Fall Further 050 Bug Report Thread

Hey so the Amurites cave of Ancestors doesn't work as intended because the EvEventManager Python requires them to have a wizards hall, which the Amurites can't build. Using world builder, a city with a wizard guild gives out sphere 1 promotions as intended. Once a Cave of Ancestors is added, the city's units come with sphere 2 promotions (and I think sphere 1 but I didn't test long).

So obviously this is a bug report, but can someone tell me what and how to edit things real fast to make it so the Amurites get the wizard hall building instead of mage guild?

Spoiler :
if city.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_WIZARDS_HALL')) > 0 and not city.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_CAVE_OF_ANCESTORS')) > 0:


Spoiler :
lif city.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_WIZARDS_HALL')) > 0 and city.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_CAVE_OF_ANCESTORS')) > 0:



So this was surprisingly easy add in! (new to modifying Civ 4).

Here is what I did

Spoiler :

Modified CIV4CivilizationInfos XML, under the Amurite Building Sections added:
<Building>
<BuildingClassType>BUILDINGCLASS_MAGE_GUILD</BuildingClassType>
<BuildingType>BUILDING_WIZARDS_HALL</BuildingType>
</Building>


Now, I don't know if FF meant to enable the wizard hall yet but this was how I fixed Amurites not being able to use their cave of ancestors.
 
Found another bug witht he Cave of Ancestors and Wizard's Hall (either that or I just have REALLY bad luck). All my cities have a Cave of Ancestors and a Wizard Hall, all but the capitol have their Wizard's Hall from the Catacomb Libralus. The capitol is the only place where created units are getting free spell promotions.

------------

Looks like there is yet one more, I just made a adept in my capitol who seems to have gotten Creation II from the Cave of Ancestors, except I dont have any creation mana (actually, I cant even make a creation node, have only researched necromancy).
 
Creation, Dimentional and Force mana give the wrong promotions. Force gives Dimentional. Dimentional gives Creation, and Creation gives Force from the wizard hall/cave.
 
I didn't touch the python, just the XML. Anyone can learn how to edit XML; it's deceptively simple. Unless, of course, you try to start by looking at unitinfos in notepad, which looks like a train wreck of data.

Also, this file contains one more fix than the one you linked:

http://forums.civfanatics.com/showpost.php?p=8057382&postcount=1419

I'm still playing the game my Amurite AAR is about and I would be sad if I couldn't train battlemages (the wizard-hall thing is nice too but I'm less broken up about that). If I were to add your changes, would it break my save game? If it didn't, what would happen with cities that have a Mage Guild built that then receive a Wizard Hall courtesy of the fixed Catacomb Libralus? Anyway, thanks stupidnewbie for the fixes; I only wish I'd come across them earlier...
 
I don't think it would break anything, since it's just small changes to the XML in one file. You'd probably have to enter the worldbuilder and remove your extra mage guilds, though.
 
I installed as the instructions said:
1st - FfH 040
2nd - FfH 040 Patch Z
3rd - Fall Further Version 050
4th - Fall Further Patch N

Then when I try to play, I cant see any interface, hud or whatever. I can see units and all, but no hud.

I've tried to go to the global view and then normal view, and its the same. Tried to go to the city view and "nada".
Tried install and reinstall several times and its the same.

I have a Windows Vista 64bits.

Can someone help me please, because I really want to play this modmod as FFH2 is a great mod and I want to try more of it, but cant.

Thanks
 
1 go to BTS folder and open civ4 ini file
2 turn on show python exceptions
3 start a game

The game should give you a message then what your problem is.
 
Giant spiders spawned from a lair event are barbarians, not animals.
 
It would be a PITA to try and design a system which perfectly assigns anything which goes HN to an appropriate Barbarian faction visually. I've been toying with the idea of a 4th faction which is ONLY for HN units (and has no units for itself), or just not showing a flag at all for any unit that is HN (which would have the side effect of making HN baby spiders in the forest/jungle near impossible to notice)
 
I still think it would be awesome if you could make it so that promotions can make a unit appear to belong to any other player in the game.
 
It would be a PITA to try and design a system which perfectly assigns anything which goes HN to an appropriate Barbarian faction visually.

Not really

here is where the <bAnimal> tag could be put to use :D

Code:
if (<bAnimal>)
{
    return Cernunnos;
}
else if (race == undead OR race == demon OR race == Elemental OR race == Golem)
{
    return Agares;
}
else
{
    return Bhall;
}
 
You could use bAnimal for the animals, but without hardcoding the DLL you can't do the next step for the demons. You COULD use a handful of global defines to cheat your way out of claiming to have hardcoded, but at the end of the day that is still what you are doing.
 
I haven't seen anything on the Blight problems.

I forgot to turn off the AC as I usually do and, sure enough, got hit with TWO blights.

This time it was really bad as I had a few large cities. For example, Thariss had a pop. of 32 and got hit with 64 Blight. That's 64 turns to recover from the effects. :(

Then, the AC went down in the game into the 20s for around 50 or so turns. By the time I just about recovered, a second Blight came when the AC hit 30. Another 50+ turns to recover.

Please say this will be fixed in the next patch.

Thank you.
 
Back
Top Bottom