FfH2 0.32 Bug Thread

Ritualists can "cure" a diseased corpse. Maybe have a check on the Cure Disease spell to see if a unit is living?


That would only require changing a single boolean tag (<bImmuneNotAlive>) from 0 to 1.

I agree, this should be changed.
 
10. Limited the amount of disciples that the AI will build.


So how did you end up implementing this?

I think that came up during discussion on the 0.32 AI issues thread.

Anyways, when will patch b be released? I kind of want to get that clear jungle button back lol. The bloom on improvements ability would be cool as well. I know it probably will break saves, but I'm just wondering here.
 
It might take a little longer, since Kael's going to include Sto's alignment modmod

cool, gonna go look at what that modmod is about.

edit: got that python error again (exact same as before, I screenshotted it below), I have no idea what is causing that. It apparently is repeatable, but I have no idea where to begin in the comparison.

It causes no problems though, so it might not be high on the priority list unless alot of people start seeing this.
 

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The 2nd unit produced in a city with a Warrens by the Clan of Embers does not have promotions granted by Apprenticeship civic. Ver 0.32 "a"
 
There is something wierd with the ring of carcer and the spaces that can be entered (see screenshot).

For some reason, the spot that is highlighted by the move cursor only allows lvl 15 units, while the rest of the squares around it including the water square are accessable. The ring of carcer has the level 15 unit limit as it should.

I'm not sure how this will affect city productivity (I will post when I find out), but it shouldn't.

I think someone else mentioned this wierdness with ring of carcer a couple pages back.
edit: found that post, http://forums.civfanatics.com/showpost.php?p=6849475&postcount=28 the difference though is that his was through WB, mine came in through normal game generation. Although I did push refresh map a couple times......

When I eventually terraform that area, I'll just use WB to change that because a level 15 worker is pointless.
 

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The 2nd unit produced in a city with a Warrens by the Clan of Embers does not have promotions granted by Apprenticeship civic. Ver 0.32 "a"

The Apprenticeship civic does not give any promotions, it gives xp. They do get the xp from civic, iirc (of course, I might be thinking of the way I changed it in .31; I haven't played as the Clan in .32 yet), but they do not get any free promotions or xp from buildings.

I remember someone a while back posted simple to make these units start with the xp and promotions as if it had been actually built there instead of copied, but I don't remember where. Even if Kael won't change it like this, I'd like to. Personally, I'd like all free units generated in cities (planar gate units, mercenaries, recruited units, and maybe also units generated by events) to get the bonuses they would get i they had been built instead.

Also, I think it might be best to simply check if the unit it an orc instead of checking its unitcombat. That would rule out non-living units (including ships and siege), and also prevent the exploitation of Soldiers of Kilmorph. I'm inclined to say that not duplicating disciples (and maybe also arcane units) would be a good idea.
 
There was something I noticed a while ago while playing .31. Now I wouldn't bring this up, but someone posted a bug for .32 which I suspect is the same one I saw.

Whenever a player switches control to Hyboream (and maybe Basium), events that are flagged as one time world events will happen again. In the past, that didn't matter, as the Gaelan Circle even was broken, and the only other world event that I know of, becoming the world's leading producer of tin, was fairly minor.

However, someone mentioned that they got the Gaelan circle events twice, once as their original civ, and then after they switched over to the Infernals. I suspect it's the same root cause.

Anyone else have this problem?
 
10. Limited the amount of disciples that the AI will build.


So how did you end up implementing this?

I don't know how Kael will implement that ,but since we play only conquest/domination games , I've added that to the cannotTrain function since 0.31 :

Spoiler :
Code:
			listUnitRestricted1 = ["UNITCLASS_CATAPULT", "UNITCLASS_DISCIPLE_EMPYREAN", "UNITCLASS_DISCIPLE_FELLOWSHIP_OF_LEAVES",
                                               "UNITCLASS_DISCIPLE_OCTOPUS_OVERLORDS", "UNITCLASS_DISCIPLE_RUNES_OF_KILMORPH",
                                               "UNITCLASS_DISCIPLE_THE_ASHEN_VEIL", "UNITCLASS_DISCIPLE_THE_ORDER", "UNITCLASS_CANNON"]
			listUnitRestricted1 = [ gc.getInfoTypeForString(item) for item in listUnitRestricted1]
			if eUnitClass in listUnitRestricted1 :
				if pPlayer.getUnitClassCountPlusMaking(eUnitClass) > pPlayer.getNumCities():
					return True

... ad add or remove the one i want in the list.

Tcho !
 
It might take a little longer, since Kael's going to include Sto's alignment options modmod

Im also holding out for some code from jdog (AIAutoPlay). I'll probably release "b" tomorrow with or without.

@Avahz- I implemented just like Sto, but not as efficently
 
For the AI Autoplay, please say it is a version that puts the AI in control of your Civilization, not a version that kills you off, then lets the AI play and you can view it all happening. I was quite upset that the chipotle version works that way. Makes it impossible to see the game in small chunks (successive 100 turn runs, with a break so you can get a detailed view)
 
For the AI Autoplay, please say it is a version that puts the AI in control of your Civilization, not a version that kills you off, then lets the AI play and you can view it all happening. I was quite upset that the chipotle version works that way. Makes it impossible to see the game in small chunks (successive 100 turn runs, with a break so you can get a detailed view)

If I remember correctly, the AIAutoplay in jdog's version lets the player set the number of turns and then the AI plays for a period of time, letting the player come back to a midgame scenario that has grown organically. Quite a awesome addition, especially in combo with the Alignment Options. :)
 
Any chance we can convince you to include Xienwolf's xml modcomp too?

And maybe some of the stuff that I got Grey Fox to add to Broader Alignments? (I'm assuming you wouldn't add the parts that actually pertain to gradual changes of alignment)

Now that I think of it though, it would be awesome if you could make using broader alignments part depend an option on the start menu....but I'm getting away from the reasonable here. Still, you should include xienwolf's xml cleanup and expansion modcomp.
 
Can we have a settler build limit option?
It would be great if you can limit the number of settlers that can be built. This would require different strategies...
Just a suggestion?
 
Can we have a settler build limit option?
It would be great if you can limit the number of settlers that can be built. This would require different strategies...
Just a suggestion?

Do you mean a hard limit on the number you can build, or a limit on how many you can have at a time? I personally think that Settlers should be national units (which is not hard to do, and could slow early expansion), but I don't think that a hard limit is easy to code, or a good idea.

It would be nice though if you could set each type of limit (world, national, team, ect) for each unit to count either the total ever built (like world units are) or the current number (like national units now). This would make for an easy implementation of a Patrirch type unit and allow all national heroes to be combined into one unitclass (which would simplify a couple python functions greatly, and make some files a little smaller.)
 
There is something wierd with the ring of carcer and the spaces that can be entered (see screenshot).

For some reason, the spot that is highlighted by the move cursor only allows lvl 15 units, while the rest of the squares around it including the water square are accessable. The ring of carcer has the level 15 unit limit as it should.

I'm not sure how this will affect city productivity (I will post when I find out), but it shouldn't.

I think someone else mentioned this wierdness with ring of carcer a couple pages back.
edit: found that post, http://forums.civfanatics.com/showpost.php?p=6849475&postcount=28 the difference though is that his was through WB, mine came in through normal game generation. Although I did push refresh map a couple times......

When I eventually terraform that area, I'll just use WB to change that because a level 15 worker is pointless.


Also I found that if the circle was very close to the city workers would hide in the city when automated.
 
For this particular event:
Spoiler :
civ4screenshot0002aoc2.jpg
the bonuses for the second option don't seem right. How would killing any child born in the city make the people happier and healthier?
 
The Nightwatch unit I got for founding the Council of Esus is not getting the movement benefit from roads, so he moves as slow as a Tar Demon. I'm assuming this isn't intentional.

Playing .32, patch a.
 
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