The game soft-locks at the end of the turn.
https://mega.nz/#!vMkXjb4K!abMEVo53Keer0kfL14Uqf_W3p2S7jR1cLA_miQvHnpc
Worked for me. Attached the save for turn 748.
The game soft-locks at the end of the turn.
https://mega.nz/#!vMkXjb4K!abMEVo53Keer0kfL14Uqf_W3p2S7jR1cLA_miQvHnpc
You are right, it does work, it's just the turn was taking much longer than normal to process. I mistook it for a similar hang-up I had in one of the beta versions (that time I've stared at the screen for good 5 minutes before killing the game).Worked for me. Attached the save for turn 748.
Oh, for... Well, at least in this case it doesn't say "all units", so it's actually technically not incorrect this time.Scourge promotion is only available for Beast, Melee and Recon units.
The egregious AI deficiency that I remember from my earliest Fall From Heaven 2 games was civs leaving Orthus's Axe lying around in their territory as a Barbarian unit for me to collect as soon as I opened borders with them and sent a unit over. That and leaving tribal villages sitting right outside their borders without ever sending a scout over.There is code to look for loose items, but it's not used very often. I'll look into improving the AI in that regard.
I'm pretty sure that I saw it on flood plains far from anyone's territory in one game. In another, Yggdrasil was mislabeled "Seven Pines" with the actual Seven Pines seemingly nowhere on the map with All Unique Features turned on... Maybe the game tried to place both on the same tile? These may have both been the product of map regeneration, though, which I think has had issues for a while.Letum Frigus is limited to Snow and Tundra terrain when spawning. Perhaps someone terraformed the tile?
I'm playing one city challenge, always war, raging barbarians, version maybe 2.7beta4 patch?
Is there a way to play the scenarios with MNAI?
Oh, for... Well, at least in this case it doesn't say "all units", so it's actually technically not incorrect this time.
That darned Fair Winds description is still a filthy lie, for instance...
Are there general rules as to how a unit can gain an effect not listed as available to units of its category? There doesn't really seem to be any obvious rhyme or reason to it. And what even determines whether something gets listed under "Promotions" or "Effects"? "Promotions" seems to be for the promotions that units can gain by leveling up, but then shouldn't Medic II and Medic III be under "Effects"?
The egregious AI deficiency that I remember from my earliest Fall From Heaven 2 games was civs leaving Orthus's Axe lying around in their territory as a Barbarian unit for me to collect as soon as I opened borders with them and sent a unit over. That and leaving tribal villages sitting right outside their borders without ever sending a scout over.
Speaking of things that Open Borders shouldn't allow you to do... Does it still let you explore lairs and dungeons in the other civ's territory? Because it really seems like it shouldn't,
Let me check... Okay, NOPE, started up several new games as the Elohim, and Letum Frigus seems to show up on incorrect terrain as often as not. Version is 2.7 Beta5. Save attached. Try startin' up some Elohim games yourself and see. Maybe check the other features to see if they're screwy too. If you can't duplicate this error in about a dozen tries in the current version, then it's probably something you fixed.
Also... is there a way to get unique feature labels to appear OVER the blackness of unrevealed tiles, but also to not appear at all if the tile the feature is on is unrevealed? I think we can agree that that would be better.
Understandable. I think I'll wait until you fix the deal-cancelling bug until I update though. Who knows, maybe Norton will somehow be okay with the new installer and I won't have to find a workaround.Sorry. I will only be investigating savegames from version 2.7 onwards. It's just not worth the time involved to try and chase down an issue with an older saved game that is incompatible with the current release.
Is that something you fixed in the most recent release? I had to do that in unmodded FFH2 to get some scenarios to work -- as you note, starting them up in-game has problems -- but in MNAI it still just coughed up an error message and then froze if I clicked through. If you've at least restored that method of indirect access, that's good to hear!If you navigate to the scenario directory (under XML in the FFH Assets folder), and double-click on the scenario file, the game will load it up without issue. Not sure why scenarios dont work if you load them from the in-game menu.
As is so often the case, the manual is more honest here. The manual, though incomplete and somewhat outdated, seems to be well above average at telling it like it is, so checking 'pedia entries against it isn't a bad idea. Some parts of it are quite nicely organized, too. Malfunctional links seem to be a common feature of the Civilopedia and the manual, sadly.I see now. What you are complaining about is a generic spell description line that is used for any spell that adds promotions. I'll see about making that text clearer.
Well, several have no unit type listed under "Available To". Aeron's Chosen, Boarding, Bronze Weapons...'Effects' are just promotions and they should always be gated by allowable unit type.
How do you decide which ones get listed?We don't list out all the possible effects under the units in the 'pedia because it would be a huge, ugly mess.
... No, it can't. An level 1 Acolyte with 2 XP, for example, cannot just promote to Medic II. Gaining access to units that have Medic II *at all*, not just for free, is part of the benefit of the Priesthood technology. Similarly, a non-high priest unit can't just promote to Medic III and thus become able to cast the spell Heal. It would be a pretty big change to the game if they could. I'm pretty sure only the Grigori get unlimited units with Medic III.Promotions classified as 'effects' (note: this naming is just for 'pedia organization), are ones with minLevel set to -1. This means that they cannot be selected as a result of a unit leveling up and include things such as special abilities, spell effects, and items.
Medic I is listed as an 'effect' because it is only assigned as part of unit creation (it is never voluntarily chosen). Medic II, however, is listed under regular promotions because it can be selected on level-up (for units that already have Medic I).
Good to hear. I was just reminiscing there, mostly.Neither of those issues should be occurring. Sometimes the AI wont pick up items immediately, but they will definitely check out all the villages they see.
Well, it doesn't seem in the spirit of Right of Passage agreements to me. I'd prefer to detach it from Open Borders, too, really; it does strike me as fairly analogous to pillaging in terms of costs and benefits, although obviously the details differ considerably. But in the meantime, maybe I should just use this as motivation to get over my lair exploration procrastination. Probably make the early game more interesting.This has not been changed from the vanilla FFH. I think some of the mod-mods of MNAI might make this change.
Usually Erebus, but for the testing I just did... Fractal, maybe? I just clicked through at the beginning to get several starts, only selecting the Elohim civ and the All Unique Features option.Still unable to replicate. I dont recall making any recent changes to this part of the code. What maps/mapscripts are you using?
Um, no. Maybe I'm not explaining this well enough? Try starting up another game as the Elohim, then clicking on Globe View. You can't see the text of the labels zoomed all the way out like that, right? The blackness of the surrounding tiles is in the way. They don't work like the labels you place yourself with Alt+S. They also block you from placing labels of your own. Maybe they could just be changed into labels of that sort? Then you could change them, e.g renaming "Guardian of Pristin Pass" to "former gargoyle lair" as a reminder that it was activated already.I thought it worked that way already?
The issue here is that units are created and placed on a tile first first, before any promotions are applied to them.Winterborn units can still be damaged by blizzards when they are first built.
def onMoveBlizzard(pCaster, pPlot):
bDamage = True
iWinterborn = gc.getInfoTypeForString('PROMOTION_WINTERBORN')
if pCaster.getRace() == iWinterborn:
bDamage = False
elif pCaster.getReligion() == gc.getInfoTypeForString('RELIGION_WHITE_HAND'):
if gc.getPlayer(pCaster.getOwner()).getStateReligion() == gc.getInfoTypeForString('RELIGION_WHITE_HAND'):
bDamage = False
elif pCaster.getRace() == -1:
if gc.getUnitInfo(pCaster.getUnitType()).getFreePromotions(iWinterborn):
bDamage = False
elif pCaster.isAlive():
if not pCaster.isAnimal():
if gc.getCivilizationInfo(pCaster.getCivilizationType()).getDefaultRace() == iWinterborn:
if not isWorldUnitClass(pCaster.getUnitClassType()):
if pCaster.getDomainType() == gc.getInfoTypeForString('DOMAIN_LAND'):
bDamage = False
if bDamage:
pCaster.doDamageNoCaster(10, 50, gc.getInfoTypeForString('DAMAGE_COLD'), False)
Yeah, that was kind of why I said "my advice to anyone who wants to improve the 'pedia". I'm not saying that Tholal should do it personally. But maybe someone working on that is reading this. Or maybe Tholal passes those sorts of requests along to other people whose work is incorporated in MNAI?
I could try to figure out a better place to make those suggestions, but honestly I don't wanna bother. I'm generally pretty lazy. If I were really not lazy, I'd learn how to edit the Civilopedia myself and fix a bunch of stuff. But that would be a lot of work!
So map regeneration is screwy,
EDIT: Spoke too soon. Some of them (e.g The Fall of Cuantine and The Momus) work, but others (e.g. Against the Wall and Grand Menagerie) don't (even by clicking on the file). Hopefully the fix is the same for all of them and it's just a matter of applying it to all of the files...
Okay, this is something I noticed a while ago, and I probably should have mentioned it sooner... Work boats shouldn't be considered military production, should they? They're not military units. Like, not even a little; no more than workers are.
With Show Enemy Moves and Show Friendly Moves both checked, Barbarian moves are still only shown, uh, sometimes? I don't even know what influences that, but I do know that my units wind up getting killed by Giant Spiders, Lizardmen, etc. in battles that I don't get to see unless I yank the camera over.
Temples aren't granting a bonus happiness under the Religion civic.
The game won't give me combat odds against Hidden Nationality animals as the Clan of Embers; presumably Hidden Nationality is interacting poorly with the Barbarian trait.
Winterborn units can still be damaged by blizzards when they are first built.
The issue here is that units are created and placed on a tile first first, before any promotions are applied to them.
It's the initial autosave that's missing the Unique Feature labels, I've found.I have a ticket for this issue, though the last comment said I was unable to replicate - https://bitbucket.org/Tholal/more-naval-ai/issues/58/regenerate-map-and-ffh-specific-map-items
Ooh, neat!Fair enough. I can make that change.
Huh. I'd have expected those options to work by waiting until the view changes to move the units. Or by recording the movements and then playing them back. Is this just something that BtS implements weirdly poorly?I think this is probably a race condition. The UI can't switch the view fast enough to keep up with all of the unit movement.
Attached. Save is from The Momus, but I used Worldbuilder to check that the issue isn't just with the scenario. As a bonus, I have selected a save in which something else weird is going on. Cevedes doesn't quite seem to fully appreciate that Furia has taken it from me!Works for me. Savegame?
Ideally, you could just get odds against units you're at peace with. One might decide whether to declare war based on that calculation, after all, and not having to do all of the math yourself is just as much of a convenience then. (Also, being able to get defensive odds for if the enemy unit attacks yours would be great.)
It's the initial autosave that's missing the Unique Feature labels, I've found.
Attached. Save is from The Momus, but I used Worldbuilder to check that the issue isn't just with the scenario. As a bonus, I have selected a save in which something else weird is going on. Cevedes doesn't quite seem to fully appreciate that Furia has taken it from me!
I later found that Cevedes and Dis were unable to build boats, including Work Boats, although they could produce Lighthouses and Sea Havens.
I also noticed that declarations of war don't seem to remove civs from each others' territory, but I guess that that's an intended effect of that scenario's "always Open Borders" dealy?
which seems like an indication that the AI still has a thing or two to learn about using spellcasters properly.
Is there a way to check which version I have?
Is there a list of steps to follow to make sure it's installed properly?
(And moving next to another civ's borders causes another silly popup asking if I want to declare war to come up repeatedly, requiring me to repeatedly say that I don't... because I'm supposedly moving into the other civ's territory... even if there's water or mountains blocking me from doing so, even if I wanted to... Yeesh, BtS.)
Maybe it should say that Fall From Heaven 2 needs to have been previously installed?
Silly me, thinking that the three happy faces listed represented three different effects, meaning that temples give 1 happiness on their own.
I don't think so, unless I installed the wrong patch by mistake at first... Anyway, it loads under v2.7 for me, unless "v2.7" is somehow coming up when I mouse over the flag without that being the version I'm running. Maybe try making a fresh copy of the FFH2 folder and installing over that? That's what I did, and it totally fixed some stuff!Unable to load your save. Is it from a previous version?
Ah, more scenario oddness? Yeah, that would make sense.I suspect that has something to do with the map. As long as the city is flagged as Coastal and is adjacent to water, you should be able to build ships.
Given that we're talking about a whole extra system that Civ 4 wasn't designed to support, I suppose that that's only to be expected.That’s definitely an understatement! Spell casting is one of the more difficult AI adjustments IMO. I started poking around into this particular issue and it will take a bit of work to improve the AI choosing which add promotion/remove promotion spells to cast.
... See screenshot with annotation. I thought that that was all just the same info as in the Civilopedia entry, and given that everything except for that one misleading extra happy face at the top is exactly the same, can you really blame me for getting confused? It's nice to have BUG's "Actual:" calculations, but I didn't expect one actual effect to arbitrarily show up as though it were just an unconditional effect of the building, and then again as a conditional effect under the Religion civic.
I'm surprised no one noticed it before now, but I just discovered that the game crashes when I select a worker before founding my first city.
I first noticed this in my modmod, but just confirmed that it also occurs in base MNAI v2.71 with the debug DLL (but not the normal DLL).
I'm not sure if these are bugs, but:
1. Industrious leaders build magical towers at 200% speed. +50% for national wonder and +50% for team wonder.
2. "Open markets" resolution opens all trade routes, not only trade routes to overcouncil civilizations. All you need is a trade connection.
3. With "revolutions" option on. Each rebel can cast a world spell. Specifically saw this with a "march of trees" and "wild hunt". It can be a problem with powerful spells like "Stasis".
Version 2.71