FfH2 0.15 Bugs

Fader55 said:
Playing as the Lanun I can't build or upgrade Rangers to Beastmasters/Druids, I've built the Grove & got the two techs, it's not that it's not letting me, the buttons for the units aren't even there.

Also Pirates Coves only work on the x/y axis, it doesn't do diagonals.

Fader

I downloaded your save. According to it you dont have the tech required for Beastmasters (Animal Mastery) or the tech required for Druids (Commune with Nature).
 
upthorn said:
On systems with support for Japanese, Chinese, or other languages with multi-byte characters, civ4 produces an error when loading CIV4GameText_FFH2.xml

This can be fixed by making sure that there is a space between any ellipses character (…) and the nearest open angle bracket (<)

It's as simple as opening the xml, doing a find and replace.
Code:
Find: …<
Replace With: … <

Ellipses are actually a problem for english versions too because they are displayed as squares. I spent today going through all the game text (anyone want to guess how many words are in the FfH txt file? 369,487). And I think I got them all out.
 
You didn't give us time to guess... :sad:

Anyway, not sure if this has been re-reported yet or not, but the seafood resources are still spawning too far out to sea for them to be worked (it was a multiplayer game, if that matters). Have you already made an attempt at fixing this, or is it still on your wish list?
 
Chandrasekhar said:
You didn't give us time to guess... :sad:

Anyway, not sure if this has been re-reported yet or not, but the seafood resources are still spawning too far out to sea for them to be worked (it was a multiplayer game, if that matters). Have you already made an attempt at fixing this, or is it still on your wish list?

Its not broken. The game doesn't calculate the chance of putting bonus's on tiles that would be impossible to get to anyway (just to save itself work). But since those tiles aren't impossible to get to anymore they should be calculated for potential bonuses. I did boost the occurance rate a bit to compensate for the greater spread.
 
Kael said:
Yeah, I'll probably put the 3 fire back on the eternal flame once we figure out a way to block mages from casting archmage spells when they are created with 4 mana sources (adding the 3rd requirement to the spell system is one way).

I dont think we will give the firebows fire II for free regardless. They are already cool enough as they are. They are going to have to go out and earn a little xp to get the spell.
I installed patch b, and eternal flame is still giving me the 3 free fire mana. I felt a bit bad, trouncing Tsunke with a Fire Elemental.

Might a simple fix be to make a Sorcery II promotion and a Summoning II promotion? Adepts can't cast Fire 3, just the mages, is why I think it'd work.
 
Nikis-Knight said:
I installed patch b, and eternal flame is still giving me the 3 free fire mana. I felt a bit bad, trouncing Tsunke with a Fire Elemental.

You're right. It will be fixed in the next patch.

Might a simple fix be to make a Sorcery II promotion and a Summoning II promotion? Adepts can't cast Fire 3, just the mages, is why I think it'd work.

Oh, thats a good idea. Hmm... I think I will do it.
 
Ah, that's good to know. I thought I was seeing more workable seafood. Probably is better to it the way you did. Does it spawn pearls that far out? 'Cause it would be funny as heck if it did.
 
Chandrasekhar said:
Ah, that's good to know. I thought I was seeing more workable seafood. Probably is better to it the way you did. Does it spawn pearls that far out? 'Cause it would be funny as heck if it did.

Yah, sadly there isn't a decent way to block just pearls, so yes they could happen (and technically there is a way to get them, but its very unlikely).
 
Chandrasekhar said:
I'm pretty sure you're right...

Hm... so would the Kuriotates have to be on a team with the Lanun to retrieve far pearls?

Yeap, you got it. :)
 
Kael said:
I downloaded your save. According to it you dont have the tech required for Beastmasters (Animal Mastery) or the tech required for Druids (Commune with Nature).

My bad, I looked & thought I did, must be something in my monitor colors. Sorry.

What about the pirates cove thing?

Fader
 
Fader55 said:
My bad, I looked & thought I did, must be something in my monitor colors. Sorry.

What about the pirates cove thing?

Fader


I've actually found the coloring on the tech tree to be rediculously inaccurate in mods. (not in the vanilla game). I dunno if there's anything going on there, or if I'm imagining it, but perhaps before you drop this, you research to the next tech and save the turn before, so you can see if the pre-req techs are still available... just my .02 .
 
Of course, you can still get those far away sea resources within your borders and collect the bonus, just not work the tiles.
 
phyton eception when casting contageon with three mages selected (one of them didn't have death II):

traceback (most recent call last):

file "cvspellintervace", line 80, in cancastat

attribute error: 'nontype' object has no attribute in 'getrangeselectnum'
 
This is not a bug, but can't think of anywhere else to post it.

Dwarven Mines cannot be pillaged, and Dwarves can only build dwarven mines. I had 3 cities with good improvements, went to get a wonder, but it needed life mana. So, I got the techs to show mana and build Life nodes.
I had 2 mana in my empire :) But i could not access either of them :(
They were both on hills that had a mine on them :mad:
So, is there anthing you can do about this? Maybe just make it harder to destroy a Dwarven mine, as having the map check you have mana in your lands, but you not able to use it does not seem fair, unless you intened for the Dwarves to not build a single mine untill they can see mana.
 
i think you can't pillage them, because of the increased chance of finding ressources, otherwise you could just pillage and rebuild them over and over, until you get extra ressources.
 
Mavy said:
i think you can't pillage them, because of the increased chance of finding ressources, otherwise you could just pillage and rebuild them over and over, until you get extra ressources.

Maybe the apperance of a resource destroys the mine? This way players cant do it on purpose, ever, but if a resource is found due to technology at some point, the mine will be destroyed to allow access to that resource?
-Qes
 
An even simpler fix would be to block mana from spawning in hills.
 
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