FfH version 1.10e

Kael

Deity
Joined
May 6, 2002
Messages
17,403
Location
Paris, France
Download here: (retired)

Version 1.10e includes the following updates from 1.10d. Ranged spell form Talchas, tons of new art from Chalid, there is some awesome stuff in this update. Enjoy!

Im thinking about cutting the "Enemies" function. With the alignment alreayd in it just seems repeitive and not worth the additional thing. An okay thing, but not worth an SDK change. let me know what you guys think.

Also your alignment changes when you switch religions. i havent found a way to post a message from C++ yet. I'll try to get a "CNAME are now evil." message to pop when it happens.

1. Removed the Demon, Dwarf, Elf, Orc and Undead unit combats.
2. Removed the Treehome and Necropolis buildings.
3. Added the War Machine unit (doviello hero).
4. Added the Skull Catapult unit (doviello, replaces catapult).
5. Added the Ruhin Archer unit (infernal, replaces archer).
6. Added the Djinn unit.
7. Added the Summon Djinn spell (metamagic 2, summon).
8. Removed the Xag-ya unit.
9. Removed the Demon unit.
10. Added the Balor unit (infernal, replaces berserker).
11. Changed the Summon Demon spell to Summon Balor.
12. Added the Elven Mage unit (ljosalfar, replaces mage).
13. Added the Shaman unit (doviello and clan of embers, replaces adept).
14. Added the Hellhound unit (infernal, replaces hunter).
15. Added the Elven Rider unit (ljosalfar, replaces knight).
16. Added the Tuurngait unit (doviello, replaces scout).
17. Added the Goblin unit (clan of embers, replaces scout).
18. Alignments added.
19. Added the Orc Immortal unit (clan of embers, replaces immortal).
20. Added the Death Knight unit (infernal, replaces knight).
21. Added the Orc Berserker unit (clan of embers, replaces berserker).
22. Added the Graveborn unit (infernal, replaces horseman).
23. Added the Charm Person spell (sorcery, mind 1).
24. Added the Wither spell (sorcery, entropy 1).
25. Added the Banish spell (divine, entropy 3).
26. Added the Enervation spell (sorcery, entropy 3).
27. Added the Kraken unit.
28. Added the Magic Immune Promotion (units with it resist all spells).
29. Added the Summon Kraken spell (divine, water 3).
30. Humanism civic removed.
31. Civics added to the FfH Editor.
32. Added the Missionary ability.
33. Added the Found Temple ability (both of these last 2 abilities are so much easier to do in Talchas's spell system than the kloog I was using before).
34. Talchas new targetable spell system.
 
Upload complete.
 
Does the Sentry Tower no longer work? Only work for scouts?

Also, I CTD'd on turn 8, a hard one where the turn timer just kept turning and turning until I ended the program through Task Manager.

I'll reload and see if I can duplicate it.
 
2 CTDs sent. It crashes right after animals appear. Well, it doesn't crash, but hangs up. Same difference.
 
My bug or your bug Kael? :D
 
I get the same bug, game hangs up about 10ish turns in. Oh well. The flying cows will have to wait.
 
talchas said:
My bug or your bug Kael? :D

The spinlock error testing had these results:

1. Running with the 1.10e merged CvGameCodeDLL.dll- spinlock at the end of turn 8.

2. Running with the latest FFHSpells CvGameCodeDLL.dll- spinlock at the end of turn 8.

3. Running with the latest FFHSpells CvGameCodeDLL.dll and only 1 spell in the game- spinlock at the end of turn 8.

4. Running with the 3/23 FFHSpells CvGameCodeDLL.dll- no lockup.

So I suspect it is a FFHSpells issue specific to the new stuff that has been added since 3/23 (I know thats a pretty wide range, sorry). I attached Woodelfs save. Just end the turn and it should spinlock.
 
At least this sort of issue has a name now...Spinlock!

Does it happen when you start in the 2nd era? I didn't get that far in trying.
 
Kael said:
Im thinking about cutting the "Enemies" function. With the alignment alreayd in it just seems repeitive and not worth the additional thing. An okay thing, but not worth an SDK change. let me know what you guys think.

Also your alignment changes when you switch religions. i havent found a way to post a message from C++ yet. I'll try to get a "CNAME are now evil." message to pop when it happens.

I think the Enemies function might add additional flavour as enemies can be (and some were) of equal alignment, and as the hostilities would exist even if both change their alignment by changing their religion. So i would not cut it, but probably delay it until the more important things are in und smoothly running.

About the messages, i'll notify you if i stumble across something, but it seems the CTDs are more urgent right now. So good luck with solving these.
 
Chalid said:
I think the Enemies function might add additional flavour as enemies can be (and some were) of equal alignment, and as the hostilities would exist even if both change their alignment by changing their religion. So i would not cut it, but probably delay it until the more important things are in und smoothly running.

About the messages, i'll notify you if i stumble across something, but it seems the CTDs are more urgent right now. So good luck with solving these.

Sounds good. The good news out of this latest issue is that it means that the next version will have your kraken in!

I decided to make it a special water 3 divine summon (meaning it is only available to Overlords High Priests). Like tigers and skeletons the kraken doesn't go away at the end of the turn, instead the player can only summon a number equal to the amount of units he has that can cast the spell. So if he has 2 Overlords high priests he will be able to have 2 Krakens running around at once. Later on I might setup something that allows more, maybe a capturable wonder that has a different late game effect for each religion, for the overlords it could double the amount of Krakens they are allowed.

I dont even want to guess at how confused the AI will be about summoning water units. One thing at a time.
 
I found the problem - it was another bug in my changes to AI_promote. I've uploaded a fixed version of the 110e DLL (with kael's changes) to http://members.aol.com/ben77/CvGameCoreDLL-FFH110e-1.zip .
To fix the problem in the source (in CvUnitAI::AI_promote):
Code:
===================================================================
--- CvUnitAI.cpp	(revision 52)
+++ CvUnitAI.cpp	(revision 53)
@@ -647,7 +647,8 @@
 	
 		if (eBestPromotion != NO_PROMOTION)
 		{
			promote(eBestPromotion);
+			eBestPromotion = NO_PROMOTION;
 		} 
 		else
 		{
 
talchas said:
I found the problem - it was another bug in my changes to AI_promote. I've uploaded a fixed version of the 110e DLL (with kael's changes) to http://members.aol.com/ben77/CvGameCoreDLL-FFH110e-1.zip .
To fix the problem in the source (in CvUnitAI::AI_promote):
Code:
===================================================================
--- CvUnitAI.cpp	(revision 52)
+++ CvUnitAI.cpp	(revision 53)
@@ -647,7 +647,8 @@
 	
 		if (eBestPromotion != NO_PROMOTION)
 		{
			promote(eBestPromotion);
+			eBestPromotion = NO_PROMOTION;
 		} 
 		else
 		{

Awesome, thanks Talchas. Im uploading a new 110e which has this as long as a few new things (including the moo sounds on the balseraph catapult and the kraken).

Talchas I noticed my build of the dll treats every spell as ranged, though your build works fine. Weird.

Did you upload a new version of the source and ffhspells?
 
I haven't uploaded a new version - the only change should have been that, but it may not have been (I copy-pasted the stuff from 4/23 you had at SDK:Changelog, which probably was old, so the DLL may well actually be wrong, but the source change shouldn't be). I'll take a look.
 
Ok, it appears my last upload was 4/23 7:19 pm, so what you had at that page was probably out of date.
 
talchas said:
Ok, it appears my last upload was 4/23 7:19 pm, so what you had at that page was probably out of date.

Yeah, so the old crash would be back. I should just be able to make the change you put above. Hmm
 
loki1232 said:
So is the current version there safe?

I dont think so. Its built off the same code that was causing the last set of crashes (the crahses at about turn 100).

Talchas, ever since the ffhspells cvcoregamedll.dll from 4/24 all spells are being treated as ranged. That was the fix that was released for the turn 100 ctd.
 
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