Should be fixedMouseover for building preserve says +100![]()
Patch 8.30:
I'm playing as Furia the Mad as the Balseraph, and one of my created Stygian Guards has the promotion 'Weak' twice!
Patch 8.31:
I'm playing Ophelia of the Scions, and my Alcinus (Mage) created a skeleton. I got this Python exception:
fixed the swamp issue. Weird that you can only build so few improvements in advanced startPatch 8.31
When using the Advanced Start options, the only improvements that may be built during the pre-game segment are roads, camps, wineries, and swamps, regardless of what techs have been purchased. Civs that don't actually have the OPTION of building swamps have that shown as a possibility; trying to place any will simply fail. This is consistent across two different computers, and with all civs.
First game played in this manner was that Mazatl, where the Swamp bug didn't stand out as unusual, and I'm forced to wonder if that had something to do with it.
Was a bug introduced by a trying to fix the HN units destroy Pieces of Barnaxus forever problem. I have added a globalcounter for pieces of Barnaxus now, should fix this bug. Well, if there there multiple Luchuirp in the game they can all rebuild Barnaxus in a very very rare case.Either there are multiple pieces of Barnaxus, or he can be rebuild without them:
Spoiler :![]()
I guess it's no longer relevant, but the current AI placement code doesn't yield best results:
Spoiler :![]()
[to_xp]Gekko;9227334 said:am I the only one for whom the Scenarios don't work? there's no "FFH Scenarios" like there is in base FFH in Play Scenario, and if I try to access them from the XML/Scenarios folder it gives python exceptions and has me being on turn 1. there's no button to access them either on the top right corner, I guess it was replaced by the guild button.
when Pyre of Sepulcher spawns on flood plains and is explored, the fire mana node is not created.
I checked this out a bit, although only within the limits of my skills -
I think the problem is simply that the wild hunters lack a <bmilitarysupport> tag or whatever. When I inserted this and set it to zero, the costs went away after the units died and the spell duration ended.
Looking at the Assets/XML/Gameinfo/CIV4HandicapInfo.xml I find
<iAIFreeNobleHouseSupportModifier>25</iAIFreeNobleHouseSupportModifier>
<iAIFreeNobleHouseSupportModifier>20</iAIFreeNobleHouseSupportModifier>
under immortal. Guess it should only be <iAIFreeNobleHouseSupportModifier>20</iAIFreeNobleHouseSupportModifier>
8.31
My Iron Golem's button art is not right.
My apologies if this is listed already (didn't read back more than a page). I'm playing an 8.32 game WITHOUT the option for Houses of Erebus. I doubled checked my game settings page, and the option is definitely not there. But I just researched hunting (very possibly the first), and I got house Vadalis in my capital. It's not the headquarters, but the house is there and I can see corporation costs. I have a savegame but won't post unless you ask for it.
In this save, go press end turn, and watch the mounted mercenaries in the far north eastern corner. They move 3 tiles into the forest, and then, for some reason, they get to move 3 more tiles again, so they kill my adept.
Looking at this again, it looks like maybe all barbarians got to move twice in one turn for some reason. I think the mercenaries in the central far north move two tiles as well.
When you cast Lichdom with Archmage who have 3 Immortal promo(Immortal form Blood of the Phoenix project, Protector, and Destroyer), a Lich is Created and the Archmage is Resurrected in capital, with Immortal form project removed and Undead race promo added.
screenshots in This post.
Playing 8.32. Saw two Barnaxuses (Barnaxi?). It was an AI civ so I don't know how it happened.
Also, I have two other small issues with BUG, but I believe these are probably more of my fault somehow. One is that the BUG modules doesn´t save your choice for the options available - I had to manually change the xml files to disable the functions I didn´t want on startup. Second is that the "unit naming" section of BUG seems to be not working - apparently it misses some files. I have´t even been able to understand what are those files for, I didn´t miss a thing when I played with the Fey.
Some more info on the malfunctioning game option settings. When the houses were introduced for the first time I've played several games without enabling them and all was good. Then I've tried them out, didn't like and now similar to previous reports I can't them turn them off.
Somewhat similar situation is with dragons - I can't turn them off as well.
It makes me wonder, could it be that game settings are saved somewhere else where they don't get reset after the "play now"?
Possible bug
My first try with the Noble Houses option and having some trouble incorporating house valdalis. After researching a few worker techs and Hunting, the Noble house icon was added to the city but not the little star symbolizing the head quarters. Neither did the pop up for house support appear. I've tried several times with two cities, each connected to the proper resources. (with resource related techs and noble house option enabled)
Does House Valdalis have some special requirement or is it a bug?
Please look at my screenshot again. A normal Stygian Guard has a base strength of 5 (+2 Unholy). On my screenshot you will see that my Stygian Guard has a strength of 4 (+2 Unholy), but it has also Bronze weapons, so its real base strength is 3. This proves that this unit got the weak promotion twice....
It's probably some frozen promotion that has same button art as weak. A unit can never have a Promotion twice (information is stored as a yes/no).
...
I've seen this one a couple times. There's a toad event that places toads on a tile, but then the next turn the toads have transformed into sheep or pigs. The event can happen on an existing resource (including mana) destroying that resource.
Bug playing the Doviello. I built a Doviello camp on a fur resource to the northwest of my capital. The camp was destroyed by some marauding orcs. Now I go back to try to rebuild the Doviello camp and there is no option for it, only the normal camp. I don't have hunting, so I can't build the normal camp... See attached save with workers sitting on the camp.
Recieved a python error while building Esus unit.
Spoiler :Code:if pPlayer.getBuildingClassCount(gc.getInfoTypeForString('BUILDINGCLASS_CULT_OF_ESUS_HALL')) > 0: iFlanking2 = gc.getInfoTypeForString('PROMOTION_FLANKING2') iSinister = gc.getInfoTypeForString('PROMOTION_SINISTER') [COLOR="Red"] iFear = gc.getInfoTypeForString('PROMOTION_PROMOTION_FEAR')[/COLOR] iAeron = gc.getInfoTypeForString('PROMOTION_AERONS_CHOSEN') result = CyGame().getSorenRandNum(10, "Esus") if result==0: unit.setHasPromotion(iFlanking1, True) unit.setHasPromotion(iFlanking2, True) if result==1: if unit.isHasPromotion(iSinister): unit.setBaseCombatStr(unit.baseCombatStr() + 1) else: unit.setHasPromotion(iSinister, True) if result==2: unit.setHasPromotion(iAeron, True) if result==3: unit.setHasPromotion(iFear, True)
Line 1481 should probably be :
iFear = gc.getInfoTypeForString('PROMOTION_FEAR')
There is a rather painful problem for BUG in Wildmana :
Code:Traceback (most recent call last): File "CvScreensInterface", line 1002, in forceScreenRedraw File "CvMainInterface", line 4013, in redraw File "CvMainInterface", line 5889, in updateGameDataStrings AttributeError: CvMainInterface instance has no attribute 'pBarResearchBar_n'
I get this whenever I edit a python file while running the game. Normally, (in other mods) the "Python Reloaded" message appears and all is fine.
Tracing the bugis as follows:
As per BUG mod reloading in initAfterReload() in CvEventInterface :
- Line 60 of CvEventInterface.py which calls mainInterface.initState()
- Line 2422 of CvMainInterface.py which calls screen.setForcedRedraw(True)
This occurs before self.pBarResearchBar_n = ProgressBarUtil.ProgressBar( ... ) at line 2459 as a result :
- Line 1002 of CvScreensInterface.py calls mainInterface.redraw()
- Line 4013 of CvMainInterface.py calls self.updateGameDataStrings()
- Line 5889 of CvMainInterface.py calls self.pBarResearchBar_n.hide(screen)
But you will note that self.pBarResearchBar_n is not yet defined because the forced redraw occurs before BUG sets up the Ticks in the research bar.
This means everytime you try to test something, by changing a python file, it craps out and needs a reload of Civ IV.
How to fix - no idea !
Perhaps the forced screen redraw can somehow be moved to after the BUG research bar is setup.
I'm getting a really strange bug. My Scions, Fey, and Jotnar are disappearing from my selectable civs list in custom games. It seems to be fixable tho by just starting up a Play Now game (that's worked the two times it's happened).
Units that cannot enter ocean can enter deep ocean.
Minor bugs with the "goblin child" event... Triggers when killing goblins, but grants the orc race, instead of goblin. Worldunits, animals, beasts and hawks probably shouldn't be able to be targeted by it.
Please look at my screenshot again. A normal Stygian Guard has a base strength of 5 (+2 Unholy). On my screenshot you will see that my Stygian Guard has a strength of 4 (+2 Unholy), but it has also Bronze weapons, so its real base strength is 3. This proves that this unit got the weak promotion twice.
But I got this bug in vanilla FFH2 some months ago also. That time it was an Arquebus that got this promotion twice, also an result of mutating the unit.
already added some information when fixing a bug related to it.Could we add a note in the Civilopedia to give more details about how any Civ led by the Baron (usually Doviello unless Unrestricted leaders are turned on) can gain either Cannibalize or the Werewolf promotion?
I managed to make Govannon omnipotent with the omnipotence victory condition active. Still several turns after I achieved that, the game won't let me have the omnipotence victory. View attachment 256085