Patch 7.3x Bugs

riverside isn't always transformed to floodplains as that was overpowered ;)

I can agree with that but is it something that has a small % chance to happen each turn? or is it decided on the first turn whether or not it will happen? ie If you wait long enough will you get it eventually?
 
ErebusContinent map, standard size, 7.31 patch

no kelp (but I think this was pointed out earlier?)

15 civs total (13 AI + 2 human): very crowded starts (starting units on top of each other of different civs - I just eat up their settlers but not fair)

Cause: Flavor starts built in? Some civs like to start in similar areas?

Fix: Can there be a check of 15 tiles minimum between civ start locations?
 
we always play like this, and have not had such overlapping issues before.

Usually, there is enough room to build 3-4 cities and you have to rush to the good spots. After your 3rd or 4th city there are sparks.
 
then you could lessen the amount of jungle, desert and tundra, which will give more "good" terrain which will mean civs will get spaced around more. ErebusContinent doesn't like you to start in desert and if you've got a huge swath of it ( which is likely, with high cohesion ) it means a lot of terrain won't be evaluated for starting spots --> crowded start. ;)
 
I get grafical glitches (red blobs) from alot units. Reinstalled the mod from ground on and still the same error
 
Did you use the full install first? the 500mb file? Make sure you have two really large files in the mods\FFH Wildmana\assets folder, they contain all the art.
 
Did you use the full install first? the 500mb file? Make sure you have two really large files in the mods\FFH Wildmana\assets folder, they contain all the art.

Problem solved, i used an old 7.20 file to install the base game. Downloaded the new one and its working now.
 
Everytime I try loading a savegame after playing for about 5 minutes the game crashes with a Memory Allocation Error. After restarting Wild Mana everythings back to normal and the game is stable until I try to load a savegame again.
 
same issue here as well, but after some lenght of time playing. one player gets that error message every time we try and load a game.
 
The game crashes when I try to build a water well. Its icon is magenta, and as soon as I click on it the game crashes.
 
We are reinstalling the wildmana file, downloaded fresh (500mb). It is different than before, so then we will repatch with the new patch. This should clear up the graphics issues, and maybe crashes?

Sephi needs to make install instructions clearer for us newbies who only install patch and nothing else.
 
Not meaning to offend anyone, but the phrase "It's only a Patch so make sure you have run the full install before (the 500 mb file).", with the words 'Full Install' leading to a download, seem rather explicit to me. On top of that, the term 'patch' never stands for 'Full install, install me and you're done!'. :lol:

I get the same issues with people installing RifE, even after I give VERY detailed installation instructions; Honestly, the only way you'll know it's installed correctly is if you read the full post. Not just click the first link you see and hope for the best. ;)
 
I had a Problem with some new items i was making and found the following, allready existing, bug:
the code for reading a spellbook (for example the new gear: spellbook3) is:

<SpellInfo>
<Type>SPELL_READ_THE_SPELLBOOK3</Type>
<Description>TXT_KEY_SPELL_READ_THE_SPELLBOOK</Description>
<Civilopedia>TXT_KEY_SPELL_PLACEHOLDER_PEDIA</Civilopedia>
<Help>TXT_KEY_SPELL_READ_THE_SPELLBOOK3_HELP</Help>
<PromotionPrereq1>PROMOTION_GEAR_SPELLBOOK3</PromotionPrereq1>
<bAllowAI>1</bAllowAI>
<iAIWeight>1000</iAIWeight>
<bDisplayWhenDisabled>1</bDisplayWhenDisabled>
<bHasCasted>1</bHasCasted>
<bAbility>1</bAbility>
<RemovePromotionType1>PROMOTION_GEAR_SPELLBOOK3</RemovePromotionType1>
<PyResult>spellReadGearSpellbook(3,pCaster)</PyResult>
<Effect>EFFECT_SPELL1</Effect>
<Sound>AS3D_SPELL_TRAIN</Sound>
<Button>Art/Interface/Buttons/Spells/Read The Grimoire.dds</Button>
</SpellInfo>

the bolded part is important, because according to the modders guide to FfH: http://forums.civfanatics.com/showthread.php?t=238077

AddPromotionType1- Adds this promotion all units within the range unless they are immune according to the immune targets specifier
AddPromotionType2- Additional promotion added as above
AddPromotionType3- Additional promotion added as above
RemovePromotionType1- Removes the specified promotion to all units within range unless they are immuneRemovePromotionType2- Additional promotion removed as above
RemovePromotionType3- Additional promotion removed as above
bBuffCasterOnly- If this is selected the add or remove promotion effect will only be applied to the caster

The resulting Problem: If you use the spellbook, all other spellbooks you bought on casters in the same stack will be removed too. I just tested this ingame: i had 4 Archmages all with Spellbook3 after reading one Spellbook only one Archmache had a lvl3 Spell while all the other archmages lost their spellbooks (=3k Gold lost).

If you are fixing this rather minor problem i have a problem of my own:
i tried to copy this spell and wanted to remove a promotion (workes just like the original and add a promotion this however does not work:
<AddPromotionType1>PROMOTION_CHANNELING2</AddPromotionType1>
do someone know why? (yes i know i am sneaking questions in the bug report please forgive :) ==> link: http://forums.civfanatics.com/showthread.php?p=8930720#post8930720)
 
You need to add <bBuffCasterOnly>1</bBuffCasterOnly> below <RemovePromotionType1>

That tag makes the adding or removal of promotions in the xml of the spell apply only to the caster instead of units nearby. It also makes promotions added by the spell be added regardless of whether or not the caster has the right unitcombat.


Adding Channeling 2 without using <bBuffCasterOnly>1</bBuffCasterOnly> won't work because Channeling 2 does not have any valid unitcombats.
 
Don't know whether this is a bug or not, but playing Raitlor I got offered Expansive on researching writing.
 
Those memory allocation errors now keep coming during gameplay every 30-45 minutes or so. And still when I try to load a session.
 
@breez Floodplain has a one time only chance to be created, same for oasis, camels etc.

@AngelGabriel
If you are experienceing issues with Memory Allocation Failures (MAFs), please attempt to follow the directions in this thread to optimize your computer to run Civ.

MAFs are a well known problem in Civ4, there are a few other threads somewhere about the problem and tweaks that might help.
 
Not meaning to offend anyone, but the phrase "It's only a Patch so make sure you have run the full install before (the 500 mb file).", with the words 'Full Install' leading to a download, seem rather explicit to me. On top of that, the term 'patch' never stands for 'Full install, install me and you're done!'. :lol:

I get the same issues with people installing RifE, even after I give VERY detailed installation instructions; Honestly, the only way you'll know it's installed correctly is if you read the full post. Not just click the first link you see and hope for the best. ;)

Click :crazyeye:

But I think it should say "due to changes in graphics, a full reinstall of the game is required and then patch"
 
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