FfH2 BtS Conversion Beta

for the tower and the spider: it's a feature : having a tower in the cultura border give the civ it's line of sight : as if you had a unit on the tower.

(in the same way, when the culture border is on a peak you gsee 3 tiles away, and if there is a hill or a forest just 1 tile out of your border, you don't see past it (you see 1 tile away instead of 2))

IIRC, in your photo wuth the spider you had in your cultural border :
a peak that allow you to see tiles behind the forest the spider is on (from the right to the left)
a tower that see invisible units in a 3 tiles square... see the spider.
 
Genesis problem :

Spoiler :
Civ4ScreenShot0006.JPG
 
Still playing :)

- I couldn't upgrade my adpet hero nor my regular adept
- I could upgrade my Ranger to Druid with Grigori, I think it was disabled.
- My third Great Prophet could build Altar of the Luonnotar I and II (with II build).
 
Because one needs to actively pillage to remove ruins, barrows, and I assume animal lairs once they are implemented; it would be nice if units on the recon track could pillage.

Also destroying AV cities does not drive down the AC, in fact it drives it up at the same rate as destroying any other city plus the boost for the city changing hands.
 
1. Elven warriors and scouts are not starting with Elven Trait.
2. Unable to choose Education Civics. They are not displaying on Civic screen.
3. Civic Screen civic choices roll out of box and behind image graphics.
 
Thank you. I have the patch but apparently installed it directly to the BTS:FfH folder instead of to just the "mod" folder. The patch was one folder down from where it should have been. *embarassed grin*

1. Killed an injured Orphus with Hero Gilden. Orphus's death did not grant axe.
2. Hawk Icons for Rebase and Recon need to be updated to FfH graphic set.
3. Elven Hunters are not serving as bases for hawks.
 
Thank you. I have the patch but apparently installed it directly to the BTS:FfH folder instead of to just the "mod" folder. The patch was one folder down from where it should have been. *embarassed grin*

1. Killed an injured Orphus with Hero Gilden. Orphus's death did not grant axe.

Nope, I kicked Orthus around some and didn't get the Axe either, nor was there the "Orthus Axe has changed hands" message. But that oversight's been mentioned before in this thread already.
 
I'm new to this mod, being just introduced to it through BTS. I think it's great, of course, and I'd like to help in any way I can. Here's a few things I've noticed. Thanks for all your work!

1. Planar Gate message reads 'Creature has come through gate' instead of naming unit
2. Upon age change my cities disappear (The generic huts etc, not the ones I've built)
3. Converting to Ashen Veil does not make me evil
4. Can't upgrade adepts to conjurers
5. Many spells and abilities in the descriptor box read 'CastDescr' instead of what they actually are.
 
-There are two useless hints:
Spoiler :
-You may view your spaceship by going to the "Victory Conditions" screen and selecting "View" under "Space Race."
-Your fighters can intercept multiple enemy planes per per turn, but become less effective at it as they get damage, so take care to repair your defensive planes.

-The volcano graphic should be updated to the one in Age of Ice
-Sometimes the modern road graphic is used, as seen in the following screen:
Spoiler :
screen2ly7.png
 
I'm new to this mod, being just introduced to it through BTS. I think it's great, of course, and I'd like to help in any way I can. Here's a few things I've noticed. Thanks for all your work!

1. Planar Gate message reads 'Creature has come through gate' instead of naming unit


That's the way the Gates are suppose to work
 
Well, i got through 2 turns without a crash! I can't seem to find an error log, since it crashes right to desktop. Here's the save.

I've replicated the crash. Just load the save, and right-click the city (I was trying to change production). You may have to move the units first, but I doubt it. I'm pretty sure I'm running patch J.

Edit: This continues to happen any time I try it, so probably don't need my save. Have to train myself to go IN to the city.
 

Attachments

Patch "k" is linked in the first post.
 
Is there a way to verify I'm running the right patch? I downloaded and ran the J (and just now K) patches. My title screen just says FFH2 024 -- no J, K or anything.

I'm mostly asking because I can't cast a pair of very early spells (charm person, haste), yet they're not on kael's to-do list on the front page.

Also, is the full changelog viewable somewhere? I can't find a readme or such file, and only the most recent 3 patches are shown on the front page.
 
Again python errors:
Spoiler :
capture_18082007_101658.jpg

Returned every few turns.

Some other bugs:
  • units are upgraded to bronze weapons in cities w/o forge
  • armageddon counters rises WAY too fast
  • several barb heroes are created when AC reaches high levels (that is, multiple buboes for example)
  • i can build tower of the elements w/o mana req
 
Error when opening victory condition screen:

Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 188, in showVictoryScreen

  File "CvVictoryScreen", line 118, in interfaceScreen

  File "CvVictoryScreen", line 603, in showVictoryConditionScreen

ArgumentError: Python argument types in
    CyGInterfaceScreen.setTableText(CyGInterfaceScreen, str, int, int, int, str, CvPythonExtensions.WidgetTypes, int, int, int)
did not match C++ signature:
    setTableText(class CyGInterfaceScreen {lvalue}, char const *, int, int, class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >, char const *, enum WidgetTypes, int, int, int)
ERR: Python function showVictoryScreen failed, module CvScreensInterface
 
Text shown for attitude modifiers, (when I hover with the mouse on a leaders portrait or on his name in the scoreboard) - for Evil Leaders it says (-1 You are evil) and for neutral leaders (-2 You are neutral). Should be (You are good) in both cases. Not sure about the modifiers values however.

- Ancient Forests use the same graphics as normal forests. I can tell they are there by hovering the mouse on them as well as by the tile yield.
 
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