Events & Sundry Items Balance or Bugs Thread

graywarden

King
Joined
Dec 6, 2007
Messages
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Sephi and the Wild Mana Gang,

I thought a new thread for those little items that may or may not be specifically bugs, this would be a good way to keep track of them. I know they sometimes get lost in the shuffle because there is so much going on. A number of these smaller items, I should be able to fix myself, but would rather not without Sephi's direction or approval. Below I will start the list from some of my previous posts that had no response, and will keep an EDITED list running, if that is ok. Sephi if you would check the list from time to time, and give some approval and/or direction, I will try to do the rest. If it something I cant fix, I will indicate so.

1. Panther was not a capturable animal. (GW to fix)

2. The ancient warrior burial event has four options. It "appears" that option three and option four have the same result. (after paying attention the next time this event occurred, they are not EXACTLY the same, but very very Similar. The next time I come across it, I will pay more attention, and make a suggestion to DIS-similar them). (GW to suggest fix)

3. Slavery Pedia Entry is missing causing a TXT_KEY_QUOTE bug on the tech discovery screen. (GW needs Slavery Pedia Entry to Fix)
 
3. Slavery Pedia Entry is missing causing a TXT_KEY_QUOTE bug on the tech discovery screen. (GW needs Slavery Pedia Entry to Fix)

there are two entries:
<Civilopedia>TXT_KEY_TECH_SLAVERY_PEDIA</Civilopedia>
and
<Strategy>TXT_KEY_TECH_SLAVERY_STRATEGY</Strategy>

so if you provide a txt xml with
Code:
<TEXT>
        <Tag>TXT_KEY_TECH_SLAVERY_PEDIA</Tag>
        <English>your text here</English>
        <French>your text here</French>
        <German>your text here</German>
        <Italian>your text here</Italian>
        <Spanish>your text here</Spanish>
</TEXT>

<TEXT>
        <Tag>TXT_KEY_TECH_SLAVERY_STRATEGY</Tag>
        <English>your text here</English>
        <French>your text here</French>
        <German>your text here</German>
        <Italian>your text here</Italian>
        <Spanish>your text here</Spanish>
</TEXT>

all should be fine.
 
2. The ancient warrior burial event has four options. It "appears" that option three and option four have the same result. (after paying attention the next time this event occurred, they are not EXACTLY the same, but very very Similar. The next time I come across it, I will pay more attention, and make a suggestion to DIS-similar them). (GW to suggest fix)

you mean these options?
Some locals in your empire have discovered that the nearby mound is actually an ancient burial site for some forgotten warrior! They are fearful of the consequences of disturbing the grave.

Let the warrior's bones rest in peace.
An ancient warrior, this must be one of our ancestors lost to history! Set up a memorial in their honor.
Interesting... let's move the grave and set up a tourist attraction. Just to ease the villagers fears, of course.
This warrior was buried before the Age of Ice, let's profit from their death. Loot the grave!

i don't have the ingame events right now, i will post them if i find them.
edit found them:
1) nothing
2) +50 culture
3) -1 food + 2 commerce in plot
4) get gold (i am not sure about the last one the xml has only a pathon function i guess you just get some gold)
 
I understand HOW the tags work. what is missing, and I am ASSUMING here, that the original Slavery Pedia FILE was somehow left out of an upgrade version at some point.
The Slavery Tech/Civic is not a NEW concept, so the ORIGINAL work is missing. I have searched older versions looking for it, and could not find it.

I dont feel comfortable inventing pedia entries because I am not very up on my FFH/WM lore, though I have been playing for a couple of years now.

there are two entries:
<Civilopedia>TXT_KEY_TECH_SLAVERY_PEDIA</Civilopedia>
and
<Strategy>TXT_KEY_TECH_SLAVERY_STRATEGY</Strategy>

so if you provide a txt xml with
Code:
<TEXT>
        <Tag>TXT_KEY_TECH_SLAVERY_PEDIA</Tag>
        <English>your text here</English>
        <French>your text here</French>
        <German>your text here</German>
        <Italian>your text here</Italian>
        <Spanish>your text here</Spanish>
</TEXT>

<TEXT>
        <Tag>TXT_KEY_TECH_SLAVERY_STRATEGY</Tag>
        <English>your text here</English>
        <French>your text here</French>
        <German>your text here</German>
        <Italian>your text here</Italian>
        <Spanish>your text here</Spanish>
</TEXT>

all should be fine.
 
you mean these options?

i don't have the ingame events right now, i will post them if i find them.
edit found them:
1) nothing
2) +50 culture
3) -1 food + 2 commerce in plot
4) get gold (i am not sure about the last one the xml has only a pathon function i guess you just get some gold)

Yes, again, I probably was not clear. I know where to find these in the files. This question was more about the "FLAVOR" of the ingame experience as I have come across this event. This is very very minor, but the wording as you are reading the text (in game) needs a little work. I was going to slow down the next time I came across it, and study it a bit, and come up with a better text to seperate the number 3 and number 4 choice a little more clearly.
 
tesb,

i could use your help with the "panther" "capture" issue, though. Ive spent the last half hour looking over all the "panther"-unit files, comparing them to the "tiger"-unit files, and then looking at the "scout" and "hunter"-unit files to see what was not working.

hunter
Spoiler :
<UnitInfo>
<Class>UNITCLASS_HUNTER</Class>
<Type>UNIT_HUNTER</Type>
<UniqueNames>
</UniqueNames>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_RECON</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_EXPLORE</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
<Description>TXT_KEY_UNIT_HUNTER</Description>
<Civilopedia>TXT_KEY_UNIT_HUNTER_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_HUNTER_STRATEGY</Strategy>
<Advisor>ADVISOR_GROWTH</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>1</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>


panther
Spoiler :
<UnitInfo>
<Class>UNITCLASS_PANTHER</Class>
<Type>UNIT_PANTHER</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>NONE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_PANTHER</Description>
<Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
<Advisor>NONE</Advisor>
<bAnimal>1</bAnimal>
<bFood>0</bFood>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>1</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>


tiger

Spoiler :
UnitInfo>
<Class>UNITCLASS_TIGER</Class>
<Type>UNIT_TIGER</Type>
<UniqueNames>
</UniqueNames>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_ANIMAL</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_TIGER</Description>
<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_TIGER_STRATEGY</Strategy>
<Advisor>NONE</Advisor>
<bAnimal>1</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>


if you notice both the Capture and NOCapture as animal and hunter are not activated, so obviously i am misunderstanding what triggers a capture all together.
 
Code:
<TEXT>
        <Tag>TXT_KEY_CIVIC_SLAVERY_STRATEGY</Tag>
        <English>Grants a 25% chance to capture defeated living units as slaves</English>
        <French>Donne 25% de chances de capturer et d'asservir les unités vivantes vaincues</French>
        <German>Lebende besiegte einheiten werden mit einer Chance von 25% zu Sklaven</German>
        <Italian>Grants a 25% chance to capture defeated living units as slaves</Italian>
        <Spanish>Da un 25% de probabilidad de capturar unidades derrotadas como esclavos</Spanish>
    </TEXT>

this is from Fall from heaven 2 (no mods) there are no
<Civilopedia>TXT_KEY_TECH_SLAVERY_PEDIA</Civilopedia>
and
<Strategy>TXT_KEY_TECH_SLAVERY_STRATEGY</Strategy>

in xml files (neither in the txt xml nor in the civic xml), so i guess they never existed in the first place.

Spoiler :
Code:
<CivicInfo>
            <CivicOptionType>CIVICOPTION_LABOR</CivicOptionType>
            <Type>CIVIC_SLAVERY</Type>
            <Description>TXT_KEY_CIVIC_SLAVERY</Description>
            <Civilopedia>NONE</Civilopedia>
            <Strategy>TXT_KEY_CIVIC_SLAVERY_STRATEGY</Strategy>
            <Help></Help>
            <Button>,Art/Interface/Buttons/Civics/Slavery.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,8,2</Button>
            <TechPrereq>TECH_WAY_OF_THE_WICKED</TechPrereq>
            <iAnarchyLength>1</iAnarchyLength>
            <Upkeep>UPKEEP_LOW</Upkeep>
            <iAIWeight>-100</iAIWeight>
            <iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
            <iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
            <iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
            <iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
            <iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
            <iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
            <iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
            <iExtraHealth>0</iExtraHealth>
            <iFreeExperience>0</iFreeExperience>
            <iWorkerSpeedModifier>0</iWorkerSpeedModifier>
            <iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
            <iMilitaryProductionModifier>0</iMilitaryProductionModifier>
            <iBaseFreeUnits>0</iBaseFreeUnits>
            <iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
            <iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
            <iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
            <iGoldPerUnit>0</iGoldPerUnit>
            <iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
            <iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
            <bMilitaryFoodProduction>0</bMilitaryFoodProduction>
            <iMaxConscript>0</iMaxConscript>
            <bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
            <iExpInBorderModifier>0</iExpInBorderModifier>
            <bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
            <iLargestCityHappiness>0</iLargestCityHappiness>
            <iWarWearinessModifier>0</iWarWearinessModifier>
            <iFreeSpecialist>0</iFreeSpecialist>
            <iTradeRoutes>0</iTradeRoutes>
            <bNoForeignTrade>0</bNoForeignTrade>
            <bNoCorporations>0</bNoCorporations>
            <bNoForeignCorporations>0</bNoForeignCorporations>
            <iCivicPercentAnger>0</iCivicPercentAnger>
            <bStateReligion>0</bStateReligion>
            <bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
            <iStateReligionHappiness>0</iStateReligionHappiness>
            <iNonStateReligionHappiness>0</iNonStateReligionHappiness>
            <iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
            <iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
            <iStateReligionFreeExperience>0</iStateReligionFreeExperience>
            <YieldModifiers>
            </YieldModifiers>
            <CapitalYieldModifiers>
            </CapitalYieldModifiers>
            <TradeYieldModifiers>
            </TradeYieldModifiers>
            <CommerceModifiers>
            </CommerceModifiers>
            <CapitalCommerceModifiers>
            </CapitalCommerceModifiers>
            <SpecialistExtraCommerces>
            </SpecialistExtraCommerces>
            <Hurrys>
                <Hurry>
                    <HurryType>HURRY_POPULATION</HurryType>
                    <bHurry>1</bHurry>
                </Hurry>
            </Hurrys>
            <SpecialBuildingNotRequireds></SpecialBuildingNotRequireds>
            <SpecialistValids>
            </SpecialistValids>
            <BuildingHappinessChanges>
            </BuildingHappinessChanges>
            <BuildingHealthChanges>
            </BuildingHealthChanges>
            <FeatureHappinessChanges>
            </FeatureHappinessChanges>
            <ImprovementYieldChanges>
                <ImprovementYieldChange>
                    <ImprovementType>IMPROVEMENT_QUARRY</ImprovementType>
                    <ImprovementYields>
                        <iYield>0</iYield>
                        <iYield>1</iYield>
                        <iYield>0</iYield>
                    </ImprovementYields>
                </ImprovementYieldChange>
            </ImprovementYieldChanges>
            <WeLoveTheKing></WeLoveTheKing>
            <bHidden>0</bHidden>
            <bNoDiplomacyWithEnemies>0</bNoDiplomacyWithEnemies>
            <bPrereqWar>0</bPrereqWar>
            <iAttitudeShareMod>0</iAttitudeShareMod>
            <iCoastalTradeRoutes>0</iCoastalTradeRoutes>
            <iEnslavementChance>25</iEnslavementChance>
            <iFoodConsumptionPerPopulation>0</iFoodConsumptionPerPopulation>
            <BlockAlignment>ALIGNMENT_GOOD</BlockAlignment>
            <PrereqAlignment>NONE</PrereqAlignment>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PrereqReligion>NONE</PrereqReligion>
        </CivicInfo>


that is the base ffh2 code for slavery as you can see they don't even mention those entries.


the tech xml has no slavery, since that tech was introduced by sephi.
 
Code:
<TEXT>
        <Tag>TXT_KEY_CIVIC_SLAVERY_STRATEGY</Tag>
        <English>Grants a 25% chance to capture defeated living units as slaves</English>
        <French>Donne 25% de chances de capturer et d'asservir les unités vivantes vaincues</French>
        <German>Lebende besiegte einheiten werden mit einer Chance von 25% zu Sklaven</German>
        <Italian>Grants a 25% chance to capture defeated living units as slaves</Italian>
        <Spanish>Da un 25% de probabilidad de capturar unidades derrotadas como esclavos</Spanish>
    </TEXT>

this is from Fall from heaven 2 (no mods) there are no
<Civilopedia>TXT_KEY_TECH_SLAVERY_PEDIA</Civilopedia>
and
<Strategy>TXT_KEY_TECH_SLAVERY_STRATEGY</Strategy>

in xml files (neither in the txt xml nor in the civic xml), so i guess they never existed in the first place.

My assumption was it was lost at some point as the WM version developed.
I had thought about "borrowing" the FFH text, but I didnt want to do that without Sephis approval.
 
<bNoCapture>0</bNoCapture>

is this line in the panther code?
 
i searched through the panther code and could not find it, maybe you should test a game with this line put in.
 
<bNoCapture>0</bNoCapture>

is this line in the panther code?

no its not, i wondered if that might be the cause, in the tiger unitinfo, it is a "0"

the panther unitinfo is definately different from the tiger unitinfo
 
i searched through the panther code and could not find it, maybe you should test a game with this line put in.

i guess what got my attention on this whole thing is that panthers are spawned rarely (or at least in my game tests), and I was keen on capturing this one, when i saw it.

i will insert the line and see if i get lucky and another panther spawns at some point down the line.

thanks for your help, i sometimes second guess my self, and having a little input helps
 
@graywarden just use the worldbuilder to test this, it is so much faster then setting up a game.
(give barbarians a panther and give yourself a hunter with the correct promotions and see what happens)
 
Code:
in xml files (neither in the txt xml nor in the civic xml), so i guess they never existed in the first place.



the tech xml has no slavery, since that tech was introduced by sephi.[/QUOTE]

Ok i went ahead and made the tag files, and the strategy file.
I also borrowed the Slavery Pedia files from "The Ancient Mediterranean" Mod which was my first taste of modding, and still test for when they wake from hibernation.

so you are saying there is NOT a PEDIA file in FFH either?
 
@graywarden just use the worldbuilder to test this, it is so much faster then setting up a game.
(give barbarians a panther and give yourself a hunter with the correct promotions and see what happens)

damn another assignment taking me away from playing....... errr testing ...... haha

i have never taken time to get comfortable with world builder, maybe its time..... ;)
 
<Civilopedia>TXT_KEY_TECH_SLAVERY_PEDIA</Civilopedia>
and
<Strategy>TXT_KEY_TECH_SLAVERY_STRATEGY</Strategy>

are belonging to the tech: slavery

that tech was recently introduced by sephi, in the original ffh2 you needed way of the wicked for the civic slavery. this new tech allows you to have slavery much earlier with certain civilizations.

i guess he just never actually added those description (like some other things as well, remember when the houses of erebus where first introduced?)

edit: do you know if sephi reads personal messages?

edit2:
1)
children of the desert
swamp dwelling
both miss similar tags like slavery

2)
Way of the wicked uses a wrong translation, the german one is correct the english isn't (i think it is the italian description), this however is a bug in ffh2 as well.

Code:
<TEXT>
        <Tag>TXT_KEY_TECH_WAY_OF_THE_WICKED_PEDIA</Tag>
        <English>Impia tortorum longos hic turba furores[NEWLINE]Sanguinis innocui, non satiata, aluit.[NEWLINE]Sospite nunc patria, franco nunc funeris antro,[NEWLINE]Mors ubi dira fuit vita salusque patent.[NEWLINE]-e.a.p.</English>
        <French>Impia tortorum longos hic turba furores[NEWLINE]Sanguinis innocui, non satiata, aluit.[NEWLINE]Sospite nunc patria, franco nunc funeris antro,[NEWLINE]Mors ubi dira fuit vita salusque patent.[NEWLINE] - e.a.p.</French>
        <German>Die gottlose, hungrige Menge, nährt hier ihre tollkühne Raserei[NEWLINE] von unschuldigem Blut. [NEWLINE]Halte durch, Vaterland, die Höhle des Todes ist eingestürzt. Wo einst der Tod grimmte, [NEWLINE] sind nun Leben und Erlösung greifbar. [NEWLINE] - e.a.p.</German>
        <Italian>Impia tortorum longos hic turba furores[NEWLINE]Sanguinis innocui, non satiata, aluit.[NEWLINE]Sospite nunc patria, franco nunc funeris antro,[NEWLINE]Mors ubi dira fuit vita salusque patent.[NEWLINE]-e.a.p.</Italian>
        <Spanish>Impia tortorum longos hic turba furores[NEWLINE]Sanguinis innocui, non satiata, aluit.[NEWLINE]Sospite nunc patria, franco nunc funeris antro,[NEWLINE]Mors ubi dira fuit vita salusque patent.[NEWLINE]-e.a.p.</Spanish>
    </TEXT>

if i translate the german text to english it reads:
"The godless, hungry crowd feeds its temerarious franticness with the blood of innocents. Hang in there fatherland, the cave of death is tumbled down. Where once was grim death there are now life and salvation tangible. e.a.p"

3)
Way of the wise has a text in ffh2 but not in wildmana:
Code:
<TEXT>
        <Tag>TXT_KEY_TECH_WAY_OF_THE_WISE_PEDIA</Tag>
        <English>What value is land gained by fire? What empire can be built on burnt fields and ruined forests? Demonic pacts are equally short-sighted. The only true strength is in creation and order.-Agadean, Order Acolyte</English>
        <French>Quelle est la valeur d'un terrain incendié ? Quel empire peut être construit sur des champs brûlés et des forêts ruinées ? Les pactes diaboliques sont tout aussi myopes. La seule vraie force est dans la création et l'ordre. - Agadean, Acolyte de l'Ordre</French>
        <German>Welchen Wert hat durch Feuer gewonnenes Land? Welches Reich kann auf verbrannten Feldern und abgeholzten Wäldern errichtet werden? Dämonische Bündnisse sind beiderseits kurzsichtig. Die einzig wahre Stärke liegt in Schöpfung und Ordnung. - Agadean, Akolyt der Weisung</German>
        <Italian>What value is land gained by fire? What empire can be built on burnt fields and ruined forests? Demonic pacts are equally short-sighted. The only true strength is in creation and order.-Agadean, Order Acolyte</Italian>
        <Spanish>What value is land gained by fire? What empire can be built on burnt fields and ruined forests? Demonic pacts are equally short-sighted. The only true strength is in creation and order.-Agadean, Order Acolyte</Spanish>
    </TEXT>


4)
The gift
clan lore
traditions

have a missing entry:
TXT_KEY_PLACEHOLDER_PEDIA
 
<Civilopedia>TXT_KEY_TECH_SLAVERY_PEDIA</Civilopedia>
and
<Strategy>TXT_KEY_TECH_SLAVERY_STRATEGY</Strategy>

are belonging to the tech: slavery

that tech was recently introduced by sephi, in the original ffh2 you needed way of the wicked for the civic slavery. this new tech allows you to have slavery much earlier with certain civilizations.

i guess he just never actually added those description (like some other things as well, remember when the houses of erebus where first introduced?)

edit: do you know if sephi reads personal messages?

i went ahead and added both TECH and CIVIC civlopedia tags and entrys. taking a cue from you in that go ahead and fix the first problem, and the editing can be done later. I guess I was trying to make the magic bullet in a hole in one...... haha
 
the way of the wicked quote is from edgar allan poe
i have not found it in english though
 
<civilopedia>txt_key_tech_slavery_pedia</civilopedia>
and
<strategy>txt_key_tech_slavery_strategy</strategy>

fixed

edit2:
1)
children of the desert
swamp dwelling
both miss similar tags like slavery

fixed with very generic entries, strategy and civlopedia are the same

2)
way of the wicked uses a wrong translation, the german one is correct the english isn't (i think it is the italian description), this however is a bug in ffh2 as well.

If i translate the german text to english it reads:
"the godless, hungry crowd feeds its temerarious franticness with the blood of innocents. Hang in there fatherland, the cave of death is tumbled down. Where once was grim death there are now life and salvation tangible. E.a.p"

fixed

3)way of the wise has a text in ffh2 but not in wildmana:

fixed


4)
the gift
clan lore
traditions

have a missing entry:
Txt_key_placeholder_pedia

4) i just need some rough descriptions for these to fix - gw

@ Sephi, is someone in our group specializing in the "Lore" other then yourself who could help with some of the writing. I am a decent writer, but until im up on my lore, I dont feel qualified, other then with generic placeholders.
 
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