8.1x Bugs Thread

8.11 fresh install... even deleted folder and reinstalled and repatched again just to be sure.

Have red blobs for almost every thing Austin. Derdrie even has a pink portrait when she does diplomacy with me.

Also having MANY spell icon issues. tesb's new spell icons are there but the spell icons they replace such as haste, enchant blade, flame arrows, etc are all blank squares. I have to hover over each one for the popup text to tell me what is what.

I ONLY did 8.0 install and 8.11 patch... do I need to apply an earlier patch THEN the 8.11 patch maybe?

Edit:
almost forgot, I gained support of the House that likes Culture and carnivals and such symbol is a actor mask, i forgot name. Anyway its building AND unique units icons were pink squares in the build menu and anytime I attempted to build either of them I crashed to desktop.
 
Been noting missing art replaced by pink squares for:
Create Doviello Camp on their workers
Create Swamp on Mazatl workers
the acid spell on the Mazatl wyvern hero
should be fixed
I also had a game where I started with a leader which had the slavemaster trait, but couldn't switch to slavery. Not 100% sure which one it was (barbarians ate me soon after the start), but I think it was a Balseraph leader.
you should be able to switch to slavery a few turns later.
 
8.11 fresh install... even deleted folder and reinstalled and repatched again just to be sure.

Have red blobs for almost every thing Austin. Derdrie even has a pink portrait when she does diplomacy with me.

Also having MANY spell icon issues. tesb's new spell icons are there but the spell icons they replace such as haste, enchant blade, flame arrows, etc are all blank squares. I have to hover over each one for the popup text to tell me what is what.

I ONLY did 8.0 install and 8.11 patch... do I need to apply an earlier patch THEN the 8.11 patch maybe?

Do you have a Wildmana80.fpk file in the Assets folder?
 
8.11 fresh install... even deleted folder and reinstalled and repatched again just to be sure.

Have red blobs for almost every thing Austin. Derdrie even has a pink portrait when she does diplomacy with me.

Also having MANY spell icon issues. tesb's new spell icons are there but the spell icons they replace such as haste, enchant blade, flame arrows, etc are all blank squares. I have to hover over each one for the popup text to tell me what is what.

I ONLY did 8.0 install and 8.11 patch... do I need to apply an earlier patch THEN the 8.11 patch maybe?

Something seriously wrong here, if you deleted the old WM folder FIRST, installed the 8.0 Full Version SECOND, and patch 8.11 THIRD.

you should not have those graphical errors at all, or any of those items either.

I would verify that you didnt accidently install the old full version by accident. Delete all the old Full Executes and patches (some are similary named by default). Download fresh versions of the 8.0 and 8.11 and see if that doesnt fix it.
 
Do you have a Wildmana80.fpk file in the Assets folder?

Nope have wildmana720.fpk im gonna guess that aint right...

Something seriously wrong here, if you deleted the old WM folder FIRST, installed the 8.0 Full Version SECOND, and patch 8.11 THIRD.

you should not have those graphical errors at all, or any of those items either.

I would verify that you didnt accidently install the old full version by accident. Delete all the old Full Executes and patches (some are similary named by default). Download fresh versions of the 8.0 and 8.11 and see if that doesnt fix it.

Will do that right now.
 
okay deleted all old versions and re downloaded and I think I figured out what happened.

My download manager will NOT download the patch file, so I had to use my browser to DL it. My browser's default save folder is different than my DL managers default folder... so I think when I reinstalled I installed an older version of WM and then laid 8.11 patch on top of it.

Austin art files are all good now. Will play and while but somethign tells me my spells and noble houses will be good too.

sorry for the confusion.
 
Playing 8.11 I noticed the following issues:

AI:
- for some reason AI (i.e, Elohim) try to rush me with Archers, although Monk, Catapults, & Chariots were available to them
- AI seems to send stacks to retake cities, but said stack stops, when City is pacified

Still, I like the new Hero AI. Much better than before, although AI still doesn't give its Heroes time to heal.

Events:
- "A dwarfen merchant offers to sell an artifact from the underhome, [...]"; discrition ends in mid sentence
- "Some people are demonstrating against the endless war in [xy] ."; typo: <space> behind city name; option 4 not selctable without ment. of prereq
- "Recently, the merchants in your capital..." ends in mid sentence
- "Your tax collectors stumbles upon..." graphic is only pink
- "People are coughing up ashes and fire in..." I can only chose option 1, but there are no prereq. ment. for option 2 & 4

misc.:

- barbs pillage graveyard in the wilderness
- Hellhounds cannot be subdued
- cast (spit acid) pink
- fleeing units (e.g., pagasi) just disappear when there is no place to go
- werewolves cannot get valor; that's speciesism! :rolleyes:
 
I just tried it in-game and couldn't build an AG. (I gave myself Trade and Currency, and put in Inn in the city.)

Maybe it's Grigori (and only Grigori) that can just build them?
Only Grigori can get Adventurers Guild without sacrificing a unit. Either by building them with currency tech or founding one (takes time instead of sacrifice)
 
Not sure if this is a WM bug or perhaps even a FFH bug.

But animals (maybe barbarians too?) destroy Pieces of Barnaxus and other items, instead of capturing them. My game got ruined playing Luchuirp on this, had a 98% against a lizardman, lost, and a goddamn invisible spider destroyed both Orthus' Axe and Pieces of Barnaxus. Later found the spider(it was named so yes, it was the same, also scouted the whole area, and no other civilization visited it) but items were nowhere to be found.

Needless to say, playing Luchuirp without +50% str on golems is an exercise in futility(in my opinion at least), so I retired.

both HN units and barbarians destroy Equipment. Pieces of barnaxus will respawn in capital now though if this happens.
 
Despite the muddled thinking on display in my last post on the subject, I think I've got a solution for the Alcinus multiple-spawn problem.

The python below, for doTurnScions in CvFFHPLUS, works in my tests.
Everyone once in awhile it checks the Scions, then Barbarians, for an Alcinus. If none is found it spawns one in the Scion capital.

There's a game speed adjustment, and the Alcinus spawned is appropriate for the tech level. A random arcane promotion may be added to the Mage and Archmage versions when they spawn.

Spoiler :

Code:
	if pPlayer.isHasTech(gc.getInfoTypeForString('TECH_KNOWLEDGE_OF_THE_ETHER')):
		iAlcinusClass = gc.getInfoTypeForString('UNITCLASS_ALCINUS')
		iAlcinusUpgradeClass = gc.getInfoTypeForString('UNITCLASS_ALCINUS_UPGRADED')
		iAlcinusArchmageClass = gc.getInfoTypeForString('UNITCLASS_ALCINUS_ARCHMAGE')
		if pPlayer.getUnitClassCount(iAlcinusClass) + pPlayer.getUnitClassCount(iAlcinusUpgradeClass) + pPlayer.getUnitClassCount(iAlcinusArchmageClass) == 0:
			iAlcinusOdds = 6
			estiEnd = CyGame().getEstimateEndTurn()
			if ( estiEnd >= 1500 ):
				iAlcinusOdds = 2
			elif ( estiEnd >= 750 ):
				iAlcinusOdds = 3
			elif ( estiEnd >= 500 ):
				iAlcinusOdds = 4
			elif ( estiEnd >= 330 ):
				iAlcinusOdds = 5
			else:
				iAlcinusOdds = iAlcinusOdds
			if CyGame().getSorenRandNum(20, "Alcinus spawn check") < iAlcinusOdds:
				if gc.getPlayer(gc.getBARBARIAN_PLAYER()).getUnitClassCount(iAlcinusClass) + gc.getPlayer(gc.getBARBARIAN_PLAYER()).getUnitClassCount(iAlcinusUpgradeClass) + gc.getPlayer(gc.getBARBARIAN_PLAYER()).getUnitClassCount(iAlcinusArchmageClass) == 0:
						if pPlayer.isHasTech(gc.getInfoTypeForString('TECH_STRENGTH_OF_WILL')):
							newUnit = pPlayer.initUnit(gc.getInfoTypeForString('UNIT_ALCINUS_ARCHMAGE'), pTomb.getX(), pTomb.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
							newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_ESTRANGED'), True)
							lPromoList = []
							lPromoList = lPromoList + ['PROMOTION_AIR2', 'PROMOTION_AIR3']
							lPromoList = lPromoList + ['PROMOTION_BODY2', 'PROMOTION_BODY3']
							lPromoList = lPromoList + ['PROMOTION_CHAOS2', 'PROMOTION_CHAOS3']
							lPromoList = lPromoList + ['PROMOTION_DEATH2', 'PROMOTION_DEATH3']
							lPromoList = lPromoList + ['PROMOTION_EARTH2', 'PROMOTION_EARTH3']
							lPromoList = lPromoList + ['PROMOTION_ENCHANTMENT2', 'PROMOTION_ENCHANTMENT3']
							lPromoList = lPromoList + ['PROMOTION_ENTROPY2', 'PROMOTION_ENTROPY3']
							lPromoList = lPromoList + ['PROMOTION_FIRE2', 'PROMOTION_FIRE3']
							lPromoList = lPromoList + ['PROMOTION_ICE2', 'PROMOTION_ICE3']
							lPromoList = lPromoList + ['PROMOTION_LAW2', 'PROMOTION_LAW3']
							lPromoList = lPromoList + ['PROMOTION_LIFE2', 'PROMOTION_LIFE3']
							lPromoList = lPromoList + ['PROMOTION_METAMAGIC2', 'PROMOTION_METAMAGIC3']
							lPromoList = lPromoList + ['PROMOTION_MIND2', 'PROMOTION_MIND3']
							lPromoList = lPromoList + ['PROMOTION_NATURE2', 'PROMOTION_NATURE3']
							lPromoList = lPromoList + ['PROMOTION_SHADOW2', 'PROMOTION_SHADOW3']
							lPromoList = lPromoList + ['PROMOTION_SPIRIT2', 'PROMOTION_SPIRIT3']
							lPromoList = lPromoList + ['PROMOTION_SUN2', 'PROMOTION_SUN3']
							lPromoList = lPromoList + ['PROMOTION_WATER2', 'PROMOTION_WATER3']
							lPromoList = lPromoList + ['PROMOTION_CREATION2', 'PROMOTION_CREATION3']
							lPromoList = lPromoList + ['PROMOTION_FORCE2', 'PROMOTION_FORCE3']
							sPromo = lPromoList[CyGame().getSorenRandNum(len(lPromoList), "Pick Promotion")-1]
							newUnit.setHasPromotion(gc.getInfoTypeForString(sPromo), True)	
						else:
							if pPlayer.isHasTech(gc.getInfoTypeForString('TECH_SORCERY')):
								newUnit = pPlayer.initUnit(gc.getInfoTypeForString('UNIT_ALCINUS_UPGRADED'), pTomb.getX(), pTomb.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
								newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_ESTRANGED'), True)
								if CyGame().getSorenRandNum(14, "Learn new Spell")<3:			
									lPromoList = []
									lPromoList = lPromoList + ['PROMOTION_AIR1', 'PROMOTION_AIR2']
									lPromoList = lPromoList + ['PROMOTION_BODY1', 'PROMOTION_BODY2']
									lPromoList = lPromoList + ['PROMOTION_CHAOS1', 'PROMOTION_CHAOS2']
									lPromoList = lPromoList + ['PROMOTION_DEATH1', 'PROMOTION_DEATH2']
									lPromoList = lPromoList + ['PROMOTION_EARTH1', 'PROMOTION_EARTH2']
									lPromoList = lPromoList + ['PROMOTION_ENCHANTMENT1', 'PROMOTION_ENCHANTMENT2']
									lPromoList = lPromoList + ['PROMOTION_ENTROPY1', 'PROMOTION_ENTROPY2']
									lPromoList = lPromoList + ['PROMOTION_FIRE1', 'PROMOTION_FIRE2']
									lPromoList = lPromoList + ['PROMOTION_ICE1', 'PROMOTION_ICE2']
									lPromoList = lPromoList + ['PROMOTION_LAW1', 'PROMOTION_LAW2']
									lPromoList = lPromoList + ['PROMOTION_LIFE1', 'PROMOTION_LIFE2']
									lPromoList = lPromoList + ['PROMOTION_METAMAGIC1', 'PROMOTION_METAMAGIC2']
									lPromoList = lPromoList + ['PROMOTION_MIND1', 'PROMOTION_MIND2']
									lPromoList = lPromoList + ['PROMOTION_NATURE1', 'PROMOTION_NATURE2']
									lPromoList = lPromoList + ['PROMOTION_SHADOW1', 'PROMOTION_SHADOW2']
									lPromoList = lPromoList + ['PROMOTION_SPIRIT1', 'PROMOTION_SPIRIT2']
									lPromoList = lPromoList + ['PROMOTION_SUN1', 'PROMOTION_SUN2']
									lPromoList = lPromoList + ['PROMOTION_WATER1', 'PROMOTION_WATER2']
									lPromoList = lPromoList + ['PROMOTION_CREATION1', 'PROMOTION_CREATION2']
									lPromoList = lPromoList + ['PROMOTION_FORCE1', 'PROMOTION_FORCE2']
									sPromo = lPromoList[CyGame().getSorenRandNum(len(lPromoList), "Pick Promotion")-1]
									newUnit.setHasPromotion(gc.getInfoTypeForString(sPromo), True)	
							else:
								newUnit = pPlayer.initUnit(gc.getInfoTypeForString('UNIT_ALCINUS'), pTomb.getX(), pTomb.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
								newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_ESTRANGED'), True)


Other needed changes: Remove "Immortal" from all three Alcinus unitinfos. Remove the awarding of the Immortal promo. from Alcinus' madness check.

This also fixes a balance problem with the Scions. In FF Alcinus' Immortality was balanced by his habit of joining other civs after dying. There needs to be more of a penalty for losing Alcinus in WM. The code above doesn't allow him to keep accumulated xps or promos.

thanks a lot, added and old immortal mechanic removed.
 
intended for balance

You can still capture them quite easily with Command promoted druids, though (who are way better at hunting stuff than beastmasters, due to their ability to go scale mountains). At the same time the Subdue Beast promotion is almost worthless by the time you get it. There are just too few non-unqiue beast units.
 
Patch 8.11:

I'm playing as Mazatl and recently got the Bandit Nietz event. He seems to be human, but I got this, so the unit art isn't correct:
 
A Mercurian Angel of Death managed to give Eurabates the Golden Dragon a withered promotion, despite its 100% magic resistance against spells. Now it cannot be dispelled/cured.
 
there is one way, to use the pool of tears (i hope this is the correct feature, i mean the ones that heals and removes all poisons ect.)
 
Basium has an Archmage with Ice III and uses it to freeze himself! :eek:
 

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Transforming a unit with Destoyer into a Lich creates a duplicate unit in the civilization capital, presumably due to the resurrection effect, with race changed to undead and having lost the destroyer promotion. The "Original" becomes a Lich and keeps their promotion. Getting a free archmage, particularly one so highly promoted, is obviously not as intended.
 
8.11. One of tesb's "merged" spells, Exalted Defense (supposed to do an Inspiration, Hope, and Wall of Stone) doesn't seem to work, although I am not sure if it either:
(1) Doesn't work at all, or
(2) Doesn't work because one or more of those "fake" magic buildings is already in your city.

I was playing an Amurite-heavy game where Govannon had already taught virtually everyone Mind I and Earth I spells, so everyplace had, and would always have, Inspiration and a Wall of Stone, unless the city was emptied of spellcasters for more than one turn or non-spellcasters came in to be the garrison. So when a priest who got taught Spirit I as well by Govannon levelled up and took spirit II (Mind I + Earth I + Spirit II = Exalted Defense), he wasn't able to cast it in a city, again, either due to reason (1) or reason (2), honestly couldn't tell!

As stated in one of tesb's threads of contributions, this whole "combined" and obsoleting spells business is great fun, if I recall there had been some open question about creating multiple buildings with one spell (about this spell I think), maybe that problem's not yet licked.
 
it is (2).
the spell can be cast normally if none of the buildings are present. if one is, the spell is preyed out. a temporary fix is to just to leave your city with you mages capable of casting those spells for one turn and then come back.
 
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