Hero unit Arthendain starts with Medic 3, However he can then get First Aid, is this a mistake? My lizard men workers can not create swamp although they can destroy it, also they cant shape jungle. Furthermore they do not have xp gain.
just so you know the "basic AI template" cannot use FFH.... so even RifE's AI is better than the BTS template... but it has to use a much more complex tool... so it is not so good.About More naval AI modmod. Would be nice applying it to RifE, because AIs plays worse than anything i saw ever. Declaring wars only by a power number, but never send troops piles, or act minimal smart at least how BTS AIs fight... AIs in RifE are totally broken. I saw AIs declaring war to me only with 2 scouts, or keeping inside their borders in a stupid defensive play. Better, i put 1 enemy city undersiege with my stack, and the idiotic AIs send 1 mage alone behind me for creating 1 mana node, rofl.... and better dont talk about their workers creating things near my army.
Fukin awesome. I begin too believe AIs on RifE are programmed only for being builders and kill other AIs civs in early rushes. Elseway, they are absolutely mindless. And i repeat, for this, would be better at least put them the basic BTS AI templates.
Translation to other players:also, when playing the Elohim, the getting extra traits from UFs gets overpowered very quickly, could this be removed or changed? I've always been a fan of the Elohim mechanic used here (not the monks really, just the unique way of getting settlers!)
The mod is huge, so any help is welcome. (please send me PM with your e-mail address so we can cooperate)If you need any help, I'm okay at python coding
I added the bug some time ago (#67)EDIT: also, an old bug, when you get the volcano event, you don't get access to obsidian because volcanos are impassable
IRC server: warrensofthought.comthat made me want to connect to #erebus... I'll have to find how to do it from this PC..
Ok. Tell me when you add them.Im chasing bugs now in Scions civilization. Found some. Ill post roster latter.
ok. Will check the codeOn embers clan: world spells brings more unit to your control than whats supposed to do. Sometimes it brings a few elemental kinds, mana guardians or inapropiate units. It doesnt happens always, but happens. Happened to me twice.
About the current number 57 bug of spreadsheet, where healers names are missing, im working on it, its quite easy, and its more related to missing texts than code errors on libraries, so i can provide a fix for it, because on our spanish traslation we are filling quotes and names for great healers. Problem with this is we arent filling in other langs, only spanish, so if somebody want to collaborate with us for having this fixed on his own lang, please send me PM. Both quotes and names are missing, names can work in all langs, but quotes dont. Provide me texts and ill add to my fix and post here later.
:Edit: As an unrelated note, I noticed that if I do the PediaReader.exe, it errors in the Dural_Civ4GameText_Dural.xml file. That's because near the bottom, where it says ‘gathering glory', the first ' is curved, whereas it needs to be turned into a normal '. The PediaReader apparently doesn't like the curved version of the '.
Clicking on the Raider promotion for the Raider trait leads to the Raider unit - not the promotion.
Clicking on the Lizardman racial for the Cualli/Muatzl will lead to the Lizardman unit - not the promotion.
No, there isn't any other mirror. (I didn't imagine https could be a problem for anyone)Is there a other mirror then google? Https downloads sadly dont work for me and google refuse the change to http.
A friend and I play this online and have for several years, still relatively regularly. Finally prompted me to register for the forum.
First, I'm really happy that there's still some work on this going on - the initial improvements to the AI were huge. We'd been playing with the AI on teams of 2 to try to make it a bit more challenging and since the updates, we've put them back on their own. I was worried that it would go back to being OOS hell like the early rife builds but it's still pretty consistent.
I'll post bugs when I think of them - there are several. The only one I can think of currently that's a large one is that Mecurians are somewhat broken. When you finish the wonder and bring them into the world, they will often immediately die before appearing, then the city will remain in your control and have the mecurian gates in it. I wasn't able to figure out what causes it. In reloading the same game several times, it happens sometimes and not others. Regardless it's happened in 3 or 4 games.
As for a really minor bug, the Cualli hero has vanilla civ spy features enabled that he shouldn't have.
I've played the current build on three computers multiplayer without issue - on windows 8 computers, it crashes occasionally but it's unrelated to multiplayer. There's also a consistent OOS problem that only happens in games with the Sidar, every second turn, mid-game (might be caused by the separate soul thing).
i thing there is a problem with the letum frigos improvemnt(its an improvment that give mana.
it says there is a 2100101 chance to spawn wilf men
Ey Ronkhar, whazzup bud!
look, i think i found 1 lesser bug: when exploring ancient ruins, sometimes you found "dagda shield" but instead the upgrade, u get a potion . Or something alike, dont remember exactly what triggers the bug: U find something but receive something else.
And i ask: i dwled last fix, but when unzipping it with winrar, launch faliure, and dont decompress properly all files, resulting on an empty .fpk and empty xml folders. Does it happens by any reason u explained?
Nevermind, turns out I didn't have the latest patch, thought I did but it wasn't very clear
About More naval AI modmod. Would be nice applying it to RifE, because AIs plays worse than anything i saw ever. Declaring wars only by a power number, but never send troops piles, or act minimal smart at least how BTS AIs fight... AIs in RifE are totally broken. I saw AIs declaring war to me only with 2 scouts, or keeping inside their borders in a stupid defensive play. Better, i put 1 enemy city undersiege with my stack, and the idiotic AIs send 1 mage alone behind me for creating 1 mana node, rofl.... and better dont talk about their workers creating things near my army.
Fukin awesome. I begin too believe AIs on RifE are programmed only for being builders and kill other AIs civs in early rushes. Elseway, they are absolutely mindless. And i repeat, for this, would be better at least put them the basic BTS AI templates.
<bHillsDoubleMove>1</bHillsDoubleMove>
<iHillMoveCost>-1</iHillMoveCost>
<iMovement>1</iMovement>
<TerrainMoveCosts>
<TerrainMoveCost>
<TerrainType>TERRAIN_MARSH</TerrainType>
<iTerrainMoveCost>-1</iTerrainMoveCost>
</TerrainMoveCost>
<TerrainMoveCost>
<TerrainType>TERRAIN_TAIGA</TerrainType>
<iTerrainMoveCost>+1</iTerrainMoveCost>
</TerrainMoveCost>
<TerrainMoveCost>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<iTerrainMoveCost>+2</iTerrainMoveCost>
</TerrainMoveCost>
</TerrainMoveCosts>
<TerrainMoveCosts>
<TerrainMoveCost>
<TerrainType>TERRAIN_HILL</TerrainType>
<iTerrainMoveCost>-1</iTerrainMoveCost>
</TerrainMoveCost>
</TerrainMoveCosts>
<TerrainDoubleMoves>
<TerrainDoubleMove>
<TerrainType>TERRAIN_WASTELAND</TerrainType>
<bTerrainDoubleMove>1</bTerrainDoubleMove>
</TerrainDoubleMove>
</TerrainDoubleMoves>
<TerrainDoubleMoves>
<TerrainDoubleMove>
<TerrainType>TERRAIN_HILL</TerrainType>
<bTerrainDoubleMove>1</bTerrainDoubleMove>
</TerrainDoubleMove>
</TerrainDoubleMoves>
Also, a comment/complaint (I know the Civiliopedia is incomplete and a lot of work, but this was annoying): Late in the game, I was hit by a spell (I assume) that damaged all my units with death damage, shrank my cities, and gave them each 30-60 unhealthiness from 'blight,' of which I could find no mention anywhere in the Civilopedia. The Event log merely said 'Spell resisted' and then all the effects - I'm assuming I resisted with the first unit or city, and so it didn't bother to tell me the name, but then it hit the rest of my units and cities. I have no idea what caused this or how to fix it.
I checked world spells thoroughly, and couldn't find any that did anything like this - and the only civs left at this point were the Cualli and Clan of Embers. It happened the turn after I destroyed the Archos, though I doubt that's related.
Thanks. Corrected that.When becoming a Greater Werewolf: "Has reached the peek" should be "Has reached the peak"
I found some code trying to prevent the double capture. I will read that in details laterWhen Baron Duin Halfmorn has Subdue Animal and kills an animal, combat results in both a subdued animal and a werewolf animal. (May be the case for other werewolves, not tested)
if (pOpponent.getCaptureUnitType(pOpponent.getCivilizationType()) == -1 and gc.getUnitInfo(pCaster.getUnitType()).getUnitCreateFromCombat() == -1): #Prevents gaining 2 units from a single combat, could still get a Wolf and a Slave right now however, but don't want to have Werewolves disabled completely by following Slavery Civic
Mhmmm, never heard about the spell.Spell "Steal Cattle" has no description, not even one saying it has no proper description. (Was browsing through the Civiliopedia)
Civpedia said:"Steal cattle", requires "Cattle Rustler"
"Cattle Rustler, allows "Steal cattle"
<SpawnGroupInfo> <!-- Cattle Rustlers --><!-- 76 -->
<Type>SPAWN_GROUP_CATTLE_RUSTLIERS</Type>
<Description>Cattle Rustlers</Description>
<iWeight>500</iWeight>
<CommanderUnits>
<Unit>UNIT_WARRIOR</Unit>
</CommanderUnits>
<GroupUnitClasses>
<GroupUnitClass>
<UnitClass>UNITCLASS_WARRIOR</UnitClass>
<iNumUnits>2</iNumUnits>
</GroupUnitClass>
</GroupUnitClasses>
<CommanderPromotions>
<Promotion>PROMOTION_CATTLE_RUSTLER</Promotion>
<Promotion>PROMOTION_LEADER2</Promotion>
</CommanderPromotions>
<PrereqTechANDs>
<Tech>TECH_ANIMAL_HUSBANDRY</Tech>
</PrereqTechANDs>
</SpawnGroupInfo>
<Type>PROMOTION_CATTLE_RUSTLER</Type>
<Type>PROMOTION_STOLEN_CATTLE</Type>
<PythonPostCombatLost>postCombatStolenCattle(pCaster, pOpponent)</PythonPostCombatLost>
<Type>SPELL_STEAL_CATTLE</Type>
<PyRequirement>reqStealCattle(pCaster)</PyRequirement>
<PyResult>spellStealCattle(pCaster)</PyResult>
<Type>SPELL_RETURN_CATTLE</Type>
<PyResult>spellReturnCattle(pCaster)</PyResult>
-------------------------------------------------------------------------------
def postCombatStolenCattle(caster, opponent):
iCattle = gc.getInfoTypeForString('PROMOTION_STOLEN_CATTLE')
opponent.setHasPromotion(iCattle, True)
def reqStealCattle(pCaster):
pPlot = pCaster.plot()
if pPlot.getBonusType(-1) == gc.getInfoTypeForString('BONUS_COW'):
return true
def spellStealCattle(pCaster):
pPlot = pCaster.plot()
iCattle = gc.getInfoTypeForString('PROMOTION_STOLEN_CATTLE')
if pPlot.getBonusType(-1) == gc.getInfoTypeForString('BONUS_COW'):
pPlot.setBonusType(-1)
pCaster.setHasPromotion(iCattle, True)
def spellReturnCattle(pCaster):
pPlot = pCaster.plot()
iCattle = gc.getInfoTypeForString('PROMOTION_STOLEN_CATTLE')
pPlot.setBonusType(gc.getInfoTypeForString('BONUS_COW'))
pCaster.setHasPromotion(iCattle, False)
As Gangrin said, it's caused by the high Armageddon Counter.Late in the game, I was hit by a spell (I assume) that damaged all my units with death damage, shrank my cities, and gave them each 30-60 unhealthiness from 'blight,' of which I could find no mention anywhere in the Civilopedia.
Ronkhar bows humbly before all this knowledgeFirst of all: hills are not features or terrains. Neither are peaks. They are their own special cases, with special rules. So when you see <iMovement>1</iMovement> for hills it means nothing. How much extra it cost to traverse hills is decided by the HILLS_EXTRA_MOVEMENT GlobalDefine. So yes, the iMovement tag for hills is useless. As is TerrainDoubleMoves etc because hills is not a terrain.
I followed the code and iHillMoveCost is indeed bugged. It did nothing. I've fixed it. The value was saved etc, it was just the one line making it actually do something that was missing.
How it works in the DLL I just uploaded:
<iHillMoveCost>-1</iHillMoveCost> will simply remove the extra cost added by the terrain being a hill. So moving into a grassland hill will cost 1 move. Moving into a forested grassland hill will cost 2 movement, because that is the cost for moving into a forest.
I believe this is how it's supposed to work, making it less powerful than double moves.
But I think it's 2013.Sourceforge DLL said:Bugfix 29/06/12
Ok.bug or exploit? i take, for example, a dominated elephant to a city and have it make the elephant stable.
Errrr. No. The unit is meant to disappear. (and it's what it did for me 2 minutes ago). Or do you mean there is a function ingame that makes sure there are always elephants on the map?this releases the elephant back to the wild,
So I'm in a Khazad game atm Arturus Leader. Game crashes as I complete Guild of Hammers. Any ideas? I downloaded the complete link from the 19th. Second game I have had this issue. Going to try it with Bannor to see if it is a dwarven thing since they have a UB with it.
<!-- <ArtDefineTag>ART_DEF_BUILDING_DWARVEN_SMITHY</ArtDefineTag> -->
<ArtDefineTag>ART_DEF_BUILDING_TOWER_OF_NECROMANCY</ArtDefineTag>
<!--<NIF>Art/Structures/Buildings/Dwarven Smithy/GauriFoundry.nif</NIF> -->
<NIF>Art/Structures/Buildings/Blasting Workshop/gauriworkshop.nif</NIF>