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Old Oct 13, 2008, 05:55 AM   #281
Frozen-Vomit
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Quote:
Originally Posted by Frozen-Vomit View Post
After installing patch b I don't have an opening menue:

edit: not the fault of patch b. Fresh install of FfH doesn't work either. Must have to do something with service pack 3 that I installed yesterday. Will try to reinstall whole cIV and BtS.

edit2: reinstalling cIV and BtS didn't help. Please help, I don't want to re-setup my whole system...
Thanks for the advice everyone, updating graphic card drivers solved this problem for me.
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Old Oct 13, 2008, 06:27 AM   #282
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Through some testing, I believe that wildlands does not work properly and seems to almost cancel out how many barbarians are spawned. On three games with wildlands enabled, the only time i ever saw a barbarian, is one that a lair had spawned - and this is with raging barbarians. With it of however, the barbarians are appearing in huge numbers as usual.
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Old Oct 13, 2008, 07:13 AM   #283
meteore
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Originally Posted by MiKa523 View Post
There is nothing there, because they are apparently invisible.
Do you own the Esus Shrine? It makes all your units within cultural borders (not in cities) invisible.
Oh of course, the Esus shrine. My mistake.
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Old Oct 13, 2008, 07:46 AM   #284
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Ljosalfar were able to get High Priests of Winter in some fashion, not sure if they built them or built the ritual without me knowing. Very annoying to have a unit casting slow on your final defense army who also happens to be immune to cold damage.

Another thing, although this could have been the Godslayer at work. Mulcarn might not be healing after battle because he died very quickly after being summoned and to a random longbowman. Not a very exciting end to my stand against huge armies from an AI 5 times larger than me

Img:

Spoiler:

Last edited by Mailbox; Oct 13, 2008 at 08:52 AM.
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Old Oct 13, 2008, 07:53 AM   #285
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Getting a CTD when the video for founding CoE comes up.
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Old Oct 13, 2008, 07:57 AM   #286
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playing patch c, i got an ecclesiastic when i explored a barrow with my hunter.

edit to calrify: the empyrean had not yet been founded.
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Old Oct 13, 2008, 08:49 AM   #287
Valerarren
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A couple comments/possible bugs.

Playing Illian patch b (I think the game was originally patch a)

1. When casting casting snow-fall on hell-terrain, it does indeed turn it to ice and put out fires (so my units can walk on it). However, if I then sanctify it, when the snow-fall wears off the land reverts to permanent hell-terrain (that is, it is unsanctifiable). If you do sanctify some time later (when the AC-terrain counter is back up), it doesn't revert to deserts, it stays burning sand.

2. My Illian hero (Wilbonen sp?) can't walk on desert but he can walk on burning sands (assuming the fires are out).

3. Hyborem seemed to build a Temple of the Hand in Dis (at least when I captured it, there was a temple of the hand there already), but the terrain was still desert/burning sand.
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Old Oct 13, 2008, 08:53 AM   #288
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Quote:
Originally Posted by Master_Hugian View Post
Through some testing, I believe that wildlands does not work properly and seems to almost cancel out how many barbarians are spawned. On three games with wildlands enabled, the only time i ever saw a barbarian, is one that a lair had spawned - and this is with raging barbarians. With it of however, the barbarians are appearing in huge numbers as usual.
In my first game (patch a), I would disagree with you as I got tons of barbs with Wildlands.

However, in my second game (patch b), there are very few barbs on the map and I am at Turn 300 at Epic speed. So, it is strange.

Also, very few animals...including Bears. First time I EVER saw that!
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Old Oct 13, 2008, 08:54 AM   #289
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Long time bug carried over from previous versions:

No combat odds when attempting to kill a unit with the Barbarian trait (Clan, Charadon) with a HN unit like one of the Stooges or a HN Giant Spider.
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Old Oct 13, 2008, 10:11 AM   #290
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Mushrooms capping on Mountains

I've had quite a few games where mushrooms appear on tops of mountains. I assume this is not intended.
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Old Oct 13, 2008, 10:14 AM   #291
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Calabim with mega production

I found an Issue with the Calabim Courthouse UB: After building it, i get MANY bonus-hammers, even without unhappy citizens. See the attached screenshot, big difference between actual production(31) and the really applied one(52). I played some more turns, and finally got rid of the unhappiness, but bonus-hammers remain. I also noticed, that these numbers differ from city to city, so some get 20, 30 or even >50% boni.
For clarification: Cities where i havent built any Courts yet dont get any bonus-hammers.
Anyhow, great mod, keep up the good work team!!
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Old Oct 13, 2008, 10:20 AM   #292
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Originally Posted by Psycho_Ivan View Post
Odd question, but are you supposed to download all the existing patches, or just the most recent one?

And another... These SHOULD install themselves correctly on their own, right? I can't check, seeing as I've installed Civ4 with Steam it's a bit difficult to find files. <<
Patches are cumulative, so you need to download only the most recent one.
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Old Oct 13, 2008, 10:35 AM   #293
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Originally Posted by euripides View Post
I found an Issue with the Calabim Courthouse UB: After building it, i get MANY bonus-hammers, even without unhappy citizens.
See the little 18 beside the red unhappy face? That's how many bonus hammers you get (which is then modified just like your normal hammers). It is supposed to work like this.
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Old Oct 13, 2008, 10:45 AM   #294
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Originally Posted by Mailbox View Post
Ljosalfar were able to get High Priests of Winter in some fashion...
Maybe they were captured
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Old Oct 13, 2008, 10:46 AM   #295
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Originally Posted by shrike2005 View Post
playing patch c, i got an ecclesiastic when i explored a barrow with my hunter.

edit to calrify: the empyrean had not yet been founded.
This was mentioned in another thread as being intended...

It's certainly a nice alternative way to found religions though...

Quote:
Originally Posted by Valerarren View Post
3. Hyborem seemed to build a Temple of the Hand in Dis (at least when I captured it, there was a temple of the hand there already), but the terrain was still desert/burning sand.
He would have built a standard Pagan temple that would have converted to your UB upon capturing Dis, however something should be done about captured temples not changing the terrain, or they should be set to autoraze so you can build one that can change the terrain...
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Old Oct 13, 2008, 11:56 AM   #296
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Was just coming in to comment on the temple thing. I believe a simpleish way to fix it would be to give Pagan Temples 1 culture/turn, meaning it will always get razed when captured. That would be less intensive than checking them each turn. That said, I think there's an onCityLost or similar Python function which could be used to trigger the effect.
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Old Oct 13, 2008, 12:12 PM   #297
euripides
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Originally Posted by Keeper_GFA View Post
See the little 18 beside the red unhappy face? That's how many bonus hammers you get (which is then modified just like your normal hammers). It is supposed to work like this.
Alright, thanks for the clarification. But then the tooltips should be changed, because they say +1 hammer per unhappy citizen, not per overcrowding unhappiness or something like that. As cities usually get very big, these boni are insane. Even my grassland-cottage city can build easily as it is with 20+ hammers without any mine or workshop.
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Old Oct 13, 2008, 12:36 PM   #298
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Patch b: Not found text message for opening treasure chest and it is empty.
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Old Oct 13, 2008, 01:09 PM   #299
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Just had the travelling alchemist try to sell a unit that died the previous turn a healing salve...

Also just saw a barb high priest of winter...
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Last edited by rusty217; Oct 13, 2008 at 01:17 PM.
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Old Oct 13, 2008, 01:30 PM   #300
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Originally Posted by rusty217 View Post
Just had the travelling alchemist try to sell a unit that died the previous turn a healing salve...

Also just saw a barb high priest of winter...
Actually, I have found that it is possible for priests of winter to go barbarian. I explored a dungeon with one of them, and there was a message along the lines of

Quote:
The dungeon had some water at the bottom of it, and your unit touched the water and went insane/crazy.
This resulted in a crazed Priest of Winter who became enraged and eventually went barbarian as per the 3% chance. I suppose the same thing could happen to the AI playing as Illians. OR, the Illians could have somehow got ahold of Chaos Mana, which can result in occasional mutations, which in turn results in occasional crazed, etc., etc.
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