WH Version 1.4 Bug Thread

Psychic_Llamas

Wizard in the Making
Joined
Nov 25, 2005
Messages
6,366
Location
Western Australia
Hey guys,

This thread is purely for Bug/balancing reports found in version 1.4 of the Warhammer Mod.

just a few things id like you to keep in mind when reporting bugs:

1. I would really appreciate it if you didnt 'chat' in here, if you find something youd like to discuss, open a new thread if there isnt already one :)

2. Please specify which version and patch number you are using.

3. If you get any XML Errors, please take a screen shot and post in here (to take a screen shot simply press the 'print screen' button on your keyboard and paste it into any image editing program, such as paint)

4. If you are noticing an issue please make sure you have python popups enabled so we can see what the real error is. To enable python popups in your CivilizationIV.ini change:

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

To:

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

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To DOWNLOAD THE MOD go to this thread: [CLICK]


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Bugs:
1. Wild paths tech displayed as TXT_KEY_WILD_PATHS. (fixed in patch b)
2. Chaos factions (Kurgan anyway, haven’t tested the others) can only build the Temple of Chaos Undivided. The others aren’t actually buildable by anyone. (humakty, pleas look into this)
3. Chaos factions (Kurgan anyway) still can’t build Maurauder Horde (militia swordsman replacement). (humakty, pleas look into this)
4. Discovering Corruption of chaos doesn’t yet give a zealot. (the same with dicovering words of salvation and philosophy, possibly due to shrine foundation not tech discovery...)
5. Civics that give “unlimited serf” are useless; you automatically get unlimited serfs. I also thought that Caste system was going to give Lords and Serfs a ton of bonuses, rather than giving bonuses to all free citizens. (not sure how to make only lords and serfs get bonuses and not others...)
6. Beast units can still get the Glamorweave kin promotion. This is supposed to only go to woodelf mage units. (fixed in patch b)
7. Diplomacy modifiers still messed up - lawful factions don't get a diplomacy bonus to each other. (dont know how to fix, must look into this)

Balance/comments:
1. I really think that all the free specialists are just far too powerful. If you really want a mechanic like this, why not make it a free serf directly?
2. Herbalist too strong now (compare to Graveyard). Reduce its base health bonus.
3. Not a bug but… is it just me or is the Destruction religion spread sound effect the same as the end of the into to Battlestar Galactica? That is awesome! The religious music tracks in general are fantastic.
4. AI is no longer spamming watchtowers, and is building many more cottages. Good news.
5. Capitulation/vassalisation is working. Nice!
6. I *may* have reduced wonder costs too much. Or it just might have been that I had a plains hill capital, god king civic and 5 hills to mine in the capital's fat cross, and clansmanship civic.
7. Forestlock is still pretty crippling to the AI. Maybe let the AI clear forest (at a slow rate if necessary, and without giving hammers) with a much earlier tech than bronze working? Bronze working comes very late here, partly due to how expensive mining is.
8. An Estalian city San Luis gets name TXT_KEY_CITY_NAME_SAN_LUIS
9. Wetlands spawn all over the place on random maps. It is very irritating that non-lustria/amazon factions can't build improvements (farms or cottages) on wetlands, and have no way to convert the wetland into a real tile.
10. It woudl be nice if marshes spread fresh water, so they weren't *entirely* useless.
 
Bug: mod fails to load, causes CTD during loading.
Error message: "GFC error: failed to initialize the primary control theme."
 
Rename folder to 'warhammer' and it will work fine.
 
Bugs:
1. Wild paths tech displayed as TXT_KEY_WILD_PATHS.
2. Chaos factions (Kurgan anyway, haven’t tested the others) can only build the Temple of Chaos Undivided. The others aren’t actually buildable by anyone.
3. Chaos factions (Kurgan anyway) still can’t build Maurauder Horde (militia swordsman replacement).
4. Discovering Corruption of chaos doesn’t yet give a zealot.
5. Civics that give “unlimited serf” are useless; you automatically get unlimited serfs. I also thought that Caste system was going to give Lords and Serfs a ton of bonuses, rather than giving bonuses to all free citizens.
6. Beast units can still get the Glamorweave kin promotion. This is supposed to only go to woodelf mage units.
7. Diplomacy modifiers still messed up - lawful factions don't get a diplomacy bonus to each other.

Balance/comments:
1. I really think that all the free specialists are just far too powerful. If you really want a mechanic like this, why not make it a free serf directly?
2. Herbalist too strong now (compare to Graveyard). Reduce its base health bonus.
3. Not a bug but… is it just me or is the Destruction religion spread sound effect the same as the end of the into to Battlestar Galactica? That is awesome! The religious music tracks in general are fantastic.
4. AI is no longer spamming watchtowers, and is building many more cottages. Good news.
5. Capitulation/vassalisation is working. Nice!
6. I *may* have reduced wonder costs too much. Or it just might have been that I had a plains hill capital, god king civic and 5 hills to mine in the capital's fat cross, and clansmanship civic.
7. Forestlock is still pretty crippling to the AI. Maybe let the AI clear forest (at a slow rate if necessary, and without giving hammers) with a much earlier tech than bronze working? Bronze working comes very late here, partly due to how expensive mining is.
8. An Estalian city San Luis gets name TXT_KEY_CITY_NAME_SAN_LUIS
9. Wetlands spawn all over the place on random maps. It is very irritating that non-lustria/amazon factions can't build improvements (farms or cottages) on wetlands, and have no way to convert the wetland into a real tile.
10. It woudl be nice if marshes spread fresh water, so they weren't *entirely* useless.

More to follow when I have time.
 
I had two AI cities build within two tiles of each other, not sure how...

Some of my music isn't playing, I just get an errror message saying ______ file can't be found.

There are TXT_KEY messages all over, I'll assume you knew that already.

You still have FFH hint text.

Yeah, the Wetlands are going a bit overboard. On HILLS? Seriously? Plus, Deep Jungle sucks.

I agree with Ahriman, +2 Health is too much for Herbalist (especially when it gets the other possible bonuses).
 
Plus, Deep Jungle sucks.

Deep jungle is designed to only be of benefit to Lustrians and Amazonians (who can build improvements inside the jungle, so they get a hammer bonus and health bonus from the jungle tile).
In fact, it shouldn't even spawn outside Lustrian/Amazonian territory. I think somehow the bug where these spawn on random maps has been reintroduced, but definitely they should disappear at the end fo the first turn outside Lustrian/Amazonian territory.
 
Bugs:
1. Wild paths tech displayed as TXT_KEY_WILD_PATHS. (fixed in patch b)
2. Chaos factions (Kurgan anyway, haven’t tested the others) can only build the Temple of Chaos Undivided. The others aren’t actually buildable by anyone. (humakty, pleas look into this)
3. Chaos factions (Kurgan anyway) still can’t build Maurauder Horde (militia swordsman replacement). (humakty, pleas look into this)
4. Discovering Corruption of chaos doesn’t yet give a zealot. (the same with dicovering words of salvation and philosophy, possibly due to shrine foundation not tech discovery...)
5. Civics that give “unlimited serf” are useless; you automatically get unlimited serfs. I also thought that Caste system was going to give Lords and Serfs a ton of bonuses, rather than giving bonuses to all free citizens. (not sure how to make only lords and serfs get bonuses and not others...)
6. Beast units can still get the Glamorweave kin promotion. This is supposed to only go to woodelf mage units. (fixed in patch b)
7. Diplomacy modifiers still messed up - lawful factions don't get a diplomacy bonus to each other. (dont know how to fix, must look into this)

Balance/comments:
1. I really think that all the free specialists are just far too powerful. If you really want a mechanic like this, why not make it a free serf directly? (which free specialist should be nerfed?)
2. Herbalist too strong now (compare to Graveyard). Reduce its base health bonus. (ill just remove the mysticism health bonus)
3. Not a bug but… is it just me or is the Destruction religion spread sound effect the same as the end of the into to Battlestar Galactica? That is awesome! The religious music tracks in general are fantastic. (yeh they are good arnt they :) Orlanth did a good job)
4. AI is no longer spamming watchtowers, and is building many more cottages. Good news. (yay!)
5. Capitulation/vassalisation is working. Nice!
6. I *may* have reduced wonder costs too much. Or it just might have been that I had a plains hill capital, god king civic and 5 hills to mine in the capital's fat cross, and clansmanship civic. (ive noticed this too, Wonders are popping up left right and center in my games, havent been able to build one :( )
7. Forestlock is still pretty crippling to the AI. Maybe let the AI clear forest (at a slow rate if necessary, and without giving hammers) with a much earlier tech than bronze working? Bronze working comes very late here, partly due to how expensive mining is. (agreed, ill see if i can get this into the next patch)
8. An Estalian city San Luis gets name TXT_KEY_CITY_NAME_SAN_LUIS (fixed in next patch)
9. Wetlands spawn all over the place on random maps. It is very irritating that non-lustria/amazon factions can't build improvements (farms or cottages) on wetlands, and have no way to convert the wetland into a real tile. (agreed, no idea why that is actually :( must look into it... especially wetland hills :confused: )
10. It woudl be nice if marshes spread fresh water, so they weren't *entirely* useless. (would YOU want to drink water out of a bog?)

I had two AI cities build within two tiles of each other, not sure how...

i had that too... not sure how... i hate being an ammature modder grrr...

Some of my music isn't playing, I just get an errror message saying ______ file can't be found.

will have to look into this

There are TXT_KEY messages all over, I'll assume you knew that already.

yep, slowly getting rid of them :p

You still have FFH hint text.

not very high priority, but will get looked into at some point.

Yeah, the Wetlands are going a bit overboard. On HILLS? Seriously? Plus, Deep Jungle sucks.

wetlands everywhere is unintentional, deep jungles are supposed to suck for anyone not lizardman or amazon ;)

I agree with Ahriman, +2 Health is too much for Herbalist (especially when it gets the other possible bonuses).

i ditched the mysticism helth bonus to herbalist.
 
10. It woudl be nice if marshes spread fresh water, so they weren't *entirely* useless. (would YOU want to drink water out of a bog?)

Actually, marshlands serve as Mother Nature's water purifier. The water coming out is usually cleaner than that going in.

Otherwise, perhaps a late spell that drains the marsh but gives a permanent +1 Food (fertile lands)? That makes the cities stuch with marsh tiles actually become advantaged later on, so that marsh lands aren't so bad to build near.
 
(not sure how to make only lords and serfs get bonuses and not others...)

It sucks if this isn't easy to implement. An alternative method would be to create very cheap buildings that can be built only while in a particular civic that gives a bonus to particular specialist types, and that are destroyed if you leave the civic (which might be equally hard to code).
But thats a bad solution, because the AI won't recognise that the civic is worth adopting because of this cheap building.

Probably worth asking Ploep/Kael/Vehem/xienwolf etc. if this woudl be something easy to implement; I can't imagine that no-one has ever tried to do this before.

(which free specialist should be nerfed?)

Not certain yet, it'll require a little more playtesting, but I'm worried about Tanner, Harbor, and a bunch of others which give free specialists.

(ill just remove the mysticism health bonus)

I'd rather reduce the base bonus than the mysticism bonus.

10. It woudl be nice if marshes spread fresh water, so they weren't *entirely* useless. (would YOU want to drink water out of a bog?)

Actually, yeah.... wetlands are fantastic water purifiers. Water that comes out of a swamp is very drinkable; they act as a natural filtration system.
But thats not really the point; the point is that you can definitely use it to irrigate crops. Maybe "provides fresh water" (like an oasis) isn't right; but definitely they should spread fresh water for irrigation fresh water access.

ive noticed this too, Wonders are popping up left right and center in my games, havent been able to build one

Actually, this is a good thing; it used to be pretty easy to hog the wonders. If the AI is building thme now, thats fantastic. More of a challege (and a better reason to conquer them :)

I wonder if before the AI also thought they were too expensive to bother building. Maybe the AI is smarter than we thought!
 
Probably worth asking Ploep/Kael/Vehem/xienwolf etc. if this woudl be something easy to implement; I can't imagine that no-one has ever tried to do this before

im thinking up a list of things to pester vehem about :lol:

I'd rather reduce the base bonus than the mysticism bonus.

whys that? the basic herbalist would be pretty... crap... then and youd only really want it with mysticism...

Actually, yeah.... wetlands are fantastic water purifiers. Water that comes out of a swamp is very drinkable; they act as a natural filtration system.
But thats not really the point; the point is that you can definitely use it to irrigate crops. Maybe "provides fresh water" (like an oasis) isn't right; but definitely they should spread fresh water for irrigation fresh water access.
Otherwise, perhaps a late spell that drains the marsh but gives a permanent +1 Food (fertile lands)? That makes the cities stuch with marsh tiles actually become advantaged later on, so that marsh lands aren't so bad to build near.

fair enough... there is already a spell (mistress of the marsh, Jade 1 spell) that changes wetland to grassland and grassland to wetland, desert to plains, plains to wetland, tundra to wetland... but thats only avaliable to some civs. perhaps a worker action avaliable with sanitation or some later tech that alows the worker to change wetlad to grassland?
 
whys that? the basic herbalist would be pretty... crap... then and youd only really want it with mysticism...

Compare it to the aqueduct; a lot more hammers and tech for only +2 health. +1 health, +1 health from pipeweed, +1 health from mysticism is huge, and the 10% heal bonus can be mildly useful. I'd also consider removing the base +1 health from tea and making it require the herbalist.

that changes wetland to grassland and grassland to wetland, desert to plains, plains to wetland, tundra to wetland...

It does all that? Huh. I thought it only made marshes. Or is that a different one?

I would suggest that is a bad idea... terraforming that strong is very powerful, particularly that eraly. I would suggest making terraforming very, very limited in this mod, particularly if its only available to some factions.

I would suggest that most terraforming also be of a temporary nature; they only last 20 turns or so (like the tundra-creating astrological event in FFH). So, you can use spells that temporarily mess up your opponents land by turning it into tundra or marsh or whatever, and you can temporarily improve your own terrain, but after a while the the effect wears off (and quite possibly any improvements like a farm on desert are destroyed).
Ditch the genesis ritual. It is particularly ridiculous as chaos magic.... (Tzeentch is trying to make an earthly paradise? Seriously?)

The "bloom" woodelf spell should be the only exception to this, but that spell should be 2nd or 3rd level and take multiple turns to cast, so that it is very difficult to go spamming forests everywhere.

Otherwise, perhaps a late spell that drains the marsh but gives a permanent +1 Food (fertile lands)? That makes the cities stuch with marsh tiles actually become advantaged later on, so that marsh lands aren't so bad to build near.

I think marshes should always be relatively undesirable, but I like the idea of a very late game (engineering or advanced engineering) terrain improvement that could be built on marshes and provides say +3 food (draining the marshes).

Or a building that can negate or mitigate the health penalty ("Drainage system, requires Advanced engineering, gives +1 food, +1 health for each marsh tile in the city radius.)
Keep in mind that many/most modern capital were actually *built* in basically marshland; London, Paris, St Petersburg, Washington DC, etc. etc.
 
Here are some bugs that I noticed and didnt seem reported:
@PL: I dont think that Destruction short track is the same as Battlestar Galactica, similar, but the Battlestar Galactica theme isnt quite as harsh, more african drum sounding.
On to the bugs:
1.Sicaire (Geussing it is a Tiliean Assasin) has no civ, thus it cant be built.
2.Men-at-Arms have no civ, thus they cant be built.
3. Many units have no unique art, even for established factions. (Just mentioning even though you probably know)
4. There are TXT_KEY errors in the names for Spiderrider, Black Orc, Fanatics, and Warboss.
5. The Estalian Pikemen, Tercios, should be Tercio (You have double plural by mentioning it is a Regiment).
6. For the Unicorn, the interface F-Scale is to big.
7. The folloing temples need civs:
Chapel of the Grail
Temple of Khaine
Temple of Khorne
TEmple of Mercopio
Temple of Myrmidia
Temple of Nurgle
Temple of Salvation
Temple of Slaanesh
Temple of Tzeentch
Temple of Ulric
Temple of Ursun
(Forgive me for calling them all temple, I cant remember their flavor names)
8. Remove most of the rituals, they do nothing and are all TXT_KEY
9. Astragoth still needs new art, he is currently using Hammurabi form BTS.
10. For Borgio the Besieger, he has TXT_KEY_TRAIT_BESIEGER
11. The maps need a modpath added, currently they try to load the previous Warhammer Mod.
 
Destruction short track is the same as Battlestar Galactica, similar, but the Battlestar Galactica theme isnt quite as harsh, more african drum sounding.

I could swear it sounds like the last 5 seconds of the intro to BG, when they flash up very brief scenes from the episode ahead. That hum increasing in pitch, definitely the same.
 
I dont think so, but if it is, whoever made the soundtrack is doing what modders do best, using other peoples ideas/stuff. Besides, seeing as though the mod is free, the worst that could happen if it is BSG stuff is the creator could ask us to get rid of it.
 
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