FfH2 BtS Conversion Beta

With patch R

Reloading from save game crashes game.

Im unable to reproduce this. I know a reload from an earlier verison will crash, but reloads from the same version should work.

Upgrade to bronze weapons without forge.

Yeah, Ive removed the building requirements for now. I'll note it in the changelog.

Advanced start allows railroad.

I'll see about removing it (or at least block it from being avialable with advanced start).

Relations window goes to civpedia on left click of leader.

I think this is a normal BtS thing.

Cant exchange Orthus' axe to another unit.

That will be fixed in the next version. Make sure you have python exceptions turned on so you can see the errors that your getting.

Mana not listed on right side of window anymore.

I probably wont impelment interface things like this until Shadow. I want to see all the stuff we are doign there first, then decide the best way to change the interface.

When capturing goblin worker, they turn into standard worker.

Good catch, I'll check it out.

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.

Loki's actually just as useful regardless of his life total.

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

This is a BtS change, religion doesn't allow you to see cities anymore.

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

Weird, this should have been fixed in patch "p". Its working in my tests.

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.

I'll check it out.

Research rate still skews upwards.

That should be fixed in patch "s".

edit: some of the above are listed above, I have been playing all day and typing it as i go, sorry for the overlap.

No problem, I appreciate the post. This is the kind of feedback I need.
 
As nationality promotions are granted now only to units when built in a city, the free starting units and those gifted through huts don't have these promotions. Playing a Ljosalfar my two starting scouts don't have the Elven promotion and thus don't have extra move point for forests. I also received a warrior from a hut and he doesn't have the promotion.

As mentioned before workers captured change nationality.

I have gone through more than 200 turns now and bonuses (happiness, and health) issue is not there yet. I have some doubts about saving and loading for this issue so I will see what happens when I reload the game later.
 
How do you guys get this to load? I get a CTD right after the intro movie, the one about the Age of Ice ending. Do you have to choose from a specific set of civs, use a certain map script or something?

If it's any help the error was in the binkw32.dll
 
Started a new game, but wasn't able to find many bugs this time round:

**EDIT: ADDED A FEW MORE**

* Starting units don't begin with racial traits.
* Mana doesn't revert with cultural expansion over the tile.
* Fear isn't working (convinced five Dwarven slingers to take on Buboes, each with 0 exp and <0.1% chance of winning)
* Required Armageddon Counter isn't showing for the Epic units (Mithril Golem, Meshabber, and the Dragons).
* Demons' Altar no longer allows you to sacrifice your troops
* The "Not buildable by your civilization" marker no longer shows up in the civilopedia (and I spent 60 turns researching Domesticate Elephants with the Khazad, too :()
* Are troops supposed to be able to defensively withdraw from a city? (I attack the city, defenders with Flanking exit the rear of the city rather than be destroyed.)
* I seem to remember that the Guerrilla line of promotions gave Hills Attack in Age of Ice. Can this not be ported over?
 
Good civs have a -2 attitude against neutral; not sure if this is working as designed (it used be no penalty)

Creating an adept in a city with cave of the ancestors:
Spoiler :
naamloos.JPG


When promoting a unit to patriarch:

Spoiler :
naamloos3.JPG
 
Patch "t" is linked in the forst post. It makes the following changes:

1. Added the Banish spell.
2. Added the Hideous Thoughts spell.
3. Added the Feed spell.
4. Added the stigmata mechanic.
5. Railroads cant be placed with advanced start.
6. Fixed the Get Axe ability.
7. Free units on game start get their civs default race.
8. Captured units keep their old unit type if they were UU's.
9. Fixed the Armageddon Counter so it is correctly adjusted for all the players in the game.
10. Fixed the error in Become Patriarch.
11. Fixed the error building adepts with a Cave of Ancestors.
12. Fixed defensive fear.
13. Fixed Elohim warrior model.
 
Hi,

playing version 0.24s.

A captured Hill Giant (with hidden nationality) wasn't able to invade neutral AI territory. When I tried the declaration of war pop-up showed up.

The "three" horsemen of the apocalypse don't spawn mana when they die. I think this was mentioned before by someone else.

Furthermore, they vanish when they reside in a city that becomes turned by culture and get replaced by some simple units. This is a vanilla feature but solves the threat of those special heroes too easily. As I encountered them (all 3 spawned within 10 turns, all invaded my empire), they captured two of my cities and stayed there (perhaps the AI wanted to let them heal - but they don't, so this undertaking was quite useless and possibly even everlasting; they were not the only defending units in those cities and so staying in those cities only because of defending purposes seems unlikely to me). Because they captured cities in the core of my empire I was able to recapture those cites due to cultural take-over.

I got rid of all 3 horseman just by clicking the end-turn button - so to say.

When a city is build on a undefined mana res (speciality of AI civs by the way) it is lost because u need a node on it to get it's bonuses. How would a defined mana res, spawned by one of the horsemen on a city-tile, count? Perhaps a spawning mana res should be placed on a adjacent non-city-tile or - more drastically - the horsemen should just destroy cities they overwhelm (so they cannot get defeated inside cities :mad: ).

Today I tried version 0.24t via VPN with a friend. He played Lanun and as he builded a pirate cove he lost his worker - a phyton error followed.

mhh ... i have trouble to upload the image, so I type the error in:
Spoiler :

File "CvSpellInterface", line 13, in cast

File "string", line 0, in ?

File "CvSpellInterface", line 748, in spellPirateCove

ArgumentError: Phyton argument types in
CyUnit.setXY(CyUnit, int, int)
did not match C++ signature:
setXY(class CyUnit {lvalue}, int, int, bool, bool, bool)
 
Played a short game as the Grigori:

  • Adaptive traitlist still pops up too often; on average about every 5 or 10 turns
  • Grigory adventurers still can't take heroic strength/defense promotions
  • text error in perpentach's greeting message: it shows '<tab>' before every line

Other than that, great work :goodjob:
 
noticed my units now auto destroy lairs and burrows and get no gold for them.
is this an intended change I missed?
 
Luchuirp can upgrade their warriors to wood golems

Luchuirp can build mages/archmages (not sure if this is intended)

Recruited unit from great commander don't receive racial traits

Blessed promotion granted to any unit ending turn in city /w level 3+ altar of luonatar (mouseover says only units built in city)

can't make dancing bear
 
Line of sight for no obvious reason. Save game is lost.
 

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The game seems to crash when I liberate conquered cities back to the civ I took them from, after making peace (I was playing as Hyborem, conquering cities just to spread AV with no intent of keeping them). Normal city gifting seems fine, but liberation causes a crash.

I was playing with patch "t", but I think I had the same error with patch "s" yesterday. Both times I had made some some minor .xls changes (giving flying to units that obviously have wings, like the dragons and Hyborem, weakening a few units but giving them affinity, increasing the max free xp and max barb/animal xp, adding a couple of upgrade paths and making some units never go obsolete), but I don't think they were related to the crash. It may be that liberating cities relies on some aspect of the new colonization feature that hasn't been added to the mod yet.
 
This is from the weekend... I started a new game with "Patch R" (I know its up to T now) and all the terrain looked normal. After city placement and first unit movement (turn 0), the terrain changed, see screen shot (image 003).

I don't think this should have happened on turn 1, pretty funny... :lol:

I attached another (image 004) a few turns later because the Ruins in the top right corner of image 003 disappeared was kind of strange, as I was sure I would be first to it.

Anyway, I didn't have the python exceptions on, sorry, will ensure they are on now that I have "patch T".
 

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Burning blood is not targeted but casts on all units on the stack?
I think this was mentioned before, adepts still don't get a free promotion. Mages and conjures do get one, i think.

Got a python error when trying to switch religions:
Spoiler :
naamloos4.JPG


Happened when I clicked any non-state religion thumb, also if non of my cities had the religion. Effectively disabled religion switching, since I couldn't select another religion I also couldn't switch.


noticed my units now auto destroy lairs and burrows and get no gold for them.
is this an intended change I missed?

That's intended.
 
This is my first post on this forum. It's surely off-topic, but I do not want to start without saying how much I am a fan of your mod. I have tried out several other Civ4 mods that also bring in new inventive, interesting ideas to the game, but IMHO FfH clearly beats them all. Mythology, techtree, mechanics, civs and leaders, media: it all works harmoniously together to create a fantastic (in the double sense of the word) civ4 game experience.
In contrast to all other mods and vanilla civ4, starting a new game becomes more fun each time (will this ever end?). Ok, it must already be boring for you to read this constantly, but I just wanted to express my enthusiasm that the work of you guys on this project is just so incredible.

I started playing the BtS version of FfH 2 yesterday (V2024s with Solver's patch underneath). Here is what I experienced concerning bug issues so far, playing with Lanun (Falamar):

Lanun fishing boats do not work on pearls (hence the resource is still unavailable)

Pirate coves cannot be built (this has already been corrected by the newest patch if I am not mistaken, haven't tried it out yet)

Free ^ promotion is missing for Lanun units

In the same game I noticed the following:

There seems to be an unresolved issue with spells and promotions of Sheiam units. While playing an advanced Lanun game I got messages and icon pop-ups each time when AI Os-Gabella's units were casting a spell ("Dance of Blades"). I also noticed that while adepts had obtained the promotion after casting the spell for the turn, all other Sheaim units in the same stack did not (as they should). From curiosity, I started a new game as Os-Gabella. After a few turns, I experienced a possibly related issue: Ancient towers did not apply a sentry bonus to my units. (Didn't have the time to try out the adept issue, though.)
 
Patch "u" is linked in the first post. It makes the following changes:

1. Hidden Nationality units ignore rite of passage agreements.
2. Fixed the error building pirate dens.
3. Perpentach's diplo text fixed.
4. Disable upgrade works correctly now (luchurip warriors can upgrade to wood golems).
5. Captured bears can make Dancing Bears buildings.
6. Resistances added.
7. Fire resistance is required to enter flames tiles.
8. Added the Sacrifice the Weak mechanic (change food consumption through a civic).
9. Stoneskin mechanic added.
10. Cults arent displayed on the religion screen.

I was holding off adding resistances to make sure that combat odds were working out okay. I think its a much better implementation than in the vanilla version of FfH. Let me know what you guys think.
 
what are you gonna do when you run out of letters of the alphabet Kael?

Hehe, keep up the good work! I'm excitedly awaiting this!
 
Solver came up with an unofficial patch that corrects a few of the more egregious bugs in BTS. It may have unexpected interactions with FfH.

I know Solver's patch I was asking how you actually used it with FfH.

Anyway it seems to me that you put Solver's DLL in ../Beyond the Sword/Assets. If you put it inside FfH it won't actually load at all. It should give you a punch of XML errors and other nasty things.

As FfH has its own DLL it will be the one used when you load the mod and Solver's patch won't affect it by any means.
 
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