Broken Hawk
Emperor
I believe you must be next to a blizzard... It allows you to lead it around.
That's been my experience.
I believe you must be next to a blizzard... It allows you to lead it around.
The Illians are now required to have four cities before they can begin Samhain. I don't see this change mentioned in the patch notes, and the 'pedia entry for Samhain does not reflect this change. The change could be intended to help the AI avoid hurting itself by starting the ritual too early, or it might be a bug. I don't see any specific benefit to preventing a human from choosing to build it with fewer cities, but if the change is intentional then the 'pedia needs to be updated accordingly.As illians can't build samhain but can build white hand. Maybe i built it but don't remember but I honestly don't recall ever seeing it in the buildable box. Maybe another illians in game and they built it? But don't remember ever seeing frostlings...
Patch 0.41j
...
4. All leaders xml settings reviewed compared to WildMana (mostly involving AI changes).
...
That was changed, but it was reverted because it caused stability issues in MP games. As far as increasing the AC goes, try just spreading AV around normally
These units, and their 'pedia entries, are fine for me using 0.41j. I would suggest reinstalling the mod.Bug report: At least two known units, the Balseraph Freak and the Calabim Hero Losha Vala are quite broken. There is no civilopedia entries, and both unit's models have outstretched arms and their action buttons are completely blank...making them totally unusable.
When you changed Civ4LeaderHeadInfos.xml you seem to have changed all the <iNoTechTradeThreshold> values to -25 (except the barbarians, for some reason). That makes it impossible to trade techs with any AI controlled civilization. They will "fear you are becoming too advanced" throughout the whole game.
So essentially every game is set to No Tech Trading against the human player only? Good grief, well that's nice to know.
Nope. I've been trading techs with the AI just fine.
Version 0.41j.
There's no pop-up warning you that casting an area of effect spell might cause you to declare war. I had a mage cast Maelstrom and ended up declaring war against a rival that I didn't want to fight, since I was already in a war with two other civs.
Posting this here rather than in the cosmetic issues thread because I think it's serious enough to be considered a bug -- generally speaking, you should know when you're declaring war on someone.
Although I've had AI who are far more advanced then me refuse to trade.
/*************************************************************************************************/
/** BUGFIX (modified CityRadius) Sephi **/
/** **/
/** makes sure an AI city only steals plots it can actually use **/
/*************************************************************************************************/
/** orig code
for (iI = 0; iI < NUM_CITY_PLOTS; iI++)
**/
int iNumCityPlots=21;
if (getPlotRadius()==3)
{
iNumCityPlots=37;
}
for (iI = 0; iI < iNumCityPlots; iI++)
/*************************************************************************************************/
/** END **/
/*************************************************************************************************/
patch j. I captured a barb city on a grassland tile. My Mage was able to cast Spring. Of course, nothing happened when I cast.
When you changed Civ4LeaderHeadInfos.xml you seem to have changed all the <iNoTechTradeThreshold> values to -25 (except the barbarians, for some reason). That makes it impossible to trade techs with any AI controlled civilization. They will "fear you are becoming too advanced" throughout the whole game. From base BtS the minimum value is 5 for leaders reluctant to trade to someone who has traded many techs, 10 is average, 15 for the diplo-whores and a single one is set at 20 (everybody's favorite tech slut, Mansa Musa).