FfH2 0.25 Bug Thread

So, how will miscast spells work? Could we see, say, a spring spell accidentally turning a land tile into water? Or is it just things like units accidentally harming friendly troops? Will there be ways to modify the chances of miscasting, like it being less likely for units with the arcane promotions and more likely for civs with more chaos mana?

Its not enabled on any spells yet. It was an idea from the Warhammer team. Spells can be given a miscast percent (none have it right now) and units can be given a miscast percent. There is also a new python function on all spells that is called only if the spell is miscast (none of the typical stuff for the spell will occur when its miscast).

So we could modify the summon balor spell to occasionally miscast and summon another unit instead. Or a chaos spell could randomly trigger another spell if miscast. Or all spells can stay at 0% spell failure but a unit could be given 25% miscast chances. Or all spells could be given 15% spell failure and t3 casters could get -5% to their chance and t4 casters could get -10%.

Plenty of options. Right now Im just adding the mechanic.
 
I just got time to test my suggested feast fix myself, and it works fine. Perhaps I forgot to mention that you must un-indent once after the "return false statement (indentions didn't copy right when I pasted the code). Otherwise, "return true" would be in the same if statement as return false. It would only return it under the same conditions; actually not at all, since it stops reading the function after it reaches the first return statement.

The xml File now says that feed will only work when there is a bloodpet in the same tile. It used to be that that you could feed on any living, non-animal unit but only bloodpets offered extra movement, but I guess only bloodpets can be devoured now (probably nerfed to avoid the selection screen and let the AI know how to use it)

Edit: when I just tested with a bloodpet on the tile, it still didn't work. So I checked the python here too. The vamp must be injured in order to feed. I guess this makes sense, since it only effect now seems to be healing. It selects the lowest level bloodpet in the stack and kills it, and heals the caster by 20 (I think that would make it much weaker in modmods that change the number of hit points to something greater than 100). A quick in-game test also showed that it only works if the vamp was injured at the beginning of the turn. This is probably the intentional, but I still miss the pre-BtS version of the spell (especially with the slavery civic)

Yeah, it all abotu coming up with a version that doesnt require targeting.
 
Sorry to repeat myself; has anyone seen a barbarian city without Labsrum (starting barb cities) option, that also weren't captured? After a 150 of so turns, I would expect to see one when there is lots of land and barb units.

Yes Nikis, I have, but I usally play on Raging Barb, also the Lich King seems to convert a few local cities to barb rather than destroy them.
 
Patch "k" is linked in the first post. It makes the follwoing changes:

1. Fixed the Feast spell.
2. Fixed the DisableUpgrade function (so you can no longer upgrade warriors to wood golems and such).
3. Fixed the setWeapons issue.
4. Added a miscast mechanic to spells.
5. Subdue Animals wont capture giants anymore (CaptureUnitCombat attribute added, removed the bCaputeAnimal and iCaptureNavalUnitPercent attributes).
6. Units won't betray and turn barbarian is the game option NO_BARBARIANS is set (for OOS testing).
7. Disable FfH Combat debug option now disables all FfH combat modifications (to OOS testing).
 
Playing with patch j as the Lojsalfar and I've got a repeatable CTD when the AC hits 90.

OS: Windows XP
Install path: C:\Civilization 4\Beyond the Sword\Mods

Great mod guys. Been playing since 0.16.
 

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Had a problem (well not for me anyway :) ) after building pact of the Nilhorn. The three giants had hidden nationality and I was using them for some AI pillaging. If I ever parked them next to an AI city, every defender of the city would attack them, leaving the city undefended. In the same game was using Mercenaries for the same purpose but it didn't re-create this issue. I also had spiders roaming the AI lands but again no problems.
 
I'm experiencing a little problem.
It's with patch e, so I guess it won't be solved.
Here it is anyway.

I, Alexis of the calabim, have vassalized 3 AIs, and killed the rest.
I should get a conquest victory. If I press enter, I get stuck in a "waiting for other civilization" trap.
I tried reloading the autosave from the beginning of the turn and leave one enemy for later, but I am still stuck.
I probably hit domination limit too.
Is it worth uploading a save or does the later save breaking patch prevent it from being any use? (I'm really disappointed not to finish the game, but I guess there is no choice here)
 
There is a problem introduced by BtS 3.13 which will make the AI ask for ridiculous requests when trading for resources, in case it is the human player to propose them or trying to "contract" on an AI proposed deal.
Bhruic has fixed this in his unofficial patch for BtS, you may want to have a look at his download because there is the source code included (I think).
 
Is it intended that tomb of succellus can be destroyed with worker by "chop down forest"? After clearing forest only life mana remains, tomb is no more.
 
1/ I once had the fruit of Yggdrasil (spelling TBC) appear on a map without the tree. It seems it also requires a forest to exist.
2/ playing several times as Elohim (spelling TBC), the capital gets a seemingly random (+1 to +5) "we love our national parks" happiness bonus for no apparent reason.
 
I'm not sure if this ist a problem with FFH or with BTS, but I've got a strange graphical error. If a unit is fortified, it shows as a "standard" unit, let's say if it is an Orcish Something it shows as a normal civ4 Pikeman, if it is a Barbarian Elephant, it went's to a normal War Elephant, or if it is a Soldier of Kilmorph it morphes to a normal Warrior. This appears also (sometimes) if they move.
any ideas?
 
I'm not sure if this ist a problem with FFH or with BTS, but I've got a strange graphical error. If a unit is fortified, it shows as a "standard" unit, let's say if it is an Orcish Something it shows as a normal civ4 Pikeman, if it is a Barbarian Elephant, it went's to a normal War Elephant, or if it is a Soldier of Kilmorph it morphes to a normal Warrior. This appears also (sometimes) if they move.
any ideas?

I means you have "Freeze Animations" selected in your game options. Freeze animations aren't supported in FfH.
 
Patch "K", playing as Grigori:

- Archeron is not home? The turn he showed up all forests around his city started to burn, but when I got there he wasn't there. (In fact I never saw him during the entire game.)

- When I razed the city with the hoard I didn't get the hoard unit.

- I somewhere read that the Grigori can turn all their great people to adventurers. How can they do this - I have'nt found the option anywhere.
 
Playing as Jonas Endain, my goblin beat up a wolf, but wasn't transformed into a wolf rider. Is this no longer a feature for the Clan of Embers?
 
Patch "K", playing as Grigori:

- Archeron is not home? The turn he showed up all forests around his city started to burn, but when I got there he wasn't there. (In fact I never saw him during the entire game.)

I've played a patch G game where Archeron was not at home. He went outside, very close to my border and stayed there, not doing anything at all, until I took him out.
 
Playing as Perp with Version j:

The traits have changed, but Charismatic stays in effect, i.e. units need less XP to level up and cities still have a +1 happy face (if the OH YEAH! happy face comes from charismatic, that is).

Keep up the great work. :)
 
Had a problem (well not for me anyway :) ) after building pact of the Nilhorn. The three giants had hidden nationality and I was using them for some AI pillaging. If I ever parked them next to an AI city, every defender of the city would attack them, leaving the city undefended. In the same game was using Mercenaries for the same purpose but it didn't re-create this issue. I also had spiders roaming the AI lands but again no problems.
That's because Pact of the Nilhorn giants can capture cities, and the only hope that the AI could possibly have of driving off the giant is by throwing everything it has at it. It's actually semi-rational behavior (though it really should wait for you to attack first).
 
That's because Pact of the Nilhorn giants can capture cities, and the only hope that the AI could possibly have of driving off the giant is by throwing everything it has at it. It's actually semi-rational behavior (though it really should wait for you to attack first).

These were cities with 60%+ cultural bonuses and fortified units inside. It would have taken me quite a few turns to take them, they negate all their defensive bonuses by attacking me. I've never seen an AI throw all their units at any attacking units (hidden or no) before.
 
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