FfH version 1.10d

Maybe ice. ice has double times for improvement generation.

For the graphics. Roland is makin a new one for the pure mana i think. I plan to do some things for the improvements but i dont know yet how it will look...
 
Couple of things. Can the Winter Palace have it's number of cities lowered? 12 is very high.

Second, is there any way to build in a pop up window for when you accidentally create a node that you already have? I'm thinking of a "You have a creation node. Are you sure you want to build another?"
 
As Luchuirp I have 2 Stone Golems listed at different points in my build options. I still don't have a Tower and they are way weaker than the Copper ones I could be 100 turns ago.
 
The point of the winter palace is to help manage the cost of huge empires. If you don't have 12 cities, you really shouldn't need it.

I've had empires with over 60 cities, so I don't think 12 is all that high.
 
Lunargent said:
The point of the winter palace is to help manage the cost of huge empires. If you don't have 12 cities, you really shouldn't need it.

I've had empires with over 60 cities, so I don't think 12 is all that high.

:wow:

I can't play with more than 7 or else I'm either so far ahead the game isn't fun or so far in debt the game isn't fun.

60?!?!?!? Holy crap!
 
Huge: with domination victory only allowed type on a fractal map. I can easily get up to that many cities. I space them in a hexagonal pattern so they don't overlap or waste much space either, though conquered lands get a bit messy. With that many cities, I can run 10% science, and still be the tech leader. The only hard part is keeping track of what city is supposed to be doing what, and getting troops to where I need them. Wars have to be planned out 50-100 turns in advance. Games like this often take 40 hours to play through.
 
Did barbarian animals get nerfed in 1.10d? I have yet to have a Hunter get enough xp to get Animal Capture and then find animals to capture!
 
Building a city directly on a mana node causes a CTD.

Edit: nm, I can't reproduce it.
 
Kael said:
Chalid said:
Are negative diplomatic modifiers due to the use of death/entropy mana shown, in the list of the relations modifiers?

I havent figured out how to do that yet.

It is in:

CvGameTextMgr.cpp, Line 6741

void CvGameTextMgr::getAttitudeString(CvWString& szBuffer, PlayerTypes ePlayer, PlayerTypes eTargetPlayer)
 
Chalid said:
It is in:

CvGameTextMgr.cpp, Line 6741

void CvGameTextMgr::getAttitudeString(CvWString& szBuffer, PlayerTypes ePlayer, PlayerTypes eTargetPlayer)

Awesome, I will check it out.
 
Status update: Woodelf has submitted 2 CTD's. Its harder to isolate these, in one fo the traces I have to wipe 3 civs to keep the CTD from occuring. Without all 3 gone it still occurs.

I have backreved the .dll to talchas's spell system dll (aka: the sdk stuff without my changes) and the crashes don't occur. So its one of the sdk changes I made, now I just gotta fiigure out which one.
 
Talchas,

Okay still having problems isolating and I think i need to call in the big guns. There are 2 1.10d save games included, both CTD consistently in 2-3 turns.

In the AutoSave_AD-0136.Civ4SavedGame save I was able to keep the CTD from occuring if I wiped the Kuriotates, Doviello and Khazad civs. It still CTD'ed if I left any of them in. I wasn't able to isolate to specific units.

I rolled back to the latest (4/14) ffhspells CvGameCoreDLL.dll and I still got the same CTD's. When I rolled back to the (3/19) ffhspells CvGameCoreDLL.dll the CTD's stopped. I know thats quite a range, I didn't keep any between them, Im hoping you have them and will be able to isolate further.

I suspect that it may have been something added in the latest ffhspells because we didnt see these ctds in earlier versions, they seem pretty consistent and they happen at about the same point in the game.

I have the latest ffhspells chnages as the addition of the promotion aiweight and the fix for the units that were judging plots without units in them.

http://kael.civfanatics.net/files/Files.zip
 
I have some Dwarven Soldiers running around building mines in my current game. Since we can't see Ancient Forest I was surprised to get 50:hammer: after building a mine. I went to a forest covered hill and there is no option to chop the forest, but I can build the mine and get the :hammer: anyways. Should this be possible? Or should we give dwarven soldiers the ability to chop forests on every tile?
 
Chalid said:
It is in:

CvGameTextMgr.cpp, Line 6741

void CvGameTextMgr::getAttitudeString(CvWString& szBuffer, PlayerTypes ePlayer, PlayerTypes eTargetPlayer)

Thanks Chalid, that worked perfectly.
 
Well, that was really stupid of me - I specifically put in a check to see if enemy was null before trying to get its strength, but immediately before that I have a logging message which doesn't. Fixed, tested on those saves and uploaded to the usual place. Only changed file is CvUnitAI.cpp.

Back to work on spell targeting. BTW, I am now starting to keep old versions of the spell system through subversion, I didn't have any old copies before.
 
talchas said:
Well, that was really stupid of me - I specifically put in a check to see if enemy was null before trying to get its strength, but immediately before that I have a logging message which doesn't. Fixed, tested on those saves and uploaded to the usual place. Only changed file is CvUnitAI.cpp.

Back to work on spell targeting. BTW, I am now starting to keep old versions of the spell system through subversion, I didn't have any old copies before.

Awesome, thanks Talchas!
 
woodelf said:
Cool, does that mean 1.10e is around the corner?

Yeap it will be out this weekend.
 
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