Not sure if there'll be another patch, but I'll list what I noticed tonight:
...
-I think there's something wrong still with either blight, the ai, or the sheaim in particular, because after a couple games I've seen them with cities in good locations at pop 1 in the late game--I don't think they had eaters, either.
Any idea how the sons of asena are acting like pyre zombies in the attached game? it really caught me unawares when my defending and attacking units were taking fire damage when fighting the dogpile of sons...
Any idea how the sons of asena are acting like pyre zombies in the attached game?
Its a known XML issue. Apparantly its rather easy to fix ...
<PythonPostCombatLost>postCombatExplode(pCaster,pOpponent</PythonPostCombatLost>
</DamageTypeCombats>
<PythonPostCombatLost>postCombatExplode(pCaster,pOpponent</PythonPostCombatLost>
</UnitInfo>
<UnitInfo>
<Class>UNITCLASS_AXEMAN</Class>
<Type>UNIT_SONS_OF_ASENA</Type>
<FeatureAttacks>
<FeatureAttack>
<FeatureType>FEATURE_FOREST</FeatureType>
<iFeatureAttack>-25</iFeatureAttack>
</FeatureAttack>
<FeatureAttack>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<iFeatureAttack>-25</iFeatureAttack>
</FeatureAttack>
<FeatureAttack>
<FeatureType>FEATURE_FOREST_ANCIENT</FeatureType>
<iFeatureAttack>-25</iFeatureAttack>
</FeatureAttack>
</FeatureAttacks>
The problem is not just that the Sons of Asena are exploding like Pyre Zombies, but also that Pyre Zombies are not exploding. Rather than deleting the line completely, it needs to be moved to the Pyre Zombie section.Fix:
CIV4UnitInfos.xml , line 13169
delete line completely
Fix:
CIV4UnitInfos.xml , row 13169
move this line
up to row 12934:Code:<PythonPostCombatLost>postCombatExplode(pCaster,pOpponent</PythonPostCombatLost>
Code:</DamageTypeCombats> <PythonPostCombatLost>postCombatExplode(pCaster,pOpponent</PythonPostCombatLost> </UnitInfo> <UnitInfo> <Class>UNITCLASS_AXEMAN</Class> <Type>UNIT_SONS_OF_ASENA</Type>
Further needed fixes in version "o":
Chariots are (partly) missing -25% Ancient Forest, -25% all forest
<class>UNITCLASS_CHARIOT</class>
*<Type>UNIT_CHARIOT</Type>
*<Type>UNIT_CHARIOT_SCORPION_CLAN</Type>
Code:<FeatureAttacks> <FeatureAttack> <FeatureType>FEATURE_FOREST</FeatureType> <iFeatureAttack>-25</iFeatureAttack> </FeatureAttack> <FeatureAttack> <FeatureType>FEATURE_JUNGLE</FeatureType> <iFeatureAttack>-25</iFeatureAttack> </FeatureAttack> <FeatureAttack> <FeatureType>FEATURE_FOREST_ANCIENT</FeatureType> <iFeatureAttack>-25</iFeatureAttack> </FeatureAttack> </FeatureAttacks>
Animals missing flags:
Baby Spider -> <Invisible>INVISIBLE_ANIMAL</Invisible>
Giant Spider -> <bNoDefensiveBonus>1</bNoDefensiveBonus>
Griffon -> <bNoDefensiveBonus>1</bNoDefensiveBonus>
Strange flag(s) on units:
Herald (Mercurians) -> -20% CityAttack ... dunno why? (from -25% in "n" IIRC)
Credit belongs to SilentDragon who reported the problem with Pyre Zombies, and with Tholal who posted the fix.And to Emptiness for the catch that the Pyre Zombies had been short-changed in the bargain!
If you have the steam version of the game, then see this thread: having problems with shortcut w/steam version and windows 7When I installed patch o, the desktop shortcut did not show up. Also, the shortcut found in the FfH
mod folder doesn't work, get a wrong pathway error message. Win7. Any ideas? Thanks.
"[path]\Beyond the Sword\Civ4BeyondSword.exe" "mod=\Fall from Heaven 2"
Uh, its accessing the hidden C: drive share on the machine named Kermit.
What?