FfH2 0.15 Bugs

I don't have the delays and the spells work fine even though I don't use your upgraded CvSpellInterface.py.

I found another bug, though. If you attach a Great Commander to an Immortal or to Losha Valas, the unit's base strength is increased by one each time it dies. So if before the first death the Immortal's strength is 13, then after the first resurrection at the capital it's 14, after the second ressurection it's 15 and so on.

Oh, and if you give the Mithril Golem to the barbarians with the map editor, it creates a python error in its turn. But that doesn't count as a bug, I suppose. ;)
 
heres my civilization.ini file.... wasnt really sure if you were talking about the civ (vanilla) or ffh one... i had to change it to a .txt file.
 

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Bugisms:

Was Playing Calabim Went OO. Terra Map. Standard.

-WHen i started using drown and Stygains, randomly individual models would disappear during battle. More so than in previous builds.

-Lots of "running in from off screen" during battles. Models apparently have better things to do?

-When i wanted to change strategies, and switch from enchantment mana to Mind mana, i couldnt. IS there a way to switch if i really want to (non-exploit)?

- Nikis' Knight needs a hero :p.

-Qes
 
Civkid1991 said:
heres my civilization.ini file.... wasnt really sure if you were talking about the civ (vanilla) or ffh one... i had to change it to a .txt file.

Thanks, the difference (why some people are getting the python errors on logging and some aren't) doesn't seem to be in the ini file. Oh well. I will put a patch out tonight that disables the spell logging.
 
Re: Spells Again....followed the research until I created fire bows...even they could not caste the level II fire balls...
 
zionprophecy said:
this thge error message that keeps popping up

Traceback (most recent calllast):
File- CivSpellInterface, Line 92 -canCast
file- CivSpellInterface, Line 59 - dloprint
file- CivSpellInterface, Line 11 - initlog

IOError: [Errno 2] No Such File or directory "log\\outlog.txt"
Just to know, I got the same error, and this is my .ini file.
 

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Blathergut said:
Re: Spells Again....followed the research until I created fire bows...even they could not caste the level II fire balls...

Could you try the new CvSpellInterface.py in the 26 post in this thread and let me know if it fixes your issue?
 
..sure...just give me a brief explanation here on just how to do that..if you could...and i'll try

Kael said:
Could you try the new CvSpellInterface.py in the 26 post in this thread and let me know if it fixes your issue?
 
my great commander could build a command post even though I haven't yet researched military strategy (which is a requirement for the building).
 
Blathergut said:
..sure...just give me a brief explanation here on just how to do that..if you could...and i'll try

No problem. Copy the file into your '../Fall from Heaven 2 015/Assets/Python/entrypoints/' directory. You should already have a CvSpellInterface.py file in that directory that this will overwirte.
 
Teg_Navanis said:
my great commander could build a command post even though I haven't yet researched military strategy (which is a requirement for the building).

Yeap. they are allowed to. The tech limit is to build command posts without great commanders.
 
Kael said:
Could you try the new CvSpellInterface.py in the 26 post in this thread and let me know if it fixes your issue?

Woohoo!!!! It worked! Firebows here I come! :)
 
Kael, after installing the .py to fix the spell logging issue, some of the chars changed for blank squares. I'm opening it now on another computer to check for any diferences.

EDIT: Restarting the game solved the problem.
 
Kael said:
Im not having this problem. What spells specifically are you trying to cast?

Any spell whatsoever - at this point in the game I have nature/fire/earth/water nodes, plus the three from the Elohim palace, but my Adepts (at one point Conjurors) cannot cast anything, they're always greyed out. Check the attached save file

edit: nevermind, the python spell file you posted earlier fixed it, thanks ;) That file also seemed to help the slowdowns a bit, though turns are still pretty sluggish
 
Okay, I swapped out the CvSpellInterface.py with the one in post #26 and I can now cast spells, :) However it is still taking between 45 and 60 seconds between each turn. I am playing on a huge map with 18 civs, but even so I have never had this type of delay in year 155
 
I don't know whats wrong with my adept but i can't build another node on a mana except water.... heres the saved game. I already have elementalism and the tech that allows mind spells (forgot the name?) but the only allowed one is water. is this a bug?
 
Nimbus said:
Okay, I swapped out the CvSpellInterface.py with the one in post #26 and I can now cast spells, :) However it is still taking between 45 and 60 seconds between each turn. I am playing on a huge map with 18 civs, but even so I have never had this type of delay in year 155

Did you enable python debugging as described in the first post? If so, are oyu getting any errors?
 
Civkid1991 said:
I don't know whats wrong with my adept but i can't build another node on a mana except water.... heres the saved game. I already have elementalism and the tech that allows mind spells (forgot the name?) but the only allowed one is water. is this a bug?

Thats a water node, not raw mana. I suspect you already improved it as a water node and pillaged it hoping it would revert to raw mana (it won't anymore). Once it is made into a mana type, it stays at that mana type unless another player takes it over.
 
Kael said:
Thats a water node, not raw mana. Mana swapping is illegal.
:mad: :mad: :mad: Gosh... that's my workers fault (my fault for auto-automating them :( ) well i guess i'll have to remember that in the future.
 
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