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FfH2 Bug Thread

Discussion in 'Civ4 - Fall from Heaven' started by Kael, Jan 26, 2009.

  1. yesferatu

    yesferatu Chieftain

    Joined:
    Nov 21, 2012
    Messages:
    3
    I did indeed. You just swap out the UnitInfos.xml files right?
    I also tried:
    -Reinstalling
    -Reinstalling - testing the pyre zombies - saving the pre-patch XML (that works) and switching THAT one out
    -Manually editing the XML with and without the Civ XML editor

    The working and non-working XML docs look identical. Is it possible the problem is in another file?
    Here's the line I have...
    <UnitInfo>
    <Class>UNITCLASS_AXEMAN</Class>
    <Type>UNIT_PYRE_ZOMBIE</Type>
    <UniqueNames>
    </UniqueNames>
    <Special>NONE</Special>
    <Capture>NONE</Capture>
    <Combat>UNITCOMBAT_MELEE</Combat>
    <Domain>DOMAIN_LAND</Domain>
    <DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
    <Invisible>NONE</Invisible>
    <SeeInvisible>NONE</SeeInvisible>
    <Description>TXT_KEY_UNIT_PYRE_ZOMBIE</Description>
    <Civilopedia>TXT_KEY_UNIT_PYRE_ZOMBIE_PEDIA</Civilopedia>
    <Strategy>TXT_KEY_UNIT_PYRE_ZOMBIE_STRATEGY</Strategy>
    <Advisor>ADVISOR_MILITARY</Advisor>
    <bAnimal>0</bAnimal>
    <bFood>0</bFood>
    <bNoBadGoodies>0</bNoBadGoodies>
    <bOnlyDefensive>0</bOnlyDefensive>
    <bNoCapture>0</bNoCapture>
    <bQuickCombat>0</bQuickCombat>
    <bRivalTerritory>0</bRivalTerritory>
    <bMilitaryHappiness>0</bMilitaryHappiness>
    <bMilitarySupport>1</bMilitarySupport>
    <bMilitaryProduction>1</bMilitaryProduction>
    <bPillage>1</bPillage>
    <bSpy>0</bSpy>
    <bSabotage>0</bSabotage>
    <bDestroy>0</bDestroy>
    <bStealPlans>0</bStealPlans>
    <bInvestigate>0</bInvestigate>
    <bCounterSpy>0</bCounterSpy>
    <bFound>0</bFound>
    <bGoldenAge>0</bGoldenAge>
    <bInvisible>0</bInvisible>
    <bFirstStrikeImmune>0</bFirstStrikeImmune>
    <bNoDefensiveBonus>0</bNoDefensiveBonus>
    <bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
    <bCanMoveImpassable>0</bCanMoveImpassable>
    <bCanMoveAllTerrain>0</bCanMoveAllTerrain>
    <bFlatMovementCost>0</bFlatMovementCost>
    <bIgnoreTerrainCost>0</bIgnoreTerrainCost>
    <bNukeImmune>0</bNukeImmune>
    <bPrereqBonuses>0</bPrereqBonuses>
    <bPrereqReligion>0</bPrereqReligion>
    <bMechanized>0</bMechanized>
    <bSuicide>0</bSuicide>
    <bHiddenNationality>0</bHiddenNationality>
    <bAlwaysHostile>0</bAlwaysHostile>
    <UnitClassUpgrades>
    </UnitClassUpgrades>
    <UnitClassTargets>
    </UnitClassTargets>
    <UnitCombatTargets>
    </UnitCombatTargets>
    <UnitClassDefenders>
    </UnitClassDefenders>
    <UnitCombatDefenders>
    </UnitCombatDefenders>
    <FlankingStrikes>
    </FlankingStrikes>
    <UnitAIs>
    <UnitAI>
    <UnitAIType>UNITAI_ATTACK</UnitAIType>
    <bUnitAI>1</bUnitAI>
    </UnitAI>
    <UnitAI>
    <UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
    <bUnitAI>1</bUnitAI>
    </UnitAI>
    <UnitAI>
    <UnitAIType>UNITAI_COLLATERAL</UnitAIType>
    <bUnitAI>1</bUnitAI>
    </UnitAI>
    <UnitAI>
    <UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
    <bUnitAI>1</bUnitAI>
    </UnitAI>
    </UnitAIs>
    <NotUnitAIs>
    </NotUnitAIs>
    <Builds>
    </Builds>
    <ReligionSpreads>
    </ReligionSpreads>
    <CorporationSpreads>
    </CorporationSpreads>
    <GreatPeoples>
    </GreatPeoples>
    <Buildings>
    </Buildings>
    <ForceBuildings>
    </ForceBuildings>
    <HolyCity>NONE</HolyCity>
    <ReligionType>NONE</ReligionType>
    <StateReligion>NONE</StateReligion>
    <PrereqReligion>NONE</PrereqReligion>
    <PrereqCorporation>NONE</PrereqCorporation>
    <PrereqBuilding>NONE</PrereqBuilding>
    <PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
    <TechTypes>
    </TechTypes>
    <BonusType>NONE</BonusType>
    <PrereqBonuses>
    </PrereqBonuses>
    <ProductionTraits>
    </ProductionTraits>
    <Flavors>
    </Flavors>
    <iAIWeight>0</iAIWeight>
    <iCost>60</iCost>
    <iHurryCostModifier>0</iHurryCostModifier>
    <iAdvancedStartCost>100</iAdvancedStartCost>
    <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
    <iMinAreaSize>-1</iMinAreaSize>
    <iMoves>1</iMoves>
    <bNoRevealMap>0</bNoRevealMap>
    <iAirRange>0</iAirRange>
    <iAirUnitCap>0</iAirUnitCap>
    <iDropRange>0</iDropRange>
    <iNukeRange>-1</iNukeRange>
    <iWorkRate>0</iWorkRate>
    <iBaseDiscover>0</iBaseDiscover>
    <iDiscoverMultiplier>0</iDiscoverMultiplier>
    <iBaseHurry>0</iBaseHurry>
    <iHurryMultiplier>0</iHurryMultiplier>
    <iBaseTrade>0</iBaseTrade>
    <iTradeMultiplier>0</iTradeMultiplier>
    <iGreatWorkCulture>0</iGreatWorkCulture>
    <iEspionagePoints>0</iEspionagePoints>
    <TerrainImpassables>
    </TerrainImpassables>
    <FeatureImpassables>
    </FeatureImpassables>
    <TerrainPassableTechs>
    </TerrainPassableTechs>
    <FeaturePassableTechs>
    </FeaturePassableTechs>
    <iCombat>3</iCombat>
    <iCombatLimit>100</iCombatLimit>
    <iAirCombat>0</iAirCombat>
    <iAirCombatLimit>0</iAirCombatLimit>
    <iXPValueAttack>8</iXPValueAttack>
    <iXPValueDefense>4</iXPValueDefense>
    <iFirstStrikes>0</iFirstStrikes>
    <iChanceFirstStrikes>0</iChanceFirstStrikes>
    <iInterceptionProbability>0</iInterceptionProbability>
    <iEvasionProbability>0</iEvasionProbability>
    <iWithdrawalProb>0</iWithdrawalProb>
    <iCollateralDamage>0</iCollateralDamage>
    <iCollateralDamageLimit>0</iCollateralDamageLimit>
    <iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
    <iCityAttack>10</iCityAttack>
    <iCityDefense>0</iCityDefense>
    <iAnimalCombat>0</iAnimalCombat>
    <iHillsAttack>0</iHillsAttack>
    <iHillsDefense>0</iHillsDefense>
    <TerrainNatives>
    </TerrainNatives>
    <FeatureNatives>
    </FeatureNatives>
    <TerrainAttacks>
    </TerrainAttacks>
    <TerrainDefenses>
    </TerrainDefenses>
    <FeatureAttacks>
    </FeatureAttacks>
    <FeatureDefenses>
    </FeatureDefenses>
    <UnitClassAttackMods>
    </UnitClassAttackMods>
    <UnitClassDefenseMods>
    </UnitClassDefenseMods>
    <UnitCombatMods>
    </UnitCombatMods>
    <UnitCombatCollateralImmunes>
    </UnitCombatCollateralImmunes>
    <DomainMods>
    </DomainMods>
    <BonusProductionModifiers>
    </BonusProductionModifiers>
    <iBombRate>0</iBombRate>
    <iBombardRate>0</iBombardRate>
    <SpecialCargo>NONE</SpecialCargo>
    <DomainCargo>NONE</DomainCargo>
    <iCargo>0</iCargo>
    <iConscription>0</iConscription>
    <iCultureGarrison>4</iCultureGarrison>
    <iExtraCost>0</iExtraCost>
    <iAsset>3</iAsset>
    <iPower>6</iPower>
    <UnitMeshGroups>
    <iGroupSize>3</iGroupSize>
    <fMaxSpeed>1.75</fMaxSpeed>
    <fPadTime>1</fPadTime>
    <iMeleeWaveSize>3</iMeleeWaveSize>
    <iRangedWaveSize>0</iRangedWaveSize>
    <UnitMeshGroup>
    <iRequired>3</iRequired>
    <EarlyArtDefineTag>ART_DEF_UNIT_PYRE_ZOMBIE</EarlyArtDefineTag>
    </UnitMeshGroup>
    </UnitMeshGroups>
    <FormationType>FORMATION_TYPE_DEFAULT</FormationType>
    <HotKey></HotKey>
    <bAltDown>0</bAltDown>
    <bShiftDown>0</bShiftDown>
    <bCtrlDown>0</bCtrlDown>
    <bGraphicalOnly>0</bGraphicalOnly>
    <iHotKeyPriority>0</iHotKeyPriority>
    <FreePromotions>
    <FreePromotion>
    <PromotionType>PROMOTION_UNDEAD</PromotionType>
    <bFreePromotion>1</bFreePromotion>
    </FreePromotion>
    <FreePromotion>
    <PromotionType>PROMOTION_FIRE_RESISTANCE</PromotionType>
    <bFreePromotion>1</bFreePromotion>
    </FreePromotion>
    </FreePromotions>
    <LeaderPromotion>NONE</LeaderPromotion>
    <iLeaderExperience>0</iLeaderExperience>
    <bAIblockPermDefense>1</bAIblockPermDefense>
    <bExplodeInCombat>1</bExplodeInCombat>
    <iCombatDefense>3</iCombatDefense>
    <iTier>2</iTier>
    <iWeaponTier>3</iWeaponTier>
    <DamageTypeCombats>
    <DamageTypeCombat>
    <DamageType>DAMAGE_FIRE</DamageType>
    <iCombat>1</iCombat>
    </DamageTypeCombat>
    </DamageTypeCombats>
    <PythonPostCombatLost>postCombatExplode(pCaster,pOpponent)</PythonPostCombatLost>
    </UnitInfo>
    <UnitInfo>
    <Class>UNITCLASS_AXEMAN</Class>
    <Type>UNIT_SONS_OF_ASENA</Type>
    <UniqueNames>
    </UniqueNames>
    <Special>NONE</Special>
    <Capture>NONE</Capture>
    <Combat>UNITCOMBAT_MELEE</Combat>
    <Domain>DOMAIN_LAND</Domain>
    <DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
    <Invisible>NONE</Invisible>
    <SeeInvisible>NONE</SeeInvisible>
    <Description>TXT_KEY_UNIT_SONS_OF_ASENA</Description>
    <Civilopedia>TXT_KEY_UNIT_SONS_OF_ASENA_PEDIA</Civilopedia>
    <Strategy>TXT_KEY_UNIT_AXEMAN_STRATEGY</Strategy>
    <Advisor>ADVISOR_MILITARY</Advisor>
    <bAnimal>0</bAnimal>
    <bFood>0</bFood>
    <bNoBadGoodies>0</bNoBadGoodies>
    <bOnlyDefensive>0</bOnlyDefensive>
    <bNoCapture>0</bNoCapture>
    <bQuickCombat>0</bQuickCombat>
    <bRivalTerritory>0</bRivalTerritory>
    <bMilitaryHappiness>1</bMilitaryHappiness>
    <bMilitarySupport>1</bMilitarySupport>
    <bMilitaryProduction>1</bMilitaryProduction>
    <bPillage>1</bPillage>
    <bSpy>0</bSpy>
    <bSabotage>0</bSabotage>
    <bDestroy>0</bDestroy>
    <bStealPlans>0</bStealPlans>
    <bInvestigate>0</bInvestigate>
    <bCounterSpy>0</bCounterSpy>
    <bFound>0</bFound>
    <bGoldenAge>0</bGoldenAge>
    <bInvisible>0</bInvisible>
    <bFirstStrikeImmune>0</bFirstStrikeImmune>
    <bNoDefensiveBonus>0</bNoDefensiveBonus>
    <bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
    <bCanMoveImpassable>0</bCanMoveImpassable>
    <bCanMoveAllTerrain>0</bCanMoveAllTerrain>
    <bFlatMovementCost>0</bFlatMovementCost>
    <bIgnoreTerrainCost>0</bIgnoreTerrainCost>
    <bNukeImmune>0</bNukeImmune>
    <bPrereqBonuses>0</bPrereqBonuses>
    <bPrereqReligion>0</bPrereqReligion>
    <bMechanized>0</bMechanized>
    <bSuicide>0</bSuicide>
    <bHiddenNationality>0</bHiddenNationality>
    <bAlwaysHostile>0</bAlwaysHostile>
    <UnitClassUpgrades>
    <UnitClassUpgrade>
    <UnitClassUpgradeType>UNITCLASS_CHAMPION</UnitClassUpgradeType>
    <bUnitClassUpgrade>1</bUnitClassUpgrade>
    </UnitClassUpgrade>
    <UnitClassUpgrade>
    <UnitClassUpgradeType>UNITCLASS_CHARIOT</UnitClassUpgradeType>
    <bUnitClassUpgrade>1</bUnitClassUpgrade>
    </UnitClassUpgrade>
    </UnitClassUpgrades>
    <UnitClassTargets>
    </UnitClassTargets>
    <UnitCombatTargets>
    </UnitCombatTargets>
    <UnitClassDefenders>
    </UnitClassDefenders>
    <UnitCombatDefenders>
    </UnitCombatDefenders>
    <FlankingStrikes>
    </FlankingStrikes>
    <UnitAIs>
    <UnitAI>
    <UnitAIType>UNITAI_ATTACK</UnitAIType>
    <bUnitAI>1</bUnitAI>
    </UnitAI>
    <UnitAI>
    <UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
    <bUnitAI>1</bUnitAI>
    </UnitAI>
    <UnitAI>
    <UnitAIType>UNITAI_COUNTER</UnitAIType>
    <bUnitAI>1</bUnitAI>
    </UnitAI>
    <UnitAI>
    <UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
    <bUnitAI>1</bUnitAI>
    </UnitAI>
    </UnitAIs>
    <NotUnitAIs>
    </NotUnitAIs>
    <Builds>
    </Builds>
    <ReligionSpreads>
    </ReligionSpreads>
    <CorporationSpreads>
    </CorporationSpreads>
    <GreatPeoples>
    </GreatPeoples>
    <Buildings>
    </Buildings>
    <ForceBuildings>
    </ForceBuildings>
    <HolyCity>NONE</HolyCity>
    <ReligionType>NONE</ReligionType>
    <StateReligion>NONE</StateReligion>
    <PrereqReligion>NONE</PrereqReligion>
    <PrereqCorporation>NONE</PrereqCorporation>
    <PrereqBuilding>NONE</PrereqBuilding>
    <PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
    <TechTypes>
    </TechTypes>
    <BonusType>NONE</BonusType>
    <PrereqBonuses>
    </PrereqBonuses>
    <ProductionTraits>
    </ProductionTraits>
    <Flavors>
    </Flavors>
    <iAIWeight>0</iAIWeight>
    <iCost>60</iCost>
    <iHurryCostModifier>0</iHurryCostModifier>
    <iAdvancedStartCost>100</iAdvancedStartCost>
    <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
    <iMinAreaSize>-1</iMinAreaSize>
    <iMoves>1</iMoves>
    <bNoRevealMap>0</bNoRevealMap>
    <iAirRange>0</iAirRange>
    <iAirUnitCap>0</iAirUnitCap>
    <iDropRange>0</iDropRange>
    <iNukeRange>-1</iNukeRange>
    <iWorkRate>0</iWorkRate>
    <iBaseDiscover>0</iBaseDiscover>
    <iDiscoverMultiplier>0</iDiscoverMultiplier>
    <iBaseHurry>0</iBaseHurry>
    <iHurryMultiplier>0</iHurryMultiplier>
    <iBaseTrade>0</iBaseTrade>
    <iTradeMultiplier>0</iTradeMultiplier>
    <iGreatWorkCulture>0</iGreatWorkCulture>
    <iEspionagePoints>0</iEspionagePoints>
    <TerrainImpassables>
    </TerrainImpassables>
    <FeatureImpassables>
    </FeatureImpassables>
    <TerrainPassableTechs>
    </TerrainPassableTechs>
    <FeaturePassableTechs>
    </FeaturePassableTechs>
    <iCombat>4</iCombat>
    <iCombatLimit>100</iCombatLimit>
    <iAirCombat>0</iAirCombat>
    <iAirCombatLimit>0</iAirCombatLimit>
    <iXPValueAttack>8</iXPValueAttack>
    <iXPValueDefense>4</iXPValueDefense>
    <iFirstStrikes>0</iFirstStrikes>
    <iChanceFirstStrikes>0</iChanceFirstStrikes>
    <iInterceptionProbability>0</iInterceptionProbability>
    <iEvasionProbability>0</iEvasionProbability>
    <iWithdrawalProb>0</iWithdrawalProb>
    <iCollateralDamage>0</iCollateralDamage>
    <iCollateralDamageLimit>0</iCollateralDamageLimit>
    <iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
    <iCityAttack>10</iCityAttack>
    <iCityDefense>0</iCityDefense>
    <iAnimalCombat>0</iAnimalCombat>
    <iHillsAttack>0</iHillsAttack>
    <iHillsDefense>0</iHillsDefense>
    <TerrainNatives>
    </TerrainNatives>
    <FeatureNatives>
    </FeatureNatives>
    <TerrainAttacks>
    </TerrainAttacks>
    <TerrainDefenses>
    </TerrainDefenses>
    <FeatureAttacks>
    </FeatureAttacks>
    <FeatureDefenses>
    </FeatureDefenses>
    <UnitClassAttackMods>
    </UnitClassAttackMods>
    <UnitClassDefenseMods>
    </UnitClassDefenseMods>
    <UnitCombatMods>
    </UnitCombatMods>
    <UnitCombatCollateralImmunes>
    </UnitCombatCollateralImmunes>
    <DomainMods>
    </DomainMods>
    <BonusProductionModifiers>
    </BonusProductionModifiers>
    <iBombRate>0</iBombRate>
    <iBombardRate>0</iBombardRate>
    <SpecialCargo>NONE</SpecialCargo>
    <DomainCargo>NONE</DomainCargo>
    <iCargo>0</iCargo>
    <iConscription>2</iConscription>
    <iCultureGarrison>4</iCultureGarrison>
    <iExtraCost>0</iExtraCost>
    <iAsset>4</iAsset>
    <iPower>8</iPower>
    <UnitMeshGroups>
    <iGroupSize>3</iGroupSize>
    <fMaxSpeed>1.75</fMaxSpeed>
    <fPadTime>1</fPadTime>
    <iMeleeWaveSize>3</iMeleeWaveSize>
    <iRangedWaveSize>0</iRangedWaveSize>
    <UnitMeshGroup>
    <iRequired>1</iRequired>
    <EarlyArtDefineTag>ART_DEF_UNIT_AXEMAN_DOVIELLO</EarlyArtDefineTag>
    </UnitMeshGroup>
    <UnitMeshGroup>
    <iRequired>1</iRequired>
    <EarlyArtDefineTag>ART_DEF_UNIT_AXEMAN_DOVIELLO</EarlyArtDefineTag>
    </UnitMeshGroup>
    <UnitMeshGroup>
    <iRequired>1</iRequired>
    <EarlyArtDefineTag>ART_DEF_UNIT_AXEMAN_DOVIELLO</EarlyArtDefineTag>
    </UnitMeshGroup>
    </UnitMeshGroups>
    <FormationType>FORMATION_TYPE_DEFAULT</FormationType>
    <HotKey></HotKey>
    <bAltDown>0</bAltDown>
    <bShiftDown>0</bShiftDown>
    <bCtrlDown>0</bCtrlDown>
    <bGraphicalOnly>0</bGraphicalOnly>
    <iHotKeyPriority>0</iHotKeyPriority>
    <FreePromotions>
    </FreePromotions>
    <LeaderPromotion>NONE</LeaderPromotion>
    <iLeaderExperience>0</iLeaderExperience>
    <bDisableUpgradeTo>1</bDisableUpgradeTo>
    <iCombatDefense>4</iCombatDefense>
    <iTier>2</iTier>
    <iWeaponTier>3</iWeaponTier>
    </UnitInfo>
     
  2. Tholal

    Tholal Emperor

    Joined:
    May 19, 2009
    Messages:
    1,676
    The XML looks correct. What happens when a Pyre Zombie dies in combat? Nothing? What about a Sons of Asena?
     
  3. yesferatu

    yesferatu Chieftain

    Joined:
    Nov 21, 2012
    Messages:
    3
    It explodes, but doesn't do any damage.
    Sons also explode, but they do damage.
    Sorry for the full code.
    Couldn't figure out how to collapse it.
     
  4. Tholal

    Tholal Emperor

    Joined:
    May 19, 2009
    Messages:
    1,676
    Very odd. I dont even know how that is possible!
     
  5. yxing

    yxing Chieftain

    Joined:
    Jan 24, 2013
    Messages:
    1
    I am able to generate one immortal illusion a turn by using the black mirror with my immortal. The immortal illusion is able to gain experience (the original unit had a great commander attached) and capture cities. I can provide an autosave file is necessary.
     
  6. Tasunke

    Tasunke Crazy Horse

    Joined:
    Mar 20, 2009
    Messages:
    2,800
    Location:
    the 1800s
    can capture cities ... but only if there aren't any units in it right?

    (or is this an illusion that can kill on the attack? o.O)
     
  7. Tasunke

    Tasunke Crazy Horse

    Joined:
    Mar 20, 2009
    Messages:
    2,800
    Location:
    the 1800s
    well, it happens. Or should I say, happened. Its an artifact of patch O.

    either play patch in, get the unofficial fix that is nested in this thread, fix it your self, play MNAI or EitB, or check out my upcoming mod to be released within the month.

    :)
     
  8. jimkirk

    jimkirk Prince

    Joined:
    Oct 17, 2003
    Messages:
    528
    Location:
    brooklyn, n.y.
    does this mod work with civ 4 complete? if so whats the general default path i should install the mod in .. im new to this style i just bought complete so am not aware if it uses the same path as the normal style
     
  9. clearbeard

    clearbeard King

    Joined:
    Dec 17, 2004
    Messages:
    691
    Gender:
    Male
    Location:
    Delaware, USA
    It works just fine. It's the same path style as with the piecemeal version of Civ4, as far as I know (I have only ever had the complete version). For example:
    D:\Games\Civilization 4\Beyond the Sword\Mods
     
  10. Calavente

    Calavente Richard's voice

    Joined:
    Jun 4, 2006
    Messages:
    2,786
    Location:
    France
    you need civ IV and the beyond the sword (BTS) extension (you don't currently need the warlords extension)
     
  11. Tholal

    Tholal Emperor

    Joined:
    May 19, 2009
    Messages:
    1,676
    Is the Winterborn promotion supposed to be a racial promo? It's flagged as such in CivilizationInfos, but not in PromotionInfos.
     
  12. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

    Joined:
    Dec 16, 2005
    Messages:
    7,942
    Location:
    Seyda Neen, Vvardenfell
    probably not, I guess it should work like nomad does.
     
  13. lfgr

    lfgr King

    Joined:
    Feb 6, 2010
    Messages:
    710
    Yeah, I think the <DefaultRace> tag is sort of misused for winterborn and nomad.
     
  14. Bobby66

    Bobby66 Chieftain

    Joined:
    Feb 27, 2013
    Messages:
    2
    I've run into this three times. After rage-quitting the first couple of times I did manage to save a file.

    So I've started a Luchuirp game. You know how it is in the early game. You build farms, you grow quickly, each turn barely takes more than a couple of seconds, and one of your cities gets stuck at 5 population.

    Well, not always that last one.

    For many turns, my second city has been stuck at 5 population. It is producing 13 food while only consuming 10, and it has a full food bar. When I examine the city, the game assures me that growth is imminent, but my city never expands.

    It is worth noting, however, that my capital city was not affected by this, and currently stands at six population. While I'm a little peeved right now, I can honestly say that I loved my first game as the Khazad. You guys are awesome!
     

    Attached Files:

  15. Kiech

    Kiech King

    Joined:
    Oct 1, 2002
    Messages:
    987
    Sounds like the town is at the happy cap.
     
  16. lfgr

    lfgr King

    Joined:
    Feb 6, 2010
    Messages:
    710
    If you are playing the More Naval AI Modmod, your cities won't grow above the happy cap as long as the "avoid unhappiness" button (right to the growth bar) is activated.
     
  17. Bobby66

    Bobby66 Chieftain

    Joined:
    Feb 27, 2013
    Messages:
    2
    As it happens, I do use More Naval AI. No wonder it didn't affect me in the Khazad game. Thanks!
     
  18. EvaND

    EvaND Chieftain

    Joined:
    Feb 11, 2013
    Messages:
    32
    Location:
    Σπηλι&#940
    Hello.
    New player here and im trying to read everything before i ask something, but thats rly difficult in this thread, so ill go ahead and ask:
    After applying patch o, i noticed i can no longer group my masked (hidden nationality) units together, having to move them one by one instead, which is rly annoying. I cannot even group them togehter by click+shift/control. Is it the patch o?
    Should i go back to patch n, and if so, will i get longer turn times? Im not exactly sure what the fixes in patch o are (i mean i dont understand them, not the pc master here, i just thought i should update to the latest patch :p).
    And one last thing: if i apply patch n over o, (installing patch n over o that is), will this break the game in any way? (besides the saved games), or will i have to apply patch p again for the pyre/asena issue that comes along with patch o?
    I hope you can understand my poor english..Thanks in advance!

    EDIT: Dont know if it was mentioned, but after applying patch o, the mutated promotion from the flare event is broken (only gives the mutated promotion with no random effects whatsoever), had this happened to two of my warriors. Havent tested if the promotion works with the chaos 2 spell tho..
     
  19. Antiquado

    Antiquado Chieftain

    Joined:
    Jan 22, 2010
    Messages:
    26
    Hi there.

    In my opinion, FFH was and is the best released game in existence. I've played it multiplayer against my friends for 3-4 years now, and even though a lot of PC games has been installed and left my SSD again, FFH is still our game of choice. FFH offered two particular improvements to the Civ (and strategy game) franchise: A tech tree where you actually have to choose specific ways to go each game, and actual play-style difference between a large number of races/civilizations. The result was a game experience that even Sid Meier has yet to reproduce: Unlimited replayability. After an estimated 200 multiplayer games on huge maps, there's really only one way for us to gain an advantage: Finding new ways of optimizing or using the game material. It's really an amazing game.

    Fortunately for him (but not so fortunate for the rest of us), Kael, who was the primary driver in modding CIV 4 BTF into FFH, got a job within the game sector, and I don't know what became of him since then. The game lies as it was in patch O, and has been like that for years now.

    I would totally recommend using the latest patch O, as it is the patch giving the most content with the least errors. You should, however, make sure to add the fix for the CIV4UnitInfos.xml that was added later to fix a problem with the sons of asena taking over the pyre zombies abilities. Add this (attached) after installing patch O.

    About the flare event: I think you might have just been very unlucky. Sometimes the affected unit gets several promotions, sometimes none. Looking statistically, I will say that the chance for each promotion seems to be smaller for the flare event than for the second level mutation spell, though.
     

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  20. EvaND

    EvaND Chieftain

    Joined:
    Feb 11, 2013
    Messages:
    32
    Location:
    Σπηλι&#940
    Hey Antiquado and thx for your response.
    Id been playing civ4 for almost 2 years,reaching the monarch level very slowly, and ive now found out about FFH. Its IMHO the best ive played in years, and im not very young any more :p Im still learning tho, playing as the Svarts, i wudnt dare play in MP.
    Ive already applied the fix for pyre zombies, after seeing Tasunke killing a stack of 10-12 pyre zombies with warriors only, thus eliminating the sheim in the blink of an eye.
    My only problem in patch o is the grouping of my masked units, but since you recommand staying on O, i guess i will. But what are those WoC errors? Ive read about it being something like endless turn time for the ai to make their moves? i do get long turn times but in the end game which is normal i guess, especially on my poor old laptop.
    Well, in fact i know the game is not actively supported anymore (with patches that is), but i wanted so very much to say it is absolutely superb! Its keeping me alive in my darkest hours..
     

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