FfH2 0.15 Bugs

QES said:
This seems perfectly reasonable. It also provides mechanical reasonings for why Theocracies want to remain isolated and hostile to free-civ civics. Perhaps also add negative diplomatic penalties for religious-civic tensions. Flavor is key and i think this is represented well. If you look at it from a certain point of view.



Did you have the mana? Druids still require mana dont they?
-Qes

Well it's not a big issue - I just bring the Inquisition to town every now and then and the problem gets solved. I suspect it is a problem in the underlying game, although by the time you get Permanent Alliances in the normal game, it is highly unlikely you'll be running a Theocracy so I've never noticed it before. However, if it *is* a problem in the new civics designed for this mod, there might be other problems as well, so I thought it would bear mentioning.

As far as the Druids go, I think I did have both Nature and Life mana when I upgraded. I might still have a save around, I'll have to check to be certain of that.
 
Great, now it isn't doing it.... :mad:

I wrote down some chicken scratch from earlier so here goes...

Code:
Traceback stuff

File "CvScreensInterface," line 83 in ShowTech Chooser

File "CvTechChooser," line 71 in interface screen

File "CvTech Chooser," line 618 in UpdateTechRecords

NameError : global name 'bChanged' is not defined.

There was an error when first opening the screen and then another when picking the first tech (which didn't highlight or show number of turns until exiting out of the screen). I'm not sure which error this one is though.... :blush:

After switching techs about 10 turns later the error has gone away. Restarting from the original start of the game twice didn't yield the erro for some reason. Odd.
 
This was observed in 0.15c, and I see no mention of it in later notes. If you upgrade a Vampire unit into a Brujah unit, the Brujah unit does not gain the Enraged promotion.

Second, I'm sad you removed Burning Blood from Moroi, I liked the free bonus of carring forward Body I and Divine onto your promoted vampire. It only granted 2 additional spells (I think, Burning Blood and Summon Skellie) but it was a nice little bonus for upgrading. Given that the game seems to reward upgrading over building it didn't seem out of line.

Lastly, not sure of the intent but you can Gift vampirism to units that are immune to disease.

Thanks for the fun!
 
Vilnon said:
This was observed in 0.15c, and I see no mention of it in later notes. If you upgrade a Vampire unit into a Brujah unit, the Brujah unit does not gain the Enraged promotion.

Second, I'm sad you removed Burning Blood from Moroi, I liked the free bonus of carring forward Body I and Divine onto your promoted vampire. It only granted 2 additional spells (I think, Burning Blood and Summon Skellie) but it was a nice little bonus for upgrading. Given that the game seems to reward upgrading over building it didn't seem out of line.

Lastly, not sure of the intent but you can Gift vampirism to units that are immune to disease.

Thanks for the fun!

Having the divine promotion on Moroi opened up every divine spell in the game to the unit if it was upgraded correctly. One of the problems with building such an open system is that sometimes the slightest things can open up major exploits.

The problem with the brujah not getting the enraged promotion should be fixed in newer code. I redid all of that.
 
Frozen-Vomit said:
Werewolfes seem to get all the promotions from the unit they were created from. I know this is probably intended (would be strange if this appeared as bug and not as feature) but a ravenous werewolf with all the divine spells from a priest of leaves seems wierd.

I was getting something different. The werewolves that I got would have something like 11/17 XP or 5/10 XP but no promotions at all. Maybe the units that they were created from had promotions unavailable to werewolves? I remember defeating a good number of archers and longbows during my conquest.
 
woodelf said:
Code:
File "CvScreensInterface," line 83 in ShowTech Chooser

File "CvTechChooser," line 71 in interface screen

File "CvTech Chooser," line 618 in UpdateTechRecords

NameError : global name 'bChanged' is not defined.

I got this a while back.
Somehow, one of your install civ .py files got altered by something.
The fix is to go to (your civilization 4 install folder)\assets\python\screens\
open up CvTechChooser.py In wordpad
find and replace, bChanged, abChanged (match case);
find and replace aabChanged abChanged (match case)
That'll fix it.

woodelf said:
There was an error when first opening the screen and then another when picking the first tech (which didn't highlight or show number of turns until exiting out of the screen). I'm not sure which error this one is though.... :blush:
It's both of them.
 
Kael said:
Having the divine promotion on Moroi opened up every divine spell in the game to the unit if it was upgraded correctly. One of the problems with building such an open system is that sometimes the slightest things can open up major exploits.

The problem with the brujah not getting the enraged promotion should be fixed in newer code. I redid all of that.

Kael, would it be possible to simply make a 'Moroi' promotion that, when combined with Body II, enables the Burning Blood spell?

Basically, make Burning blood enabled by Body II and EITHER 'Moroi' or 'Divine'?
 
Grillick said:
Kael, would it be possible to simply make a 'Moroi' promotion that, when combined with Body II, enables the Burning Blood spell?

Basically, make Burning blood enabled by Body II and EITHER 'Moroi' or 'Divine'?

Sort of. I wouldn't need another promotion, I would need another spell that did the same thing but was only available for the Moroi. Defintily doable.
 
If you did it that way, though, would they lose the ability to cast Burning Blood if they upgraded into vampires/Brujah?
 
Grillick said:
If you did it that way, though, would they lose the ability to cast Burning Blood if they upgraded into vampires/Brujah?

Yeah .
 
upthorn said:
I got this a while back.
Somehow, one of your install civ .py files got altered by something.
The fix is to go to (your civilization 4 install folder)\assets\python\screens\
open up CvTechChooser.py In wordpad
find and replace, bChanged, abChanged (match case);
find and replace aabChanged abChanged (match case)
That'll fix it.


It's both of them.

That is so weird. I wonder how that line is getting changed.
 
woodelf said:
I've never seen this before:

Almost a Daily Double! :p


Hey, you got a picture of Unser the Stablemaster's heaven. :)
 
Somehow I managed to circumnavigate the globe on a fractal map without building a ship! (I think I got it though buying maps)
 
Firestrom said:
Somehow I managed to circumnavigate the globe on a fractal map without building a ship! (I think I got it though buying maps)

Yes, this is possible in vanilla civ as well. You just need to uncover squares that span the width of the map either through your own exploring or by map buying to get the circumnavigation bonus.
 
Two things I recognized playing the two Dwarfen Nations:

  1. The Khazad Warriors are ordinary "Warriors". They should be "Dwarfen Warriors" like the ones from the Luchuirp, I think.
  2. Luchuirp and Khazad Scouts and Settlers don't have the Dwarfen promotion.
 
Don't know if this would be considered a bug, but it's anoying when you have a scout with 4 moves (that only sees 1 or 2 squares) move into the third or fourth square and attack a hill giant or giant spider, that you didn't see from your starting position, because of FogOfWar.

It would be natural if the movement of a unit is interrupted when an enemy unit is revealed by the removal of FogOfWar
 
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