FfH2 BtS Conversion Beta

Horse archer requirements still messed up, the Fyrdwell has no resource requirements while the others all require deer.

When capturing animals with dwarven hunters or scouts the animals gain the dwarven promotion. (giant dwarven spiders :crazyeye:)

An AI controlled adept had the treetop defense promotion while being outside of forest

Popup for choosing crusade civic appears for non-Bannor civs

rebasing hawk doesn't use up move point

it seems like the AC is rising too fast, but I don't know the specific rules for it, does anyone know this?
 
Is there a specific civ that needs more testing that you would like us to play?

Or anything else specific that you would like us to look into?

Also is the FfH 2 wiki a good source to reference. Or the civilpedia updated enough to use that?
 
Is there a specific civ that needs more testing that you would like us to play?

Or anything else specific that you would like us to look into?

Nope, its not the known dangers that I am worried about, its the unknown. Play as you normally would.

I would be interested in hearing about any multiplayer experiences.
 
I experienced the strange research rate slider error (increasing by 3 or 6 percent) for the first time in patch "r" as well, when playing as the Amurites. Is mind mana causing the research rate slider to be increased by 3% each instead of giving a 3% bonus? I'm pretty sure everyone who has mentioned this problem was playing with a civ that starts with mind mana.

Bingo. I was coming here to say just this. I was playing the Ljosalfar, who dont' start with mind, but the moment I hooked up a mind node, about 2 turns later this happened.

Marnid said:
When capturing animals with dwarven hunters or scouts the animals gain the dwarven promotion.

Elven too. Elven elephants charging through the forests.... :)

MagisterCultuum said:
The AC still rises way too fast, especially if advanced starts are used.

Agreed. Do you by chance play large/huge maps or epic/marathon speeds? I just get the feeling (can't support it however) that the AC isn't speed/size adjusted. I'm regularly seeing the horsemen in play while the AI and I are still messing around with hunters and swordsmen at best.
 
The Wrath event still seems to causes all units to turn barbarian, even Infernal demons and Mercurian Angels.

Yeah... with that, in addition to the fact that all the horsemen always seem to spawn in one area, it's lights out. For the record, when the barbs have 100% of the units, they can take an entire 5-civ continent in about 10 turns. It was stunning to watch on playback. If there's anything in the horseman-spawning code that could try really really hard to keep them spread apart, that would be cool.

I may have to withdraw my comments about the AC going too fast though. I watched on playback/world builder after the game. The Clan of Embers FINALLY amounted to something -- they were destroying huge Kuriotates/Khazad cities. Added to that, the entire eastern continent was Ashen Veil, since the other 4 religions were on the western continent. Sometimes the world is just doomed I guess. :)
 
Patch "s" is linked in the first post. It makes the following changes:

1. City religions have a chance to be passed to units built in that city.
2. Celestial Compass correctly modifies ritual build times.
3. Fireballs and Meteors are no longer permanent.
4. Fireballs explode in the correct tile.
6. Manes and Angels aren't created all the time.
7. Mind Mana now correctly gives +3% reserach rate instead of changing your research rate 3%.
8. Ars and Werewolves only produce units when killing living units.
9. Permanent summons start without movement.
10. Armageddon sound effects added when the coutner goes up or down (for woodelf).
11. Fixed requirements for horsemen.
12. A civs default race will only be applied when units are built (no more dwarven spiders).
13. War weariness is no longer applied when non-living units die.
14. The AI can now upgrade mana nodes.
15. Fixed the Avatar of Wrath event so it won't take all the units.
 
Hey... I'm curious, how close are you to finishing the conversion to the expansion? Like how long do you think it will be? :)
 
Hey... I'm curious, how close are you to finishing the conversion to the expansion? Like how long do you think it will be? :)

Hmm... Dont know. Im getting to the point where IM not spending every modding minute working on it. Instead I starting to spend time playing and working with the team on Shadow design. Probably 2 weeks before I consider it done and start working on the first "Shadow" build.
 
I wish I could tell you. Without the ability to reproduce it I can't troubleshoot it well. I would recommend the following:

9. If you still have it make sure you have python exceptions turned on and let me know if you see any python errors.

THAT was a good idea :)
Now we get closer to the problem. See screenshot. This error appears when trying to enter the city screen
 

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THAT was a good idea :)
Now we get closer to the problem. See screenshot. This error appears when trying to enter the city screen

Thats very odd. Its trying to build the list of the units you can build in the city. Its not a line thats been modified for FfH. Hmm...

Is there any posibility you have a build queue saved? Do you see any problems with any of the unit icons when you go into the Civilopedia Unit page? Are any of them pink?
 
Is there any posibility you have a build queue saved? Do you see any problems with any of the unit icons when you go into the Civilopedia Unit page? Are any of them pink?

1. No
2. No
3. No

But: When clicking a Unit in the Civilopedia the program crashes. This happens with any Unit Icon but not always. Sometimes it works sometimes not. After clicking 2-3 Icons Civ4 crashes. very strange...
I'm myself a programmer and I hate those kind of bugs that result in unpredictable behaviours :blush:
 
1. No
2. No
3. No

But: When clicking a Unit in the Civilopedia the program crashes. This happens with any Unit Icon but not always. Sometimes it works sometimes not. After clicking 2-3 Icons Civ4 crashes. very stange...
I'm myself a programmer and I hate those kind of bugs that result in unpredictable behaviours :blush:

Thats definitly not right. Do you have any problems like that when you try the same thing in the normal BtS game?
 
Thats definitly not right. Do you have any problems like that when you try the same thing in the normal BtS game?

No. Everything works fine there.

Civ4-BtS only crashes in Civilopedia when FfH mod is loaded. After clicking around for a while I can tell that
1. this only happens with the units tab
2. and only when I click a unit icon in the overview (list to the left)
3. When successfully clicked a unit (without crash) I may browse all units normally by clicking their names in the list to the right

Furthermore I observed that the program makes a noticable pause (~1 sek.) after clicking a unit icon in the overview. Then the unit description appears or the program crashes. This short delay only occurs in the unit overview.
 
No. Everything works fine there.

Civ4-BtS only crashes in Civilopedia when FfH mod is loaded. After clicking around for a while I can tell that
1. this only happens with the units tab
2. and only when I click a unit icon in the overview (list to the left)
3. When successfully clicked a unit (without crash) I may browse all units normally by clicking their names in the list to the right

Furthermore I observed that the program makes a noticable pause (~1 sek.) after clicking a unit icon in the overview. Then the unit description appears or the program crashes. This short delay only occurs in the unit overview.

Is there any pattern to the units that crash and those that dont?
 
In my first Patch "s" game, as Ethne of the Elohim, I've been able to keep the AC down much better than under previous patches (it got to 50 in about 300 years, rather than to 100 in less than 200 years). In part I got lucky, having mostly good and neutral civs and converting one of the two evil civs (Doviello )to the Order very early on. Tebyrn did found the AV, but is sticking with OO. I convinced other civs to declare war on Tebryn and Tasunke (who had adopted AV, but switched to Runes early in the war, as soon as Hyborem appeared) However, I think this has a lot to do with the fact that when Hyborem isn't doing very well. I think he spawned in the middle of Charadon's territory (I just used worldbuilder to find him) and hasn't moved a unit, declared war, built a city, or adopted the AV. He showed up about 100 years ago, and has done nothing. I wonder if this may be related to the change that allowed lairs to spawn barbarians within other civs territories.


Now that I've found Hyborem, I declared war and destroyed all of his units before he could get a city. However, the Hyborem unit (which still has immortal, fear, and many other promotions) seems invincible. Its not that my units are to weak to beat him, its that they always withdraw when he gets to 0.4/1 strength. Does Immortal work differently when you don't have a city to return to, recreating the unit on the same tile?
 
Is there any pattern to the units that crash and those that dont?

Unfortunately not. Absolutely no pattern. The same unit may be work and crash in another run.
I'll try to reinstall BtS and do not install the patch 3.03. I have read in another thread that this patch actually screw up more things than fix them under Vista.

I think that this Civilopedia issue isn't related with the no city menu error anyway. I can live with a broken Civilopedia but without the build selection in cities I can't play (and test) the game at all :)

Edit: What makes me very suspicious is that mysterious delay that occurs only during unit selection. Obviously BtS runs into some code and get lost (sometimes)
 
With patch R

Reloading from save game crashes game.

Upgrade to bronze weapons without forge.

Advanced start allows railroad.

Relations window goes to civpedia on left click of leader.

Cant exchange Orthus' axe to another unit.

Mana not listed on right side of window anymore.

When capturing goblin worker, they turn into standard worker.

When an AI opponent has Loki, he does not seem to heal the unit. I have seen Loki over 50+ turns slowly losing health without healing.

Cannot see inside cities where my state religion has spread. (I was first to discover the religion)

As Valledia Eden, after upgrade of adept to wizard, there is no free promotion.

Fireball remained after "end of turn"; first turn cast and move to location (couldn't make distance), second turn fireball still around and able to use.

Research rate still skews upwards.

edit: some of the above are listed above, I have been playing all day and typing it as i go, sorry for the overlap.
 
With Patch P I got a crash to desktop when I tried to grant independence to a set of cities as colonies.

There is also (I believe) a slight typo with the diplomacy messages with one of the leaders you encounter with the Balseraphs:

ffh.jpg
 
The Malakim starting Units don't have the Nomad Promotion.
 
Unfortunately not. Absolutely no pattern. The same unit may be work and crash in another run.
I'll try to reinstall BtS and do not install the patch 3.03. I have read in another thread that this patch actually screw up more things than fix them under Vista.

I think that this Civilopedia issue isn't related with the no city menu error anyway. I can live with a broken Civilopedia but without the build selection in cities I can't play (and test) the game at all :)

Edit: What makes me very suspicious is that mysterious delay that occurs only during unit selection. Obviously BtS runs into some code and get lost (sometimes)

The interesting link between the two is that the code it is trying to run when you get the error on the city screen is that it is cycling through all the units looking to display the ones you are able to build.
 
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