I was playing more naval ai[to_xp]Gekko;13537892 said:were you playing more naval ai or extramodmod?
I was playing more naval ai[to_xp]Gekko;13537892 said:were you playing more naval ai or extramodmod?
[to_xp]Gekko;13539343 said:oh ok, I was asking because I had that issue in master of mana so might have been caused by the wilderness system which emm shares. is the problem reproducible or just a one time thing?
I've got a saved game for the 3 pieces of Barnaxus turn 231 instead of the save I posted which is about turn 330. I don't know if that's too early?
I get a crash to desktop whenever I try starting a game in 2.53. I've tried reinstalling the patch/clean install several times with the same results. Oddly enough, I have actually got a current game going on which I somehow managed to start fine, but as that was several weeks ago, I don't know how I managed it.
[to_xp]Gekko;13496589 said:currently when a HN unit "defeats" an item ( like Orthus' axe ) the item is destroyed. could the code check for HN units defeating and item unit and give it the appropriate item promotion when it happens?
When an HN ship performing a trade blockade is defeated, the blockade can become permanent and unremovable. I have 3 of them in my current game. At least one of them was caused by some kind of sea tortoise animal unit. Another was an HN pirate ship that got revealed and the blockade remained afterwards. I could not find a way to remove the blockades in world builder
[to_xp]Gekko;13504888 said:Is there any fix in sight for the issue where Orthus and the Infernals always spawn as close as possible to the bottom left corner of the map when using custom maps instead of mapscripts?
Hi.
After a long absence from playing ffh, i reinstalled it today. When playing around with it i noticed that when the barbarian world option is enabled, all barbarian cities at the start are on one landmass (relatively close together). Since i never encountered this issue before, this seems to be new and feels like a bug (?). I used the "big and small map script.
I think in revision 1417 you accidently disabled improvements that don't spawn units (dungeons, towers, graveyards) from spawning themselves.
for (int iJ = 0; iJ < GC.getNumImprovementInfos(); iJ++)
{
if (pPlot->canHaveImprovement((ImprovementTypes)iJ, NO_TEAM))
{
int iImprovementChance = GC.getGameINLINE().getSorenRandNum(10000, "Spawn Improvement");
if (iImprovementChance < GC.getImprovementInfo((ImprovementTypes)iJ).getAppearanceProbability())
{
if (GC.getImprovementInfo((ImprovementTypes)iJ).getSpawnUnitType() != NO_UNIT)
{
if (pPlot->isVisibleToCivTeam())
{
continue;
}
}
pPlot->setImprovementType((ImprovementTypes)iJ);
pPlot->setFeatureType(NO_FEATURE);
}
}
}
In the new Blizzards.py there are a couple places where it says pPlot.getOwner() == iIllians where I'm pretty sure it should say gc.getPlayer(pPlot.getOwner()).getCivilizationType() == iIllians
iIllians = gc.getInfoTypeForString('CIVILIZATION_ILLIANS')
By the way, wouldn't it be better for the new Blizzard code to take advantage of the temporary feature feature, rather than eliminating forests etc forever?
if pPlot.getFeatureType() != -1:
return False
I know, but that does not change the fact that pPlot.getOwner() returns the index of the player (where the first player is 0, the second 1, etc, down to the barbarian state being 50) rather than the type of civilization.iIllians is defined at the top of the functions
Code:iIllians = gc.getInfoTypeForString('CIVILIZATION_ILLIANS')
Blizzards wont move onto terrain that already has a feature. In the canBlizzard function it has the following check.
Code:if pPlot.getFeatureType() != -1: return False
I thought about adding in some temporary feature replacement but it gets a little messy since Blizzards are also features and I didn't want to travel too far down the rabbit hole with this feature before the 2.6 release.
I know, but that does not change the fact that pPlot.getOwner() returns the index of the player (where the first player is 0, the second 1, etc, down to the barbarian state being 50) rather than the type of civilization.
pPlayer = gc.getPlayer(pPlot.getOwner())
if pPlayer.getCivilizationType() == iIllians
I was actually thinking more about def spellCallBlizzard(caster): that about Blizzard.py, as that spell could replace pretty much any feature except Ancient Forests with a Blizzard. It would probably be better if the previous feature would be restored once the blizzard is called to an adjacent tile, or moves away through he new Blizzard.py code.
<TEXT>
<Tag>TXT_KEY_TECH_ENABLES</Tag>
<English>[COLOR_HIGHLIGHT_TEXT]Enables [LINK=literal]%s1_Name[\LINK][COLOR_REVERT]</English>
<French>[PLAYERCOLOR_LIGHT_GREEN]Enables [LINK=literal]%s1_Name[\LINK][COLOR_REVERT]</French>
<German>[PLAYERCOLOR_LIGHT_GREEN]Enables [LINK=literal]%s1_Name[\LINK][COLOR_REVERT]</German>
<Italian>[PLAYERCOLOR_LIGHT_GREEN]Enables [LINK=literal]%s1_Name[\LINK][COLOR_REVERT]</Italian>
<Spanish>[PLAYERCOLOR_LIGHT_GREEN]Enables [LINK=literal]%s1_Name[\LINK][COLOR_REVERT]</Spanish>
</TEXT>
int iPossiblePaths = 0;
int iUnknownPaths = 0;
for (int iI = 0; iI < GC.getNUM_OR_TECH_PREREQS(); iI++)
{
if (GC.getTechInfo(eTech).getPrereqOrTechs(iI) != NO_TECH)
{
if (!(GET_TEAM(getTeam()).isHasTech((TechTypes)(GC.getTechInfo(eTech).getPrereqOrTechs(iI)))))
{
iUnknownPaths++;
}
iPossiblePaths++;
}
}
FAssertMsg(iPossiblePaths >= iUnknownPaths, "The number of possible paths is expected to match or exceed the number of unknown ones");
iModifier += (iPossiblePaths - iUnknownPaths) * GC.getDefineINT("TECH_COST_KNOWN_PREREQ_MODIFIER");
Please use the ExtraModMod thread for bug reports about it ( http://forums.civfanatics.com/showthread.php?t=486227), as this one is for More Naval AI. I will answer you in the ExtraModMod thread soon.Hi there,
We started to play FFH2 with friends again and because we knew that FFH2 still gives OOS errors we thought that extramodmod would erase these. We were wrong. @ 200-300 turn mark they started coming again. Anyone has any solution?
Civ IV + BTS + FFH2 + o-Patch + newest extramodmod is our current "build"
There's a bug in CIV4GameText_FFH2.xml:
This should probably be the same in all languages ([PLAYERCOLOR_...] doesn't work).
While working on ExtraModMod, I just noticed something weird happening in CvPlayer::calculateResearchModifier. This could be a major bug, or I could just have missed something.
...
As a result of this small mess, we have a hidden bonus to research which is not being shown anywhere. If this is confirmed, I'm not sure about what should be done about this.