8.3x Bugs Thread

couldn't figure out this one. The problem probably happened a few turns before the savegame. Do you experience this kind of problem often?
Not really, but then again, I don't play that many games. I had a few CTDs with earlier versions. My most frequent problem is the high number of MAFs, which seems to increase with every batch of new artwork. Sadly, it'll end up killing this mod on my system.
 
make sure you have the latest wildmana patch installed.

Sephi, I just realized I might have not ;). I thought main download includes all patches but alas. Anyway, it seems tobe working fine, although a bit slowish. Is there any way to speed up between-turns delay? I have a pretty decent processor (dual core 3.0GHz) and 4GB of RAM, but experience a lot of slowishness. Will changing the grphic options have any effect?

Regards and kudos for brilliant mod.
 
Civ can only access 2-3 GB of RAM and can only use one processor core. The only thing you can do to speed it up is play smaller maps, less players, and graphics settings may speed things up.
 
1) mark of the elephant does nothing (doviello promotion after defeating animals)
2) the sidar worldspell 'into the mist' is still lacking the indicator that it also hides all your cities (the help txt need to be tweaked i think graywarden already did this?)
 
Hi! First post in the forum, be gentle.

First, I want to say I love the wildmana modmod and think you've done an overall amazing job on an already amazing mod.

On to the bugs.

Houses are confusing and frustrating.
I've been playing Austrin, and I shoot for house Vidalis as early as possible - especially since hunters are important to get as quickly as possible, and it's the same tech (hunting). I've played several games to about 50-60% of the way through, and even though the houses incorporate I am never able to get any features of the house; I do everything 'good' and nothing 'bad' for vidalis and never get the support of that house or any other I manage to incorporate. It pretty much sits in my capital costing me money and adding paltry amounts of hammers and food, and never spreading.

I've played a few custom games with houses enabled, and a few 'play now!' games, and the behavior is the same.

Question: In "Play Now!" are houses automatically enabled? They seem to work the same.

Something that may break houses completely: if I get hunting tech before I gain any food resources (happens about 20% of games, if I've got enough explorers out there), then I never incorporate house vidalis at all, even after I gain food resources. after gaining the food resource, I played one game about 150 turns on marathon speed and got no love from Vidalis at all. Nobody else incorporated them either.

But since when I *do* incorporate, I never get any house's favor and never get any benefits from them, it seems a moot point.

I think the pedia entries on the houses need a lot of help, too. Information on how they work, how they spread, and gaining their favor needs to be fleshed out a bit. I understand the basics, but either something's bugged or I'm playing completely wrong, because I've never gotten past 'incorporating' them.

Also, the house advisor screen - is it possible to get a % rate on how much favor you have with a house BEFORE they offer you favor? it might help me understand what I'm doing wrong. More exposure on what the houses are thinking would be a boon.


I love the idea of them, and wish that I could actually get one rolling with an Austrin/Vidalis combo. It would be a fun synergy to play.

2nd issue:
All of the adviser screens need a separate background instead of just overlaying on the main screen. Sometimes you can click on main screen buttons or even active units accidentally, and it's way too busy and distracting.

3rd issue:
'Play Now!' is... broken? I get all kinds of 'module.ini cannot load' messages. Plus none of the wildmana maps are available, just the standard ones plus erebus and erebus continent.

And last, a question: Is there some way to see what game options are enabled/disabled while playing a game? Not the typical BUG options screen, but the starting scenario options.
 
1) mark of the elephant does nothing (doviello promotion after defeating animals)
2) the sidar worldspell 'into the mist' is still lacking the indicator that it also hides all your cities (the help txt need to be tweaked i think graywarden already did this?)

Number 1 would be because the promotion came from RifE (didn't know it had been 'merged'... Or at least, the name was used. :p), it's one of the Den promotions there. It allows the unit access to an ability while there is a mammoth in the stack, becoming a Mammoth Rider with the promotions of both mammoth and rider. :p

Of course, that spell may not have been merged with the promotion; In that case, it would seem to do nothing at all. :p
 
Number 1 would be because the promotion came from RifE (didn't know it had been 'merged'...), it's one of the Den promotions there. It allows the unit access to an ability while there is a mammoth in the stack, becoming a Mammoth Rider with the promotions of both mammoth and rider. :p

Of course, that spell may not have been merged with the promotion; In that case, it would seem to do nothing at all. :p

In wildmana, it's supposed to give the 'fear' effect, so nothing like that.
 
1)
2) the sidar worldspell 'into the mist' is still lacking the indicator that it also hides all your cities (the help txt need to be tweaked i think graywarden already did this?)

@ Tesb,

The Help Tag indicates the units become invisible, i will add a second line to indicate cities as well. Would that be correct?

Spoiler :
<Tag>TXT_KEY_SPELL_INTO_THE_MIST_HELP</Tag>
<English>[ICON_BULLET]All of your units become invisible</English>

from Civ4GameText_FFH2.xml
 
Sephi, I just realized I might have not ;). I thought main download includes all patches but alas. Anyway, it seems tobe working fine, although a bit slowish. Is there any way to speed up between-turns delay? I have a pretty decent processor (dual core 3.0GHz) and 4GB of RAM, but experience a lot of slowishness. Will changing the grphic options have any effect?

Regards and kudos for brilliant mod.

graphic options most likely have no effect. You should try to first to use the latest patch. If the problem persists you should upload a save so that it can be tested, if the problem is with the mod or with your system.

1) mark of the elephant does nothing (doviello promotion after defeating animals)
2) the sidar worldspell 'into the mist' is still lacking the indicator that it also hides all your cities (the help txt need to be tweaked i think graywarden already did this?)

in case this is based on the beta please do not use this thread as it is for the 8.3x versions. mark of the elephant gives fear effect. The Animal marks were not merged from anywhere, their mechanic is unique to Wildmana. If anything, they were a little bit inspired by the animal totems in Orbis, though the mechanic behind them is quite different.

Hi! First post in the forum, be gentle.

First, I want to say I love the wildmana modmod and think you've done an overall amazing job on an already amazing mod.

On to the bugs.

Houses are confusing and frustrating.
I've been playing Austrin, and I shoot for house Vidalis as early as possible - especially since hunters are important to get as quickly as possible, and it's the same tech (hunting). I've played several games to about 50-60% of the way through, and even though the houses incorporate I am never able to get any features of the house; I do everything 'good' and nothing 'bad' for vidalis and never get the support of that house or any other I manage to incorporate. It pretty much sits in my capital costing me money and adding paltry amounts of hammers and food, and never spreading.

I've played a few custom games with houses enabled, and a few 'play now!' games, and the behavior is the same.

Question: In "Play Now!" are houses automatically enabled? They seem to work the same.

Something that may break houses completely: if I get hunting tech before I gain any food resources (happens about 20% of games, if I've got enough explorers out there), then I never incorporate house vidalis at all, even after I gain food resources. after gaining the food resource, I played one game about 150 turns on marathon speed and got no love from Vidalis at all. Nobody else incorporated them either.

But since when I *do* incorporate, I never get any house's favor and never get any benefits from them, it seems a moot point.

I think the pedia entries on the houses need a lot of help, too. Information on how they work, how they spread, and gaining their favor needs to be fleshed out a bit. I understand the basics, but either something's bugged or I'm playing completely wrong, because I've never gotten past 'incorporating' them.

Also, the house advisor screen - is it possible to get a % rate on how much favor you have with a house BEFORE they offer you favor? it might help me understand what I'm doing wrong. More exposure on what the houses are thinking would be a boon.


I love the idea of them, and wish that I could actually get one rolling with an Austrin/Vidalis combo. It would be a fun synergy to play.

2nd issue:
All of the adviser screens need a separate background instead of just overlaying on the main screen. Sometimes you can click on main screen buttons or even active units accidentally, and it's way too busy and distracting.

3rd issue:
'Play Now!' is... broken? I get all kinds of 'module.ini cannot load' messages. Plus none of the wildmana maps are available, just the standard ones plus erebus and erebus continent.

And last, a question: Is there some way to see what game options are enabled/disabled while playing a game? Not the typical BUG options screen, but the starting scenario options.

You can check gameoptions with F8. There is a bug that Noble Houses are around even if the gameoption isn't selected but this is already fixed. If you want to use the features of them, make custom game and make sure gameoption is enabled. You need to do actions that increase the favor of a House and then they might offer their Support. For Vadalis that is for example building Hunting lodges and a lot of Hunters. For every Austrin Explorer, chance to get House Support is 6%, building an exploration guild is 7%.
 
The Animal marks were not merged from anywhere, their mechanic is unique to Wildmana. If anything, they were a little bit inspired by the animal totems in Orbis, though the mechanic behind them is quite different.

I assumed at first because of the "Mark of" naming, which is what RifE uses, not Orbis. ;)

Then I looked it up, saw it was different, and edited my post. Orbis has a good method there; RifE is going to use something similar once 1.3 is released.
 
Fantastic. I've managed to run a game where Vidalis offered support, which lets me see the favor statistics on various buildings and techs and whatnot for it in the 'pedia. Cool.

I have a question: what is the traveler trait, and who's got it? It's in the pedia, but no leaders reference it (that I could see).

And all of these things I'm asking, I'd like to see if I can add somehow to the pedia files and then send the fixes to you. Is there a thread somewhere that tells me how to update it? The XML is as thick as pea soup to the uninitiated.
 
I think the house behavior might be different different somehow between getting the hunting tech via goody hut, and researching it. This game I got Vidalis support, I a)researched the tech and b) didn't immediately incorporate, but only did so after Vidalis offered support. Or it might be an issue of where I didn't get the tech first, somebody else did (though I didn't see any notices to that effect).
 
The traveler trait is used by Nojah the Illusionist, one of the Balseraph leaders. Not noticed it on any others but it might be used by more.
 
in case this is based on the beta please do not use this thread as it is for the 8.3x versions. mark of the elephant gives fear effect. The Animal marks were not merged from anywhere, their mechanic is unique to Wildmana. If anything, they were a little bit inspired by the animal totems in Orbis, though the mechanic behind them is quite different.

yes it was from the beta.
@graywarden you may want to wait with your fix then.
 
yes it was from the beta.
@graywarden you may want to wait with your fix then.

The fix I made was adding a second help line in the "Into the Mist" Help file which you referred to in your initial post-reply, not the "Mark of the Elephant" issue.

The "Into the Mist" help file is on my version 8.33 build.
 
Seems like influence driven war is not working in 8.3x.
 
Hi - I can vouch for this as well as setting at least a 3072MB page file as a solution for MAF errors on Win 7; I have no problem with them anymore.

I am still seeing a lot of flipping between religions though, just been doing some autoplay tests and noticed AV/RoK/FoL cycling between about three civs, for no good reason.

But otherwise thumbs up, this version is pretty playable now - and my favourite FfH mod so far :)
 
This may have been (probably was?) already reported, but I got a Python exception (twice) related to the canTriggerSkilledJeweler function (the skilled jeweler event):

Code:
Traceback (most recent call last):

  File "moreeventsmod", line 1270, in canTriggerSkilledJeweler

IndexError: tuple index out of range
ERR: Python function canTriggerSkilledJeweler failed, module CvRandomEventInterface

The code is:

Code:
def canTriggerSkilledJeweler(argsList):
	eTrigger = argsList[0]
	ePlayer = argsList[1]
	[COLOR="Red"]iCity = argsList[2][/COLOR]
	pPlayer = gc.getPlayer(ePlayer)
	pCity = pPlayer.getCity(iCity)
	if pCity.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_JEWELER')) > 0:
		return False
	if pPlayer.getCivilizationType() != gc.getInfoTypeForString('CIVILIZATION_KURIOTATES'):
		return False
	return True

The argsList tuple is what's out of range. The DLL is not passing three arguments into argsList, evidently, but I don't know why- is the XML for the event not set up correctly?
 
The argsList tuple is what's out of range. The DLL is not passing three arguments into argsList, evidently, but I don't know why- is the XML for the event not set up correctly?

The canTriggerSkilledJeweler pythoncallback needs to be moved from the eventinfos to PythonCanDoCity in eventtriggerinfos (EVENTTRIGGER_SKILLED_JEWELER). I guess the callback it is using now passes only 2 arguments, not 3.
 
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