FfH2 Bug Thread

Hello all.

I searched this thread to see if the issue had been noted or not, and no results popped up, so I'm guessing this is a bug (or I'm doing something wrong. I've only played FFH2 for a little while.)

I'm playing Calabim, and I've teched to Vampire Lords, I have a level 11 vamp sitting in my capital (with a training yard build) and he won't upgrade to a lord! For a while I thought maybe Brujah and Vamp Lords were taking up the same 4 slots for "national" units, so I deleted a Brujah and waited a turn and the vamp will upgrade to a Brujah but not to a Lord. So... for some reason, I'm blocked from upgrading to Vamp Lords despite meeting all req's.
-Level 11
-Training Yard
-Researched proper tech

Seems like a bug to me. Regards, Javaja.
 
yep, level 12 +
 
It's in OnUnitBuilt in CvEventManager. Search for BUILDING_WARRENS and you'll find it easily.

Thanks Valkrionn, I found it with your help ;)

Could you point me in the direction of "World Spells"?
 
No ... I meant the Civilization specific One Offs ;)

aka the things I might need for a new civ :P ... my current civ is still stuck with Crusade being avaiable and Zero world spell :D
 
No ... I meant the Civilization specific One Offs ;)

aka the things I might need for a new civ :P ... my current civ is still stuck with Crusade being avaiable and Zero world spell :D

...That's what I said. :lol:

Clarifying it again: I thought you were asking what differentiated regular spells from world spells. As in, I assumed you knew how to make a standard spell. ;)
 
I think I'd like to know what exactly (in the XML) is causing my Nation to allow Crusade as a viable civic??

since all I did was rip bannor code for my new code ... but the only thing I can think are that the Python is somehow attacking my Art Defines or Help Define or something?

Should I switch everything with "bannor" in its name to something similar with "malakim" in its name and see what happens? ;)
 
where would I un <TYPE> it? in Civ Infos I only have access to art defines and help txt key ...
 
Actually ... Type ended up having nothing to do with access to CRUSADE civic (I had already changed the type without even thinking of it as one of my first steps long ago)

(type only had access to World Spell aka RALLY I think)

to get rid of the CRUSADE ... I had to remove this

<Help>TXT_KEY_CIV_BANNOR_HELP</Help>
 
Oh ... I see. :p
 
Where do I find the code for Dwarven Smithy?

I looked for it in various XML and Python foldiers ....

I just want to make a different version of it for a new civ.

Different "effects" but still based on GoldAmount in the Vault.
 
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