FfH2 0.25 Changelog

So its not anything about the map, you would assume that remains the same between the save and load. Im thinking you may need more memory to play the larger map sizes.

I've been experiencing the same problem and I have 3GB of RAM.
 
Is there a way to let buildings modify the GPP that specialists in that city provide? I would love it if the Gregori citizen specialists could be made to provide some adventurer points (I tried to do this in .22, but couldn't figure out how).
 
that reminds me, what about unhappy citizens? havent heard anything about the Governors manor for calabim and whether it does anything. i really liked the idea of their unhappy citizens giving +1 production

AFAIK the manor is broken, but it's a nice concept.
 
Not sure if this would be the correct thread, as my concern isn't exactly a bug... anyway, it seems that there has been some back and forth about the method to deal with UUs and UnitClass info. For several versions before 25, specual units unitclasses did not have a default unit, so in the CivilizationInfos, you could simply leave that Unitclass out, Made for a smaller more simple CivInfo file.
It seems in 25, now all UnitClass have a default unit, so.. Like so

Ver 23c
Code:
[B]CIV4CivilizationInfos[/B]
               <Unit>
                    <UnitClassType>UNITCLASS_DONAL</UnitClassType>
                    <UnitType>UNIT_DONAL</UnitType>
                </Unit>
[B]CIV4UnitClassInfos[/B]
		<UnitClassInfo>
			<Type>UNITCLASS_DONAL</Type>
			<Description>TXT_KEY_UNIT_DONAL</Description>
			<iMaxGlobalInstances>1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iMaxPlayerInstances>-1</iMaxPlayerInstances>
			<DefaultUnit>NONE</DefaultUnit>
		</UnitClassInfo>

Ver 25
Code:
[B]CIV4CivilizationInfos[/B]
                <Unit>
                    <UnitClassType>UNITCLASS_WILBOMAN</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
[B]CIV4UnitClassInfos[/B]
		<UnitClassInfo>
			<Type>UNITCLASS_WILBOMAN</Type>
			<Description>TXT_KEY_UNIT_WILBOMAN</Description>
			<iMaxGlobalInstances>1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iMaxPlayerInstances>-1</iMaxPlayerInstances>
			<iInstanceCostModifier>0</iInstanceCostModifier>
			<DefaultUnit>UNIT_WILBOMAN</DefaultUnit>
		</UnitClassInfo>

Just wanted to make sure that you all knew what I was talking about... Will there be a standardization of this method at some point? a reason to go back to this model?

Cheers!
 
Yeah, to be honest I had to jump between methods to avoid game engine rewrite problems. If I remember correctly the latest one was that the AI assumes there will be a default unit assigned that it evaluates for some of its decisions. Having NONE in there as I did on 23c was causing crashes.
 
Yeah, to be honest I had to jump between methods to avoid game engine rewrite problems. If I remember correctly the latest one was that the AI assumes there will be a default unit assigned that it evaluates for some of its decisions. Having NONE in there as I did on 23c was causing crashes.

I had several entries of this kind in Warhammer before. Maybe this explains those many random ctds I had:(
Good to know about that now! I thought this was just for pediadisplayreasons.
 
Since I am now using this version should I start post my finding here now? By findings I mean the issues I have seen and recorded. Or do I just use the old one for the betas?

So I don't add any more than I need to I will reply here.

Ok I will try there then. I didn't even realize that there was a bug thread. *Slaps Head* Thank you for responding Magister.
 
If you mean bugs, then try the .25 bug thread (it is stickied, so it will always be at or near the top)
 
is it a bug that woodsman is only +20%? cause thats a useless promotion now heh, much better off with combat1 which gives +20% strength everywhere

Isn't Woodsmen +30? And Elves get +10 base so they still have the old +40...
 
Update to the latest patch.

IF that doesn't help you can save while it's "broken" (quicksave definitely works during the waiting!). On reload the next turn starts.
 
I've not been able to get that save/load fix to work. I'm having infrequent hanging on Waiting For, and I can save but if I reload, it just loads back into the hang, not into the next turn. It's not that often, but it is frustrating when it does happen. Had to bin an excellent Amurites game recently because of that.
 
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