8.3x Bugs Thread

Once animal handling is researched, Khazad can no longer build hunters.

Also, it seems you can only build irrigation on marsh when adjacent to a city with a water well.
 
I was playing as Hyborem and when I vassalized the Sheaim I went to war with the Barbarians, I'm assuming this is not intended.
 
Academies are missing the 4 libraries requirement in the help files.

Adventurer grigori adepts can't buy spellbooks.

Edit: Just noticed it's because of level requirements. So change that to: civilopedia doesn't mention level requirements for buying spellbooks. :)
 
After playing a few games ive noticed the Mazatal cause me to have problems. When ever they are in a game i generally get a CTD that is perm (or untill i delete the entire mazatal race).
 
Patch 8.33:

Wrong diplomacy text for Outhe of the Grigori: She says '...I am Menec...'.

Also in this game, Melisandre of the Balseraphs is constantly switching from FoL to Empyrean and back again.
 
There is a bug with the Commando promotion showing up twice.

You can see Chalid in the picture below has the option to promote to Commando twice.
Edit: This happens with any unit.

already fixed

My Frozen Maid has +60% ice strength. But why am I unable to see this 60% bonus in my combat odds vs. an orcish warrior? Both of them are on ice, so this bonus should apply...

Terrain Modifier in Civ4 BTS is only applied if plot has no feature (in screenshot there is a forest). Weird stuff and I changed it now so terrain modifier is always applied if plot has the terrain.

8.32
Playing the Austrin for the first time and the Swap City capability. The mouseover has a missing word in, "Requires both cities size 5. In both cities unit must ? to swap the cities" There must be a missing word where my ? is in that sentence.
Also it appears that I can select that Swap command even though I only have 1 size 5 city.

I could find no Help beyond the mouseover, so a Civlopedia entry would also be helpful.

missing word is prepare. fixed
 
Now, my own question: What do Force Chambers do? "Grants free production from population", it says, and yet I don't see my production going up either when I build one or when I build the Guild of Hammers and get one in every city. Changing to Winter Court only seems to add the Winter Court bonuses. Is it a bug, is it adding production but not showing it on either the City or City Management screens, or is something going on that I'm too dumb to see yet?

You need to wait one turn after the force chamber is constructed so that the yield from the building is updated.
 
Having multiple Spirit Mana is not correctly applying the Great Person bonus.

See attached image.

I have 3 Spirit Mana.
This should make my bonus = 265% which would give me 80 GPP.
Instead I am getting 255% giving only 78 GPP :(

I second seizer's comment. Yay bugfixing :goodjob:

only a display problem. Should be fixed.

Patch 8.33:

Screenshot 1:
Why has this Spectre 0-7 first strikes, but the promotion 'Drill I' twice?
It seems that all barbarian Spectres have 0-6 first strikes in this game. What is the reason for that?

Screenshot 2:
Obviously the Orc got some Disciples of Acheron by their world spell. If I remember correctly, this should not be allowed for them, shouldn't it?

1) fixed. Undead units gain a special Promotion when they protect a graveyard/Necropolis. But Promotion was missing button/txt and didn't wear off when unit was leaving the improvement.

2.) As far as I know the Problem in base FFH is with Sons of Archeron or whatever they are called. Basically archmage like units which you could get with the Worldspell. Disciples of Acheron aren't stronger than other barbarian units so I think they are fine.

A couple of possible issues. Some of the comments may be balance-related but I don't think this is too OT. A save attached (8.30) gives examples.

1. Kuriotates, Settlements, Temples, Priests, etc. So, Kuriotate settlements can acquire a religion and can start generating culture that way. This seems legitimate -- even a frontier settlement might have some adherents of a faith, and adding a bit of extra culture or what-have-you is probably helpful (although the happy boni are meaningless.) I would question whether the settlements should add to the 1$-per-turn tithe that goes to the Holy City, but whatever, probably not a big deal.

However, you can build priests of the various religions and have them use their special self-sacrificing ability to build temples in settlements. At least for Temples of Kilmorph this can generate several extra gold per settlement per turn. For other faiths this can generate extra science, or knowledge, or whatever else, and the kicker on this -- Settlements have no maintenance cost! You can spam settlements, spam priests and temples, and have quite a good extra revenue source. Seems a bit much.

2. Kuriotates, Settlements, Guilds, etc. So, I also acquired House Ghandalla, I could also build representatives of House Ghandalla and create corporations in the various settlements. Using the House Ghandalla representative I could create Inns in each of my settlements! Extra culture, Trade Routes, etc! You can even get a special Ghandalla resource from each settlement. It isn't hard to spam "Wandering Inns of House Ghandalla" like this when you get one of those classic 30-pop Kuriotates mega-cities.

3. Adventurer's Guilds. Now, given as per #2 I had an inn in the city in question I could then use a level 6 unit to create an Adventurer's guild in a settlement! More culture, but even more importantly now the settlement is getting GP points! I haven't tested it but I would assume I can spawn an Adventurer...

4. One other random issue, the convert() function that is called when the Doviello capture slaves and promote them to warriors. Looks like line 570 of cvUnit.cpp, although I can't tell from looking there how the code determine what is a "racial" promotion and what isn't. I've captured elves, goblins, and lots of other slaves and it's great to have their special racial advantages. However, they ALSO get Winterborn added to their racial promotion when converted -- Winterborn elves or goblins or what-have-you seems a bit OP. Shouldn't it be one or the other?

Sorry, I tried to look for the python code but didn't see much, seems like most of this happens in the DLL and I don't know my way around that so well.

1-3 sound fine. Settlements are still far less useless than cities. 4 should be fixed.

Maybe not a bug, but are Necropolises not supposed to be explorable like graveyards?

Playing as the Amurites under Valledia, captured Ogres gain the Earth II promotion. Trait description says only battlemages. Bug or feature?

Sounds more like a bug. But this mechanic will change anyway.

8.33 clean install from 8.0 and latest patch. Custom Multiplayer, options for equipment and houses turned off. I still get the "house .... incorperated" and equipment is for sale.

the house thing is already fixed. There is some Equipment that you can buy even with Equipment gameoption off, mostly grigori related.
 
Patch 8.33. When multiple units in a stack are selected, treasure chests can be opened and looted multiple times. Quite lucrative. This was fixed in FFH2, patch 0.41m.

should be fixed

Request: No living units as mana guardians or spawns. I am too greedy, and use body/mind nodes to farm vampires/mimics using Command promos or Domination. Would also solve the problem above. Replacing fawn with treant would be my idea.

Bugs! (all from 8.3x, number corresponds to pic)

1) Cosmetic bug: Hunter demonized from event, looks like a hellhound on the field, but some sort of imp in the lower left.

2) Received city from Clan, barbarian unit just stayed in the city for a while until I got a unit over there. Same game, there was a necropolis north of the Sheaim city to the north. North of that was their capital. Sheaim spent no effort to eliminate it, which ended up destroying the city when they conceded it to me. Don't know if the specters were pillaging or worker killing.

3&4) Worker bugs. Captured Clan workers can't cut jungle, captured Malakim workers can't build roads on previously Malakim terrain, but are fine on my own territory. They can build on some tiles, but I have no idea what lets them. It is not Illian auto-terraforming or culture.

Requests:

5) Flesh Golem on turn 14, game breaker. How about crafting/construction as tech requirement?

No pic: Can the dragon heros (Abashi, Acheron, Drifa, Eura) be given the same abilities that the spawned dragons have, such as black dragons getting acid breath? The dragon race used to give a fireball ability, I don't know if you meant to replace that on the heroes when dragon barbarians were added.

I set it so that Wildmana Creatures cannot be captured. The tech requirement for the event sounds like a very good idea. The Dragons will get some CombatAuras in the future.
 
I got a rather nasty ctd here.

It keep happening around turn 456 (i think). But i have managed to go a few turns past that before it happens.

Im playing on 8.3X (newest).

Curious as to what might be the cause here. It makes it rather hard to play a new game knowing that a game ending crash might occur again.

Thanks for uploading a savegame. I will post a fix for it later. The problem is a wrong artdefine from the mazatl. A bit odd that no one else experienced this problem.
 
Patch 8.33:

I'm not sure whether this is a bug or a feature: Currently I play as the Grigori, and one of my recently produced Phalanx was created as an Stoneskin Ogre (due to the Diverse trait, I suppose). This is really good for me, but I'm not exactly sure if this was intended...
Later I also got a Myconid instead of a Beast Master, not bad.

Edit:
Also on this game, I got an exception. This seems to occur every turn now... ok, this error was only about ten turns.

Diverse Trait mechanic is a feature. Python exception is fixed.

Patch 8.33. I'm getting a CTD whenever I try to take the Amurite capital of Cevedes. If I relocate the Amurite palace in World Builder, then the game doesn't crash. Taking either of the alternative capitals doesn't crash the game either.

couldn't figure out this one. The problem probably happened a few turns before the savegame. Do you experience this kind of problem often?

8.32
Playing as Austrin's Ech and Sorah and completing the Joining in a precarious city, the new civilization's capitol immediately revolts (culture vacuum?) and it's units are pushed out of the city. Their units never attempted to return to the city, either.
Save attached.
Even if the newly founded capital doesn't retain some culture of the founding city (I don't think the Basium city does, for example) the units shouldn't have been stranded outside their own gates nor fail to return.
Thanks,

good point, culture transfer added (Similar to Basiums city)
 
I may have found a bug..

It has to do with ice mana.. on tech "elementalism" it says "build an ice node"

Also I cannot create the nodes possibly because of this..

Could anyone point me the direction on how to fix this?
 
The Lifeward Civilopedia text indicates that it both gives the "Lifeward" promotion but also fulfills the same function as "Sanctuary" by clearing Hell terrain/clearing City ruins, etc.

In practice it does the former but does not clear Hell terrain.

Adding this line to FFH Wild Mana\Assets\Modules\NormalModules\SpellsPlus\SPELLSPlus_CIV4SpellInfos.xml seems to solve the problem:

Code:
            <PyResult>spellSanctify(pCaster)</PyResult>

I didn't add this line to the file because you still might want to cast Lifeward to add the promotion even if no Hell terrain/city ruins are around:

Code:
            <PyRequirement>reqSanctify(pCaster)</PyRequirement>

the lifeward pedia had old information. I guess I will need to change quite a lot of Pedia entries for the new Magic System.

I noticed that the Poisoned promotion indicates that it will be removed when the unit is fully healed.

I fully healed a unit with the Sirona's touch spell, but the Poisoned promotion wasn't removed from the unit. I think it probably should be, I modified the code for Sirona's touch in CvSpellInterface.py to make this happen (only removes the Poisoned promotion if the unit is fully healed by Sirona's touch, not partially healed.)

I also modified reqSironasTouch to allow a unit to use it that is fully healed but still has the poisoned promotion. In that case just the Poisoned promotion will be removed.

Spoiler :

Code:
def spellSironasTouch(caster):
	pPlayer = gc.getPlayer(caster.getOwner())
	pPlayer.setFeatAccomplished(FeatTypes.FEAT_HEAL_UNIT_PER_TURN, false)
	caster.changeDamage(-15,0)
	if caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_POISONED')) and caster.getDamage() == 0:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_POISONED'), false)



Spoiler :

Code:
def reqSironasTouch(caster):
	pPlayer = gc.getPlayer(caster.getOwner())
	if pPlayer.isFeatAccomplished(FeatTypes.FEAT_HEAL_UNIT_PER_TURN) == false:
		return False
	if caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_POISONED')):
		return True
	if caster.getDamage() == 0:
		return False
	if pPlayer.isHuman() == False:
		if caster.getDamage() < 15:
			return False
	return True

thanks, added

This is especially evident at Deity level, where those demi-god AI Scouts terrorize the lands from the start. The result is that the map gets littered with these immobile captured animals. There are no apparent restrictions to their movement, they just remain on the spot they were captured (unless kicked out of my territory when borders are shut).

It seems many (if not all) AI civs do this, and I've noticed it in the past dozen games dating back at least a month.

The AI can probably absorb the upkeep hit at this difficulty level, but it will be missing some city bonuses. Not that it is doing so badly as it is ..

Latest patch. Fresh install of everyting just a few days ago after an upgrade to Win7.

EDIT:

Their health is at full - bound to be after 100 turns of staying put.

It also is of no relevance if they stand in the wilderness or inside my borders. But I don't see them idling inside AI borders!? Perhaps that is a clue?

In rare cases, when Units are captured, the AI script for them does not change. This is fixed now.
 
do stoneskin ogres still lose stoneskin after the first fight? if so that might be worth fixing cuz it makes them rather meh.

one issue I had with Basium in the last game I've played a while ago was him not using the ability to convert the city he spawned in. I think it happens evey once in a while, too bad I've got no savegame for that :blush:
 
Hi,

while playing Wildmana, after roughly 100turns, game hangs at "Waiting for other Civilizations". I can visit advisors, check on the cities save/load but it doesn't progress to the next turn. save/reload doesn't work.


Has anyone experienced this as well?


Regards,
Greg.
 
yes this rarely happens, best is to attach a savegame, so sephi can fix it for you.

the only thing that does this to me sometimes to me is when hyborem is spawned on a bad place.
 
Academies are missing the 4 libraries requirement in the help files.

Adventurer grigori adepts can't buy spellbooks.

Edit: Just noticed it's because of level requirements. So change that to: civilopedia doesn't mention level requirements for buying spellbooks. :)

libraries prereq is listed for me. added the help for minlevel of promotions.
 
I may have found a bug..

It has to do with ice mana.. on tech "elementalism" it says "build an ice node"

Also I cannot create the nodes possibly because of this..

Could anyone point me the direction on how to fix this?

In the current wildmana version you can only build an ice node on ice mana (with the wild mana gameoption some raw mana is converted to ice mana). Reason is that ice mana is more powerful than most other mana.

This will change in Wildmana 9.0 though as magic should in general be more balanced.
 
Hi,

while playing Wildmana, after roughly 100turns, game hangs at "Waiting for other Civilizations". I can visit advisors, check on the cities save/load but it doesn't progress to the next turn. save/reload doesn't work.


Has anyone experienced this as well?


Regards,
Greg.

make sure you have the latest wildmana patch installed.
 
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