Patch 7.4x Bugs

Sephi

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Jan 25, 2009
Messages
3,309
Please only post bugs in this thread. If necessary add a savegame so I can deal with whatever bugs are left in wildmana.
 
yes page not found, i did download from this site: http://forums.civfanatics.com/downloads.php?do=file&id=14304 i hope this is 7.41 (Well, it reads that it is)

as for bugs:
1) i don't know if this is intended, but playing as basium he (the hero and only him afaik, my regualr units could choose) can't choose promotions, instead he will choose them for himself. (this was in 7.40)

2) the missing descriptions are still there:

small things i found by browsing the pedia:
-Fearies:
-Larincsidhe: Missing Unitmodel (Red Blob)
-Spirit Mill: Missing Description _HELP text
-Gear:
-Wenches: Missing Description _Help text of the ability: Let the crew have some fun (i swear i added this)
-Wenches: The Valor promotion is not shown in the ability, this can be fixed by changing
<AddPromotionType2>PROMOTION_VALOR</AddPromotionType2> to
<AddPromotionType1>PROMOTION_VALOR</AddPromotionType1>
in the equipment_civ4spellinfos.xml
when you removed the diseased promotion you forgot to change this i guess

further feedback: the pictures of the new gear are awesome

further bugs:
-All spells that can't be used by adopting esus have a missing description: TEXT_KEY_SPELL_DISABLED_FOR_CULT_OF_ESUS
-The civic screen i doesn't fit on the screen (monitor) with the added fairy civics
Spoiler :

An Improvement is missing its description:
(Hunting): TXT_KEY_IMPROVEMENT_HOUSE_VADALIS this is fixed in the current version

taken from the old thread
 
there is something wrong with the worldspell of the Ljosalfar.
==> transform all the forests in your empire into Treant[/Link] ....
 
-except for Kundarak and Ghallande all Houses have missing _TXT in their history (maybe it is not written as of yet or not properly linked, i do not know)

-something that is quite old: missing hints:
TXT_KEY_BUG_HINT_21 and TXT_KEY_BUG_HINT_22
 
the bug hints were already fixed by graywarden, forgot to include it into the patch.
 
every civ seems to be able to build freaks now. shouldnt this be unique to the balseraph or is this tied to a guild in this version?

when you have cult of esus then many of your units start with aeron's chosen. seems a bit strong to me :D

also the ai doesnt manage to attack me.
3 games played. 1 time the doviello attacked me while i had a nicely promoted hunter and gilden silveric with 170 xp in a 90% defense city and he suicided his whole stack + worldspell into these 2 units. afterwards i had the hunter and gilden AND 20 wolves and he had 5 javelin throwers :D.

the other time my balseraph enemy declared war and marched in my land and i fought her off with treants and made peace. she declared war again 20 turns later and her army moved back and forth 1 square away from my land for no particular reason. 20 turns moving back and forth. she could have taken 2 or 3 cities from me but after having waited 20 turns i had 100 archers to defend myself even against mimics and iron chariots. :vik:


p.s.: 1 question: why are barbs on immortal gaining strength and how does this work. sometimes its close to unfair when a promoted strength 4 doviello warrior marches up against you at turn 50 on epic speed. i stopped placing non-hill capitals because 1 unlucky fight can end the game in such situations.
 
her army moved back and forth 1 square away from my land for no particular reason.

in my game my border city was defended by 5 warriors, but illian neibourgh did not declare war on me, his stack of 20 warriors simply did as quoted above.

PS. speaking of bugs, successful? taunting of animals and barbs causes automatic? CTD w/o warnings.
 
i still have not seen any normal goblins, only goblin archers
 
1) i don't know if this is intended, but playing as basium he (the hero and only him afaik, my regualr units could choose) can't choose promotions, instead he will choose them for himself. (this was in 7.40)

this is fixed in the current version, I just checked this, but discovered an other bug:
the golems can't buy their gear, see:
http://forums.civfanatics.com/showpost.php?p=8962010&postcount=39 and
http://forums.civfanatics.com/showpost.php?p=8963106&postcount=40 for a possible fix.

i have no clue about coding, so either have to redo those items for the Lurchuirp or you do it :)
 
Kuriotates diplomacy txt missing:
AI_DIPLO_NO_DEAL_LEADER_KURIOTATES
 
AI seems to be not using its initial warriors. Two separate games, the initial warrior for my AI neighbor just sits quietly in what I presume was his starting square. The second of these was Doviello, and Lucius also just sits quietly with the warrior - not in a city, not moving, just sitting there.

(Note: I've seen the AI's initial scouts out running around, so those seem normal...)

edited to add save file with example (I hope.... :) )
 

Attachments

7.41 Seems I've seen this before but not able to locate.
Received ~Magical node enchanted units weapon~ event on my worker. Intentional? He was 3 squares away from an Enchantment Mana Node.
 
I just downloaded and installed Wild Mana and patch 7.41, on a fresh install of Civ IV. (I just upgraded my laptop to Windows 7 and had to re-install everything). Played a "Play Now!" game to start off with, chose the Sidar with Leasieigh as the leader. Don't remember if I chose Erebus or ErebusContinent mapscript, but it was with all default settings except that I added E-W world wrap.

On turn 11, I won a conquest victory, never having met a single other civ. Puzzled, I reloaded my initial save and opened up WorldBuilder -- and saw that the Sidar were completely alone in the world. The only civs for which WB would add units were the Sidar and the Barbarians.

I've attached the save I made on turn 1 so you can see it for yourself.
 

Attachments

Need to include the current flavour mod compatible with patch m otherwise the map is all screwed up when choosing this option. Also I have lots of red blobs on the map how do I fix this?
 
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