes it desirable even though Spring/Scorch can now essentially upgrade/downgrade all terrain. For full details, go here. (http://forums.civfanatics.com/showpost.php?p=8353004&postcount=132)
One warning: Not entirely sure it'll work correctly, I just copied/pasted Odalrick's python. There are a few methods he used I'm not too familiar with, so if I have to do anything more I'll have to write it from scratch, or bug him with questions. :p
Expect to see more addons like this... They're a good way test out any future changes, and get them reasonably balanced without annoying those who don't want to be testers. ;) The next ones will most likely be modular, however, so there won't be many downloads... Even python can be done 'modularly'... All you need for that is to get the people in charge of the main mod to include your code, with a check for a spell/building/unit/whatever that you add. Since we're the ones in charge of the code, that's rather easy. :p
Also, went ahead and included the Mechanos WarriorNerf promotion fix.
And Odalrick, did you have a name in mind for the 'Vitalize Companion' spell? I went ahead and named it Drought, as that fits for converting Grasslands to Plains. Or at least, fits better than my other thoughts. :lol:
Schizoid Aug 11, 2009, 11:54 PM Jotnar wild trolls are bugged. If a citizen is upgraded to one before hunting it has the regular stats, but when I researched hunting; the troll went up to the 4/4 strength a regular hunter would have, went to two movement points, and had the invisible promo that doesnt let thralls attack units. The trolls i upgraded after hunting had the stats as above, minus the no attack promo.
Pohlmann Aug 12, 2009, 03:48 AM lanun have 2 mobility promos leading to 5+ move workers and 3 move warriors
armyofwhispers Aug 12, 2009, 03:50 AM jotnar seakin can build roads on the coasts... Is this normal/ effects gameplay at all?
odalrick Aug 12, 2009, 05:51 AM And Odalrick, did you have a name in mind for the 'Vitalize Companion' spell? I went ahead and named it Drought, as that fits for converting Grasslands to Plains. Or at least, fits better than my other thoughts. :lol:
I've always called it Vitalize Companion. In my mind it was never a separate spell, but only exists to avoid the need for a clunky interface for Vitalize.
Part of the reason was that I never could come up with a good name. Strangely enough there is no word in the English language for "remove one :food: and replace it with one :hammers:".
not-prime Aug 12, 2009, 06:36 AM I was able to build the Mithril Golem at 17 AC.
Brokenbone Aug 12, 2009, 08:08 AM I haven't reviewed the whole bug thread, so if there's issues already reported, apologies.
I've only been playing Jotnar (eager to see their changes), so my comments are all around odd behaviour.
(1) Jots couldn't build Bambur, despite no one else having done so, and running ROK etc. Did manage to build the Mines of Gal-Dur at least, but Bambur never came up as an option, greyed out or otherwise.
(2) Jots couldn't build Arthendain either. Fortunately my also-running-ROK teammate Basium did, but hey, just reporting it.
(3) Homesteader (Fort Commander) at one point I ended up promoting to Stonekin, and he got access to an "Earth's Bossom" (Bosom?) spell, which had no pedia entry and didn't seem to do anything. It's possible that whatever that spell's meant to do it'd be useless to a stationary fort commander guy, but I couldn't figure it out. *shrugs*
(4) Jots summoned Basium, who promptly started researching things like Archery, forbidden techs from the Jot perspective. This meant I could build Archery Ranges, and Fletchers in my Steadings, I suppose getting the ranges is cool if I had some archery troops from someplace, I sort of wondered if having "useless buildings available via access to Teammate techs" was just odd, or a bug.
(5) Arcane Channelling III troops might not be quite subject to the normal national unit limits. I had four "Valas", but managed to upgrade Gaelan who I acquired through event, into an Archmage in a conquered Calabim city (again, I was running Father K with "Conqueror"). Since I was also nurturing Adepts from conquered Balseraph cities, I sort of wonder if once they go Mage, if they'll also be able to go Archmage, and maybe even Lich after that. This could mean 4 Vala, 4 non-Jot Archmages, and 4 non-Jot liches. Anyhow, it made it feel like Valas are not equal to Archmages as far as top tier Arcane goes, not sure if that's intentional.
(6) I got some upgrade irregularities in Conquered cities creating melee troops. Cities were Balseraph, so I was delighted to have Mimic access. If I took some "Thrall Conscripts" (Warriors) and upgraded them, yes they were Mimics, but they were all named Thrall Conscript and while decent at defense, they could NOT attack other units. However, if I took "Thrall Militia" (Axemen) from my cities, and trucked over to Balseraph cities for upgrades, they'd end up "Thrall Militia" (Mimics) and be able to attack. Avoidable issue if I did a 2-step upgrade of Thrall Conscripts (Warriors) to Thrall Militia (Axes) in a home city, then moved them to a Balseraph city for Mimic upgrades, in which case they'd be attack-capable Thrall Militia (Mimics). Again, possibly working as designed, but kinda confusing maybe due to the automatic name changes. Come to think, I haven't built any Mimics directly, will have to see if they're attack capable or not (my conquered cities are much more useful for things like cheap adepts, cheap priests, as melee is well covered by the Jot natives).
(7) Thrall Militia (Axes) - what is their base strength supposed to be again? I had them all with Iron weapons (had the Mines of G-D before even making my first axe), which I thought should've been Str 6, but they were Str 5. Wonder what they would've been with Bronze, as even in the build queue they seem to be at Str 4 to start. This caused me to instead focus on Soldiers of Kilmorph, who weren't subject to what seem to be the normal rules about Thrall-stuff, not that I understand Thralldom all that well.
(8) When there's a Slave in your Jot stack, I see the "Feed" spell available and it mentions Bloodpets. I guess I was expecting the "Long Pork" spell based on a change list (which is a great old term for cannibalism related stuff, ha ha). As to the art for the button, doesn't matter to me, replace at will.
Breez Aug 12, 2009, 08:32 AM Lets see how many I get right...
(1) Jots couldn't build Bambur, despite no one else having done so, and running ROK etc. Did manage to build the Mines of Gal-Dur at least, but Bambur never came up as an option, greyed out or otherwise.
(2) Jots couldn't build Arthendain either. Fortunately my also-running-ROK teammate Basium did, but hey, just reporting it.
Entended. No Religious Heroes for them. Each giant should be a hero, they felt more were over kill.
(3) Homesteader (Fort Commander) at one point I ended up promoting to Stonekin, and he got access to an "Earth's Bossom" (Bosom?) spell, which had no pedia entry and didn't seem to do anything. It's possible that whatever that spell's meant to do it'd be useless to a stationary fort commander guy, but I couldn't figure it out. *shrugs*
Had you waited you would have gotten more choices. That spell turns flat land into a hill. Not real useful for a stationary unit (more than once). Other kinship promos work better for them. I think Storm kin is best for fort commanders but I forgot what tech it became avilable at.
(4) Jots summoned Basium, who promptly started researching things like Archery, forbidden techs from the Jot perspective. This meant I could build Archery Ranges, and Fletchers in my Steadings, I suppose getting the ranges is cool if I had some archery troops from someplace, I sort of wondered if having "useless buildings available via access to Teammate techs" was just odd, or a bug.
always been that way in FFH and FF. Play on a team with Launan and can see pearls. team with Sicons and see ruins.
(8) When there's a Slave in your Jot stack, I see the "Feed" spell available and it mentions Bloodpets. I guess I was expecting the "Long Pork" spell based on a change list (which is a great old term for cannibalism related stuff, ha ha). As to the art for the button, doesn't matter to me, replace at will.
Apparently Giants pop slaves like popcorn now. I meant to ask if that was intended also. I have been using it because I get so many of the useless little things.
Vermicious Knid Aug 12, 2009, 12:13 PM I haven't reviewed the whole bug thread, so if there's issues already reported, apologies.
I've only been playing Jotnar (eager to see their changes), so my comments are all around odd behaviour.
(1) Jots couldn't build Bambur, despite no one else having done so, and running ROK etc. Did manage to build the Mines of Gal-Dur at least, but Bambur never came up as an option, greyed out or otherwise.
(2) Jots couldn't build Arthendain either. Fortunately my also-running-ROK teammate Basium did, but hey, just reporting it.
(3) Homesteader (Fort Commander) at one point I ended up promoting to Stonekin, and he got access to an "Earth's Bossom" (Bosom?) spell, which had no pedia entry and didn't seem to do anything. It's possible that whatever that spell's meant to do it'd be useless to a stationary fort commander guy, but I couldn't figure it out. *shrugs*
(4) Jots summoned Basium, who promptly started researching things like Archery, forbidden techs from the Jot perspective. This meant I could build Archery Ranges, and Fletchers in my Steadings, I suppose getting the ranges is cool if I had some archery troops from someplace, I sort of wondered if having "useless buildings available via access to Teammate techs" was just odd, or a bug.
(5) Arcane Channelling III troops might not be quite subject to the normal national unit limits. I had four "Valas", but managed to upgrade Gaelan who I acquired through event, into an Archmage in a conquered Calabim city (again, I was running Father K with "Conqueror"). Since I was also nurturing Adepts from conquered Balseraph cities, I sort of wonder if once they go Mage, if they'll also be able to go Archmage, and maybe even Lich after that. This could mean 4 Vala, 4 non-Jot Archmages, and 4 non-Jot liches. Anyhow, it made it feel like Valas are not equal to Archmages as far as top tier Arcane goes, not sure if that's intentional.
(6) I got some upgrade irregularities in Conquered cities creating melee troops. Cities were Balseraph, so I was delighted to have Mimic access. If I took some "Thrall Conscripts" (Warriors) and upgraded them, yes they were Mimics, but they were all named Thrall Conscript and while decent at defense, they could NOT attack other units. However, if I took "Thrall Militia" (Axemen) from my cities, and trucked over to Balseraph cities for upgrades, they'd end up "Thrall Militia" (Mimics) and be able to attack. Avoidable issue if I did a 2-step upgrade of Thrall Conscripts (Warriors) to Thrall Militia (Axes) in a home city, then moved them to a Balseraph city for Mimic upgrades, in which case they'd be attack-capable Thrall Militia (Mimics). Again, possibly working as designed, but kinda confusing maybe due to the automatic name changes. Come to think, I haven't built any Mimics directly, will have to see if they're attack capable or not (my conquered cities are much more useful for things like cheap adepts, cheap priests, as melee is well covered by the Jot natives).
(7) Thrall Militia (Axes) - what is their base strength supposed to be again? I had them all with Iron weapons (had the Mines of G-D before even making my first axe), which I thought should've been Str 6, but they were Str 5. Wonder what they would've been with Bronze, as even in the build queue they seem to be at Str 4 to start. This caused me to instead focus on Soldiers of Kilmorph, who weren't subject to what seem to be the normal rules about Thrall-stuff, not that I understand Thralldom all that well.
(8) When there's a Slave in your Jot stack, I see the "Feed" spell available and it mentions Bloodpets. I guess I was expecting the "Long Pork" spell based on a change list (which is a great old term for cannibalism related stuff, ha ha). As to the art for the button, doesn't matter to me, replace at will.
1. Intentional. All religious heroes are blocked. This will be clearly stated in the documentation that I produce when I get back from vacation. :D
2. see #1
3. Earth's Boosom turns the tile into a hill. If you are sitting on a hill it does nothing. Python reqs still need to be written to grey it out when useless.
4. Mostly just odd. Will probably cease to be an issue in next patch.
5. Valas aren't unitclass archmage, so that is what is happening there.
6. The militia promo should be "must maintain". Will fix or change to UU.
7. They were nerfed slightly since they break the "Jots can't spam-build attackers" rule.
8. I just plain copied the feed spell and swapped a few things because I didn't like the way me first version of long pork worked. I'll switch the name and art back. :D
Thanks for the feedback! :goodjob:
Vermicious Knid Aug 12, 2009, 12:15 PM Jotnar wild trolls are bugged. If a citizen is upgraded to one before hunting it has the regular stats, but when I researched hunting; the troll went up to the 4/4 strength a regular hunter would have, went to two movement points, and had the invisible promo that doesnt let thralls attack units. The trolls i upgraded after hunting had the stats as above, minus the no attack promo.
Ack! I have never seen that behavior before. Will check and see what busted. Did the unit name change to "Thrall Guide"?
Brokenbone Aug 12, 2009, 12:18 PM Thanks to both posters who went through my list, cleared some things up.
I might comment on #7 in balance terms, again, since it doesn't seem to be a bug.
armyofwhispers Aug 12, 2009, 12:23 PM playing as Hephaestus jotnar, I have the minor trait, and on three seperate occasions it gave me the choice of switching from minor to another trait. I said yes every time, but no change occured.
Valkrionn Aug 12, 2009, 01:38 PM lanun have 2 mobility promos leading to 5+ move workers and 3 move warriors
Known issue, Jotnar have a seperate version of mobility as they can't get the normal one... Unfortunately, the tag limiting it to Jotnar was left off. :lol:
jotnar seakin can build roads on the coasts... Is this normal/ effects gameplay at all?
Intended. We find it amusing. :p The roads actually work, too. :lol:
I've always called it Vitalize Companion. In my mind it was never a separate spell, but only exists to avoid the need for a clunky interface for Vitalize.
Part of the reason was that I never could come up with a good name. Strangely enough there is no word in the English language for "remove one :food: and replace it with one :hammers:".
Yeah, I couldn't think of a real name either. Drought doesn't fit at all, but it's the best I could come up with.
I was able to build the Mithril Golem at 17 AC.
Normal. He has no AC requirement anymore... Comes from Warkirby's Monstrous Creatures mod, which we absorbed.
playing as Hephaestus jotnar, I have the minor trait, and on three seperate occasions it gave me the choice of switching from minor to another trait. I said yes every time, but no change occured.
I thought that was fixed... Did you download the initial version of FFPlus from FilePlanet? If so, did you download the quickfix?
I ask because the initial version DID contain that bug, and a quickfix was released for it... But when moving to the new host, I rolled the quickfix into the main download, as it was a major bug.
Darksaber1 Aug 12, 2009, 02:14 PM Thrall Conscripts CANNOT Hurry Production.
Valkrionn Aug 12, 2009, 02:40 PM Tag was left off I believe. Will fix it.
Schizoid Aug 12, 2009, 08:08 PM Ack! I have never seen that behavior before. Will check and see what busted. Did the unit name change to "Thrall Guide"?
The units before and after hunting were still named "Wild Troll".
UNIT 666 Aug 13, 2009, 01:40 AM Attached is a screenshot of what occurs when you declare war on the Ljosalfar within 10 turns of the game's start. Because they start with two scouts, they have no defenders. :(
Edit: Also, Great Commanders created under Baron Duin Halfmorn do not have the Lycanthropy promotion.
EditEdit: Hmm... would these issues be more FF issues than FF+ issues? They would, wouldn't they. :l
Valkrionn Aug 13, 2009, 03:27 AM Most likely yes. :lol:
That aside, any ideas on how to fix the Ljos? I don't want to start them with a warror...
Breez Aug 13, 2009, 09:07 AM Start them with 2 scouts and then give them a 0/3 "summoned" Trent Unit that disappears in 20 turns? Can you make the Trent appear when they build their capital and make it held?
BiffQJ Aug 13, 2009, 09:23 AM So, I've played three games so far (two with Jotnar, and one now with Doviello), and Orthus has not spawned in any of the games. Is this intended?
Valkrionn Aug 13, 2009, 12:31 PM Start them with 2 scouts and then give them a 0/3 "summoned" Trent Unit that disappears in 20 turns? Can you make the Trent appear when they build their capital and make it held?
That's actually easy to do. Make the unit a temporary one, with a 20 turn effect promo delaying it's death. I can do that. Now, AI only or not?
So, I've played three games so far (two with Jotnar, and one now with Doviello), and Orthus has not spawned in any of the games. Is this intended?
No it is not... In fact, I specifically disabled and hid the option that allows that.
Did you run a quick game before playing? Any saved options need to be wiped first, as I added 3.
UNIT 666 Aug 13, 2009, 06:58 PM If you do the Treant thing, you have to ensure that the AI will start work on a Warrior ASAP, because there is still a chance that the city will lack enough production to finish it in time.
Darksaber1 Aug 13, 2009, 08:12 PM I've encountered a repeatable bug, but I don't know whats causing it, nor can I get the Saves folder to open. I know it's more or less usless, but something causes an instant CtD.
ori Aug 13, 2009, 08:40 PM do you have installed the Kelp Module? that crashed my games on map creation (I reported it in the download thread though by accident).
Darksaber1 Aug 13, 2009, 08:59 PM No, I didn't even know it existed yet.
jimmythes Aug 13, 2009, 11:22 PM Keep getting Python exception with something to do with expansive trait. I don't have any of the modules installed just patch E.
Breez Aug 14, 2009, 01:26 AM Yeah kelp module kills my game every time I tried to start one. (tectonics) I never tired another map tho.
not-prime Aug 14, 2009, 06:20 AM The Mercurians spawned in my game with only RoK in their city yet they have several angels with the Cloak of Esus promotion.
Breez Aug 14, 2009, 09:47 AM The Mercurians spawned in my game with only RoK in their city yet they have several angels with the Cloak of Esus promotion.
I believe FF made it so that CoE is invisible to anyone now. You can't see when a city has it and you can't see when a civ follows it.
Raledon Aug 14, 2009, 11:38 AM A serious issue with the jotnar- they are unable to build fishing boats. This makes their flavour of sea a serious disadvantage, as they cannot harvest the resources. I tried this twice with different leaders at medievel era.
I'm wondering- was it planned to remove the jotnar hills/river flavour? They do not recieve spaciel bonuses anymore.
If you start at medievel era as jotnar you have certain mounted techs. This should be checked to see that it works as intended.
odalrick Aug 14, 2009, 11:53 AM A serious issue with the jotnar- they are unable to build fishing boats. This makes their flavour of sea a serious disadvantage, as they cannot harvest the resources. I tried this twice with different leaders at medievel era.
Sea trolls build sea farms.
Raledon Aug 14, 2009, 01:23 PM Sea trolls build sea farms.
You mean seakin trolls. Thanks for telling me.
The various tooltips should be fixed to represent that they do not use fishing boat (found no hint for that till I was looking for it by your suggestion).
Also, it is unclear what Soak does (and some of the other spaciel kin spell I suppose).
razzach Aug 14, 2009, 03:20 PM There's a problem with the Minor Trait. I keep accepting the other traits to change the minor but minor was not changed/removed. I played as Yakut, Kuriotates, standard pangaea.
There are also 2 mobility 1 promotions - but if you get mobility 2, you can still get the other mobility 1 but it wont show on your unit.
Valkrionn Aug 14, 2009, 03:48 PM There's a problem with the Minor Trait. I keep accepting the other traits to change the minor but minor was not changed/removed. I played as Yakut, Kuriotates, standard pangaea.
There are also 2 mobility 1 promotions - but if you get mobility 2, you can still get the other mobility 1 but it wont show on your unit.
I fixed the Minor Trait bug... It existed in the very first version of the patch, was fixed in a quick fix, but I rolled the quick fix into a new version of the patch when I moved it from FileFront to WePlayCiv. I'll upload it again here, just extract into your FFPlus folder.
The 2 mobility promos are known. The new one was meant to be Jotnar only, as they're blocked from mounted techs. It's fixed in the internal version.
razzach Aug 14, 2009, 04:16 PM Thanks! Re-downloaded the new version in WePlayCiv now. :)
Valkrionn Aug 14, 2009, 04:19 PM It also included a fixed txtkey for the Jotnar leaders that was missing in the original download. ;P Both the txtkeys and the trait gain issue are fixed in the version you're downloading.
not-prime Aug 14, 2009, 08:38 PM I believe FF made it so that CoE is invisible to anyone now. You can't see when a city has it and you can't see when a civ follows it.
No you definitely can, I saw random cities that I had never spread it to following it. Could also see several leaders following it. Also is it really intended for civs that do not control the Nox Noctis to get the Cloak of Esus promotion?
jacktannery Aug 15, 2009, 02:02 AM Reported Bug No. 2: Bedouin Workers can't build on Flood Plains.
Actually this is not right. Normal workers which are captured by the Malakim, and not yet converted into bedouin workers, can also not build on flood plains. I wonder if this is a result of the (somewhat strange) new -1 production on floodplains to Malakim in FF051. Perhaps tiles require a minimum of 0 production to be built upon?
Pohlmann Aug 15, 2009, 06:22 AM what happened to herne?
cant build him anymore :(((
Hroth Aug 15, 2009, 09:51 AM The Jotnar Halls (Spring, Fall, Winter, etc) say they lower maint costs for nearby cities, however I see no change to economy when they are built.
Also, the Jotnar Reavers seem to have issues with pathfinding at sea and cargo. Often my cargo units, SoK's, end up on the nearest open shore with the Reavers (still showing the embarked flag), instead of following a valid sea route. When re-entering sea tiles the cargo units need to reboard the Reaver they are currently embarked on.
jacktannery Aug 15, 2009, 01:10 PM Playing as Scions, and I have noticed two strange things:
i) Maelstrom doesn't work. Checked the Pedia and saw that it no longer required Air II (as previously) and now requires Jotnar. I guess I missed that change. However that didn't stop me launching a huge invasion force after researching sorcery to get lots new population, but...
ii) razing cities as Scions after researching sorcery gives no awakened (or whatever they are called) as it used to previously (tried with 6 cities of sizes 2-9)
Are these bugs or intentional changes?
KingKeeper Aug 15, 2009, 02:53 PM For the Bug with the Bedouin Worker
First Screenshot shows a Scorched Floodplain (with wine) - nothing to build besides Caravan Route
Second Screenshot shows the plain below it - all normal
Third Screenshot shows the natural Floodplain right besides the plain - again nothing to build.
Version is FF+ 0.21e without any Addons/fixes
Valkrionn Aug 15, 2009, 04:56 PM what happened to herne?
cant build him anymore :(((
FF never brought him over... I keep meaning to, but forget. As it is, FF kept the War Chariot unit he replaced, so it's not all losses.
The Jotnar Halls (Spring, Fall, Winter, etc) say they lower maint costs for nearby cities, however I see no change to economy when they are built.
Also, the Jotnar Reavers seem to have issues with pathfinding at sea and cargo. Often my cargo units, SoK's, end up on the nearest open shore with the Reavers (still showing the embarked flag), instead of following a valid sea route. When re-entering sea tiles the cargo units need to reboard the Reaver they are currently embarked on.
They aren't meant to reduce maintenance AFAIK. Should just be an incorrect textkey.
As for Reaver pathfinding... It's an issue with the way they gain movement in sea tiles. There's not really a way around it though.
Playing as Scions, and I have noticed two strange things:
i) Maelstrom doesn't work. Checked the Pedia and saw that it no longer required Air II (as previously) and now requires Jotnar. I guess I missed that change. However that didn't stop me launching a huge invasion force after researching sorcery to get lots new population, but...
ii) razing cities as Scions after researching sorcery gives no awakened (or whatever they are called) as it used to previously (tried with 6 cities of sizes 2-9)
Are these bugs or intentional changes?
1. That is bad. The Jotnar version should have been a clone, rather than a replacement... Will look at it.
2. I touched nothing there, but I think Tarq might have in FF. I'll check.
For the Bug with the Bedouin Worker
First Screenshot shows a Scorched Floodplain (with wine) - nothing to build besides Caravan Route
Second Screenshot shows the plain below it - all normal
Third Screenshot shows the natural Floodplain right besides the plain - again nothing to build.
Version is FF+ 0.21e without any Addons/fixes
That helps, thank you. Now to find out why... :lol:
Merddyn Aug 15, 2009, 05:57 PM By the way, the version number on the flag, even with FF+ .21e, says it's .20 D. Might want to fix that. O_o
Valkrionn Aug 15, 2009, 06:00 PM ........Well. I was under the distinct impression that I changed that txtfile... Apparently I forgot to save. :lol:
armyofwhispers Aug 15, 2009, 07:29 PM the town unique improvement... foxford?... is broken, no matter how many times i go and get rid of the damn werewolf it doesn't disable the event. I had like 4 heroes of foxford running around.
Valkrionn Aug 15, 2009, 07:47 PM I'll look into it... Might well be a standard FF bug as well, as I don't remember any change I made that could affect it.
Merddyn Aug 16, 2009, 02:10 AM Can be fixed by exposing the fort commanders, but, fort commanders under Esus with the shrine don't defend the forts... Resulting in instant fort-pillaging. Could be a problem.
BiffQJ Aug 16, 2009, 04:39 AM I don't know if this is a bug or a feature, but I was playing a game as Lord D'Tesh, and the plague event hit me. I know there is a special line item for the Scions to ignore it, but there's nothing for D'Tesh, so my capital lost a population (which can be a real blow early on to D'Tesh).
Also, Thanatos got Body I at some point. Any reason for this?
Pohlmann Aug 16, 2009, 08:24 AM kurio cities always start as settlements. hurts esp when u move you starting settler for 2 turns and the scout needs 4 turns to enter the city -> 6 turns gone. BAD
Treason Aug 16, 2009, 08:28 AM Alright, here's an oddity that I'm not sure is a bug or part of the preceeding event.. Turn 29, Marathon game, advanced start. The event where the Bronze Owl constellation, sacred to Sirona blah blah, peace happiness, comes up. I've got 2 warriors sitting in my capitol. I've had a lizardman already attack and be killed, once before. Another one is just making it's move up to my city, when on the next turn, it moves in as if the two warriors weren't even there, killing my civ. Happens each time I restart from this save.
Is this what the Bronze Owl event does? Makes it so that your units are worthless for a turn?
Here's the save, just in case it's a bug.
Edit: Okay, so it's a bug. Deleted the lizardman in the World Builder and played on. Turn 59 comes around, another lizardman shows up and walks right on in as if my defenders weren't even there. Something odd is up.
MrUnderhill Aug 16, 2009, 09:42 AM I'm getting a repeatable start-of-turn CTD early in the game. At first I thought it had something to do with my modules but now I'm seeing it even after I've taken them out. It doesn't seem to be related to any one civ, so I'm not sure what's causing it, only that it doesn't happen in FF. Maybe an event's gone buggy?
Avka Aug 16, 2009, 05:22 PM Getting a random CTD with error in gamecore dll relatively early :) in the game, not sure what its related to. Managed to get a save with stable CTD next turn. Got E + quickfix02+vitalize+improvements addons. Couldn't get Kelp one working, game ctds with error in dll on map creation.
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on a side note , the E install file has a copy of assets folder with some file in python folder inside of actual assets folder (i think its the same file as in Qfix).
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on another unrelated side note , using the FFPcontinent script , is it possible to make initial city spawns farther away than 3 squares ? I mean close spawn is fine and all , but when 4 or 6 civs out of 30 on a huge map start within 3 squares of each other and with all the additional bonuses placed around them ... well it kinda looks messy , doesn't allow them to develop normally and stuff ... not a complaint just a minor gripe i guess :)
Valkrionn Aug 16, 2009, 06:06 PM I'm not sure what's up with the lizardmen... Think Orbis gas been having the sane issue with wraiths.
As for the random CTDs... Could you use worldbuilder to check if there are any Demonic Fort Commanders? Animals too I believe.... Xienwolf has said before that no barb civ other than the Orcs can own cities, and I know demons owning a city crashes the game... Them having culture may do the same. Keep forgetting to block them.
As for the extra assets folder... I had extracted something wrong. Luckily, the file is where it's supposed to be as well as the extra folder... Noticed it a while back. Not much I can do to change it now. :lol:
I can look into the mapscript, but can't promise anything.
Kelp Module... Are you using the first version or 1.1? If not, try it... Fixed an artdef. If you ARE, well... Crap. :lol:
Avka Aug 16, 2009, 06:34 PM Yay , 1.1 worked , missed that there was an update )
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As for demonic fort commanders , actualy found lvl3 one , deleted it , but game CTDs on next turn anyway , i`ll look for more stuff maybe missed something.
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About mapscrip , i understand u got a lot of stuff already on your hands , so even if you could just point into direction on where i could poke for starting location distance .. would be great :)
2Hydroclopse Aug 16, 2009, 06:48 PM There are quite a few Text_key errors in the Civopedia. Would you like a list of them, or do you know of them all already?
-its possible this is a result of my funky install, though not all of the FF+ additions have text_key errors-
Valkrionn Aug 16, 2009, 07:35 PM There are quite a few Text_key errors in the Civopedia. Would you like a list of them, or do you know of them all already?
-its possible this is a result of my funky install, though not all of the FF+ additions have text_key errors-
They're known. Most are leaders who don't have backgrounds yet. :lol:
Can be fixed by exposing the fort commanders, but, fort commanders under Esus with the shrine don't defend the forts... Resulting in instant fort-pillaging. Could be a problem.
Well, that's a rather large oversight.... I'll block them from the promo. Not one you want them to have anyway.
I don't know if this is a bug or a feature, but I was playing a game as Lord D'Tesh, and the plague event hit me. I know there is a special line item for the Scions to ignore it, but there's nothing for D'Tesh, so my capital lost a population (which can be a real blow early on to D'Tesh).
Also, Thanatos got Body I at some point. Any reason for this?
I forgot that one... They have a few special choices already. One that should reduce pop instead gives warriors, and they're immune to the Calabim worldspell... But the scion unique event is rather bad for them.
Not sure how he got Body... Can get it from finding a body node when exploring a lair.
Yay , 1.1 worked , missed that there was an update )
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As for demonic fort commanders , actualy found lvl3 one , deleted it , but game CTDs on next turn anyway , i`ll look for more stuff maybe missed something.
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About mapscrip , i understand u got a lot of stuff already on your hands , so even if you could just point into direction on where i could poke for starting location distance .. would be great :)
Well, that's good news. Noone had confirmed that it worked yet, but I hadn't had any bug reports either. :lol:
Hmm... If it was the demons holding territory, I would expect it to crash the turn after it's created, not at level three. Not sure what the cause is now.
As for the mapscript, it's not really an issue of time... More not knowing what I'm doing yet. Haven't even really looked through it, I just copied Opera's code, minus Crystal Plains.
BiffQJ Aug 16, 2009, 07:38 PM Not sure how he got Body... Can get it from finding a body node when exploring a lair.
Yeah, that was it. Thanks.
MrUnderhill Aug 16, 2009, 09:50 PM As for demonic fort commanders , actualy found lvl3 one , deleted it , but game CTDs on next turn anyway , i`ll look for more stuff maybe missed something.
Strange. I blocked off barbarian civs from using the claim fort spell and I haven't gotten a CTD yet, but if you're seeing a commander at Lv3, maybe owning territory isn't the problem? Hmm...
ori Aug 17, 2009, 06:32 AM Mana guardians can gain the lost promotion making them wander off from the mana source they are supposed to guard :mischief:
http://i218.photobucket.com/albums/cc314/ori_cfc/th_guardian_lost.jpg (http://s218.photobucket.com/albums/cc314/ori_cfc/?action=view¤t=guardian_lost.jpg)
jomaforum Aug 17, 2009, 07:46 AM The fate wich abolish magic during 20 turn (i don't know what civilization has this fate) disable the button for commander's raising.
Darksaber1 Aug 17, 2009, 09:12 AM You mean the Amurite World Spell?
jomaforum Aug 17, 2009, 11:07 AM Yes i mean the Armurite world spell.
JujZe Aug 17, 2009, 11:11 AM yikes!
Game crashes when accessing WB.
also crash after pressing enter.
:cry:
Valkrionn Aug 17, 2009, 11:20 AM Strange. I blocked off barbarian civs from using the claim fort spell and I haven't gotten a CTD yet, but if you're seeing a commander at Lv3, maybe owning territory isn't the problem? Hmm...
And yet, you have no issues after blocking them. Curious and Curiouser... :crazyeye:
Mana guardians can gain the lost promotion making them wander off from the mana source they are supposed to guard :mischief:
http://i218.photobucket.com/albums/cc314/ori_cfc/th_guardian_lost.jpg (http://s218.photobucket.com/albums/cc314/ori_cfc/?action=view¤t=guardian_lost.jpg)
Well... That's not good. I'll fix it the easy way... Autoacquire promotion, requiring you to be on a mana and have the promotion held, which blocks Lost.
The fate wich abolish magic during 20 turn (i don't know what civilization has this fate) disable the button for commander's raising.
For commander raising? Do you mean Claim Fort?
odalrick Aug 17, 2009, 01:27 PM Well... That's not good. I'll fix it the easy way... Autoacquire promotion, requiring you to be on a mana and have the promotion held, which blocks Lost.
Why not just make Held block lost? Are there any times when it's appropriate to be absolutely forbidden to move yet able to wander randomly?
Valkrionn Aug 17, 2009, 02:19 PM This is a good point...
readercolin Aug 17, 2009, 10:08 PM Attached save. I have 2 Weilders of arms, both 200 years old (giantkin renouned promotion). They are following the earth path, and I have gunpowder researched. From all appearances, I should be able to upgrade them with the 100 year old promotion. I am unable to however, and am not sure why.
I'm using FFP patch D with the improvements tweak module installed, and the vitalize changes installed.
-Colin
adecoy95 Aug 18, 2009, 02:31 AM i cant seem to be able to build a refinery, i assume its built on top of mana nodes?
Valkrionn Aug 18, 2009, 11:28 AM Yes, Mechanos only though.
jomaforum Aug 18, 2009, 01:45 PM For commander raising? Do you mean Claim Fort?
Yes. The armurite world spell disable the claim fort, which is illogical, because claim fort is not a spell, isn't ?
carnivore Aug 18, 2009, 03:34 PM Playing doviello , game crush after two turn always at the same spot
The save attached
Valkrionn Aug 18, 2009, 03:38 PM Yes. The armurite world spell disable the claim fort, which is illogical, because claim fort is not a spell, isn't ?
Will fix it, thought I had already tagged all of those as bAbility.
carnivore Aug 19, 2009, 11:16 AM Any idea what's causing the crush ?
Valkrionn Aug 19, 2009, 11:22 AM I have no way to test save games atm, so I can't tell you. My old comp ate my BTS disk when it died, and being the poor college kid I am, I haven't been able to get ahold of a new one. Not quite desperate enough to resort to Pirating yet.... :lol:
adecoy95 Aug 19, 2009, 02:15 PM ok i figured it out, i can only build them on regular plain mana nodes and not the ones like life/nature, doh on me using wild mana xD
Valkrionn Aug 19, 2009, 02:22 PM ok i figured it out, i can only build them on regular plain mana nodes and not the ones like life/nature, doh on me using wild mana xD
Ah, yeah. Actually, if you research Divination your Adeptus/Techpriests can cast dispel, allowing you to first clear the mana node, and then build a refinery.
Zuul Aug 19, 2009, 07:04 PM Don't know if reported, or if it's only done by the world builder, but: you can infinite chop forest on a blighted forest.
Using v.E without any addon.
adecoy95 Aug 19, 2009, 07:07 PM Ah, yeah. Actually, if you research Divination your Adeptus/Techpriests can cast dispel, allowing you to first clear the mana node, and then build a refinery.
they can, i have been using the civpedia to try to learn about how to play the different new races, and i dont see anywhere were they can do this. what other tidbits should i know about these fellows? sorry if i am pushing this a little off the topic of bug reporting
Valkrionn Aug 19, 2009, 07:36 PM Don't know if reported, or if it's only done by the world builder, but: you can infinite chop forest on a blighted forest.
Using v.E without any addon.
That's a standard FF bug... I'll look at it and see if I can fix it, but you should report it there as well.
they can, i have been using the civpedia to try to learn about how to play the different new races, and i dont see anywhere were they can do this. what other tidbits should i know about these fellows? sorry if i am pushing this a little off the topic of bug reporting
That's not listed? Nothing I can think of. You can actually get to those spells in the pedia too, and see when they're enabled... Look up the Divine promo. Should have a list of spells it enables... The first ones are all religious, but if you scroll past them you find a group that require Mechanos and different techs.
steampunk1880 Aug 20, 2009, 04:12 PM So if the game boots ok, but any attempt to play it gets stuck initializing for 20 minutes w/o doing anything, what have I done wrong?
FF patch B, FF+ E
Randomness Aug 20, 2009, 05:35 PM shut off computer (may have to force shut off if your comp freezes), restart computer, start up civ again... It happends to me all the time... I don't think it is a game flaw so much as the fact that the game is huge, but I may be wrong.
Valkrionn Aug 20, 2009, 07:20 PM What map were you using? Some of them (PerfectWorld, ErebusContinent) take a quite a while to initialize.
steampunk1880 Aug 21, 2009, 03:11 AM tried the neat sounding one with weather and tectonics, for about a half hour walked away and did something else, tried Erebus for about the same, tried Vanilla Pangaea for twenty minutes.
Okay so I replaced huge world size with small and it only took a couple minutes. It doesn't hang up, I'm just slow. Sorry to bother you folk.
Darksaber1 Aug 21, 2009, 11:41 AM Slight bug: The game dispays the new name for nations when they change civic in the Updates box-but not on the score chart.
Brokenbone Aug 21, 2009, 11:48 AM Probably already reported, but the "Mobility I" available to Jotnar at Cartography and the "Mobility I" available to everyone else at Horseback Riding, seem to often both end up available to units... so you take two in a row, getting +2 movement.
I do not know how you'd remedy that, but disambiguating which one's which even by a simple name change could help (call one of them "Long Step" or something, meant only for Giantkin, and later if people see their Adeptus or Bambur or whoever can get "Long Step", it helps narrow down what's wrong where).
Darksaber1 Aug 21, 2009, 12:45 PM Also, it appears that the Assasinated governor Event is impossible for the Jotnar: I've gotten it several times, and what ever I pick is wrong.
Brokenbone Aug 21, 2009, 12:51 PM Ah, that makes sense, Jotnar are stuck with "Traditions" no matter what, as the answers to that event depend on whether you're running God King, City States, Aristocracy, etc. Guess that event is just a bad fit for them (would they even have a governor, or more like a clan leader? Oh well)
2Hydroclopse Aug 21, 2009, 11:24 PM When turn is ended it never finishes it's loading-ness. This is fixed if the Shiem capital city and the units standing on it are deleted; it appears, that no-one plans to finish anything on the next turn.
On a side note, check out Gibbon; being able to cast Loki's puppet spell is nice, being able to twin-cast the puppet spell is better, being able to twin-cast the puppet spell and then be able to have them twin cast any of Gibbon's spells is pure awesome.
Auto-save included.
Hroth Aug 22, 2009, 01:58 AM I've been encountering the end of turn freeze more often, and it seems to be tied to an AI unit that gets hung up on a lair. (The move on, move off cycle w/out exploration).
If I can find that unit and delete it, the problem goes away.
readercolin Aug 22, 2009, 02:13 PM @2Hydroclopse - if you think gibbon is bad, check out hemah. His stuff actually kills. And when you have tower of elements and are playing with water elementals, and your leader is a summoning leader (keyleen), it can get kind of ridiculous. Hemah with water 3, twincast, and enchant 3 can pull off the following
turn 1 - summon 2 puppets, 2 puppets each summon 2 water elementals
turn 2 - summon 2 puppets, use spellstaff, summon 2 more puppets. 6 puppets now cast summon water elemental, giving a total of 16 water elementals. With tower of elements, all have the strong promotion. Upon attacking (and loosing), each turns into 2 damaged water elementals without the strong promotion (about 70%hp), giving you 32 water elementals. Upon attacking again and loosing, each turns into 2 damaged weak water elementals (again, about 70%hp), giving you 64 water elementals. Thats a total of 112 water elementals with which you can attack in a turn.
Note on this, with FF, you can actually give twincast to non-heroic units of level 10. Also, since twincast allows the casting of a second spell instead of doubling the number of units summoned, you can actually cast enchant spellstaff as your first or second spell, then summon a puppet, use the spellstaff, and summon 2 more, allowing you to have 3 puppets summoned per turn. This doesn't make a difference in the final numbers on turn 2, but it does allow you to maintain those numbers every turn instead of a cycle of every 3 turns.
-Colin
Bahmo Aug 23, 2009, 12:32 AM Here's a game that crashes this turn.
Valkrionn Aug 23, 2009, 02:23 PM Slight bug: The game dispays the new name for nations when they change civic in the Updates box-but not on the score chart.
That's an FF bug, not something I can fix atm. Mostly because I have no idea where that code is. :lol:
Probably already reported, but the "Mobility I" available to Jotnar at Cartography and the "Mobility I" available to everyone else at Horseback Riding, seem to often both end up available to units... so you take two in a row, getting +2 movement.
I do not know how you'd remedy that, but disambiguating which one's which even by a simple name change could help (call one of them "Long Step" or something, meant only for Giantkin, and later if people see their Adeptus or Bambur or whoever can get "Long Step", it helps narrow down what's wrong where).
Yeah, already fixed internally. The <PrereqCivilization> tag was left off the Jotnar promotion.... Although I like the 'Long Step' name. :lol:
Also, it appears that the Assasinated governor Event is impossible for the Jotnar: I've gotten it several times, and what ever I pick is wrong.
Ah, that makes sense, Jotnar are stuck with "Traditions" no matter what, as the answers to that event depend on whether you're running God King, City States, Aristocracy, etc. Guess that event is just a bad fit for them (would they even have a governor, or more like a clan leader? Oh well)
Hmm... I could maybe block that event? Either that, or give them a unique choice. As it stands, it's rigged against them.
When turn is ended it never finishes it's loading-ness. This is fixed if the Shiem capital city and the units standing on it are deleted; it appears, that no-one plans to finish anything on the next turn.
On a side note, check out Gibbon; being able to cast Loki's puppet spell is nice, being able to twin-cast the puppet spell is better, being able to twin-cast the puppet spell and then be able to have them twin cast any of Gibbon's spells is pure awesome.
Auto-save included.
I've been encountering the end of turn freeze more often, and it seems to be tied to an AI unit that gets hung up on a lair. (The move on, move off cycle w/out exploration).
If I can find that unit and delete it, the problem goes away.
Hmm. I haven't actually touched the lair code... I'm not sure why it would be hanging up on that.
Bahmo Aug 25, 2009, 01:33 AM I take it that nobody has examined that file, yet...
Hroth Aug 25, 2009, 10:48 AM I take it that nobody has examined that file, yet...
I was able to play to turn 80 with no issues.
sadinotna Aug 25, 2009, 03:07 PM Kuriotates are bugged for multiplayer. Your first settler always founds a settlement instead of a city.
Bahmo Aug 25, 2009, 05:07 PM I was able to play to turn 80 with no issues.
Then let me go into more detail. My game crashes when I order workers to build a farm in the space to the Southest of my capital. Does that help?
Valkrionn Aug 25, 2009, 07:04 PM Kuriotates are bugged for multiplayer. Your first settler always founds a settlement instead of a city.
This is NOT a bug, but something FF changed. You have to promote the settlement manually. Prevents errors, I think it was?
Hroth Aug 25, 2009, 08:14 PM Then let me go into more detail. My game crashes when I order workers to build a farm in the space to the Southest of my capital. Does that help?
Unable to build farm in that space until construction. Built farms to SW, S3, S3E1.
Currently turn 101 no issues.
Researched construction and built farm the SE of capital w/out any issues.
Bahmo Aug 25, 2009, 10:24 PM Was construction already researched in my game file? Because FF allows you to build improvements very slowly without the requesite techs.
It also may have to do with the Winter's End option. The wheafield appears in the space where there were arctic deer and a camp before, so I was trying to build a farm on the spot of the now useless camp.
Hroth Aug 25, 2009, 10:42 PM You hadn't researched masonry or construction. I was able to built on the wheat w/out construction (wheat to SW). I needed construction (allows farms to spread irrigation) to build a farm SE of the capital by building farms up from the river by Tarantum.
sadinotna Aug 25, 2009, 11:39 PM This is NOT a bug, but something FF changed. You have to promote the settlement manually. Prevents errors, I think it was?
Then why do I automatically get a city off my first settler in single player?
Tabris Aug 26, 2009, 01:11 AM I have two partitions in my HD, one for windows and another for everything else.
I formated the windows one and Civ4 is on the other one so i didn't have to reinstall it and it works with absolutly no problem. I installed FFH and FF, both installed and work ok.
When i try to install FFPlus however it says it can't find FF folder. Seems like the installed uses the registry to search for FF and nothing else, so i would have to reinstall Civ4 just so the installer would notice where FF is. :(
ori Aug 26, 2009, 05:09 AM Then why do I automatically get a city off my first settler in single player?
it was disabled for multiplayer only - because the popup that lets you choose between settlements and cities in the later founded cities causes out of sync errors - something thats not an issue for single player games.
adecoy95 Aug 26, 2009, 09:28 AM is there anything i can do to fix the problem of "game version do not match" in lan, also, we are getting desync problems too, possibly stemming from the same problem
2Hydroclopse Aug 26, 2009, 10:43 AM Most mods you make to Fall Further+ will flag you as a different version, this, by itself, is not a problem.
If however, the mods you may have made are part of normal game-play for your multi-player games, then the other players will need to 'patch' to your version of the documents.
The easiest method for doing this is to just zip-up your version of FF+ and send it to them somehow -seeing as you're playing them in lan; a dvd, or lan file transfer would work finely-.
sadinotna Aug 26, 2009, 01:00 PM it was disabled for multiplayer only - because the popup that lets you choose between settlements and cities in the later founded cities causes out of sync errors - something thats not an issue for single player games.
So you can't build cities in multiplayer? Is there a workaround?
2Hydroclopse Aug 26, 2009, 01:34 PM Have a unit wander over to the settlement that gets made, and have that unit promote the settlement to a city -there should be a button sort of similar to casting a spell-.
lordrune Aug 26, 2009, 01:48 PM Here's another early Bannor game that will always crash on end of turn (not the same one I uploaded in the other thread).
Patch E, no other mods, tectonics map.
edit - seems to be something the Sidar are doing, if I nuke them it doesn't happen, I can't figure out what though, still working on it.
edit x 2 - I tried everything.
Finally when I destroyed the Sidar's capital, but left their second city intact, it didn't crash. I'm going to play on like this, if it crashes again, I'll update the post.
Edit x3 (had to add this)
Good news / bad news.
What's the good news?
I start with Yggdrasil! YAAY!
What's the bad news?
I'm Scions :(
(OK, that's what one of the AIs must be thinking, hehe)
ori Aug 26, 2009, 02:09 PM So you can't build cities in multiplayer? Is there a workaround?
you can - you just need to have a unit that is on the settlement cast "make city" or whatever that ability is called - they just removed the popup/auto-city conversion.
lordrune Aug 26, 2009, 03:04 PM OK, this is another persistent crash from the same game as the previous one, about sixty turns later.
I isolated the crash (eventually), when I deleted the Sidar city Zarlra AND the Doviello city Mortensholm, the game continued. Deleting only one of them wouldn't work.
Good fun, let's see if we can actually finish the game.
lordrune Aug 26, 2009, 05:37 PM Same thing again. Deleting the Grigori city of Edge fixed the problem. Its interesting because all these crashes seem to be caused by something going on around the same part of the map.
(I hate doing this because I worry the AI's getting handicapped but seems to be the only solution :D) Is this potentially useful information or am I wasting time posting these? :)
ori Aug 26, 2009, 07:03 PM this save crashes on end turn - deleting the svartalfar unit next to Foxford rescues it...
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