Patch 7.5x Bugs

Sephi

Deity
Joined
Jan 25, 2009
Messages
3,310
Please only post bugs in this thread. If necessary add a savegame so I can deal with whatever bugs are left in wildmana. If you encounter a python exception, please post a screenshot or the line of the file where the error is.
 
and please don't post bugs for 7.50. I forgot to include one file in the patch, lots of stuff is fixed in 7.51
 
hi sephi,

you made an error when you merged my items. the mercenary contract does not grant the ability: fight for an other lord, infact that ability is totally missing in the files.

you should be fine by downloading the files again : http://forums.civfanatics.com/showpost.php?p=8976310&postcount=50

and just copy the spell :)

edit: for your convenience

Spoiler :
<SpellInfo>
<Type>SPELL_FIGHT_FOR_AN_OTHER_LORD</Type>
<Description>TXT_KEY_SPELL_FIGHT_FOR_AN_OTHER_LORD</Description>
<Civilopedia>TXT_KEY_SPELL_PLACEHOLDER_PEDIA</Civilopedia>
<Help>TXT_KEY_SPELL_FIGHT_FOR_AN_OTHER_LORD_HELP</Help>
<PromotionPrereq1>PROMOTION_MERCENARY_CONTRACT</PromotionPrereq1>
<bAllowAI>1</bAllowAI>
<iAIWeight>75</iAIWeight>
<bDisplayWhenDisabled>1</bDisplayWhenDisabled>
<bHasCasted>1</bHasCasted>
<bAbility>1</bAbility>
<AddPromotionType1>PROMOTION_MERCENARY</AddPromotionType1>
<bBuffCasterOnly>1</bBuffCasterOnly>
<Effect>EFFECT_SPELL1</Effect>
<Sound>AS3D_SPELL_TRAIN</Sound>
<Button>Art/Interface/Buttons/Promotions/Morale.dds</Button>
</SpellInfo>
 
pedia -> minor leaders section -> Philosophical Trait: Philosophical 50% . something's wrong here :lol:

Wildmana Guides is empty and missing a text key, is this intended?
 
Wildmana Concepts - > Doviello: makes no mention of the fact Doviello high level units can duel. not that it's actually very useful imho, how do you profit from it?

The Breach, 2nd Scions Worldspell, also lacks a description of what it does. what does it do? :lol:

the section about animals claims that raging barbarians increases their spawn, but it's actually wildlands that does that ;)

Cult of Esus section claims that upon researching Deception an event will ask you if you want to follow Esus, but this is no longer true in 7.5

High Noble House Tharask should probably be High Noble OF House Tharask. Advanced Warfare still has an extra dot :p

passive training description got me thinking, it says that units close to a city with the building will slowly increase XP. how does it work? I thought I was supposed to be INSIDE the city, it's enough to be inside the BFC or inside cultural borders?
 
the Pirates section makes no mention of the fact that they spawn from Pirate Coves and are at peace with the Lanun ( forever or only until they have too much power ? ) . also it would be great to know when they start spawning with and without the pirate invasion gameoption, so one can plan in advance. those motherhumpers always catch me flatfooted :lol:
 
[to_xp]Gekko;9037873 said:
those motherhumpers always catch me flatfooted :lol:

Intended :D

But your right some of gameoptions especially the newer ones could get some bigger explanation, so that every one knows how they work before playing hours to get it out ;)

Edit: Too late, its already done XD^^ nice work ;)
 
[to_xp]Gekko;9037786 said:
passive training description got me thinking, it says that units close to a city with the building will slowly increase XP. how does it work? I thought I was supposed to be INSIDE the city, it's enough to be inside the BFC or inside cultural borders?

radius 2 IIRC. Let me know if you find more possible improvements of the concepts.
 
[to_xp]Gekko;9037873 said:
the Pirates section makes no mention of the fact that they spawn from Pirate Coves and are at peace with the Lanun ( forever or only until they have too much power ? ) . also it would be great to know when they start spawning with and without the pirate invasion gameoption, so one can plan in advance. those motherhumpers always catch me flatfooted :lol:

they start spawning once the first player has optics.
 
Balseraph concept section says Taskmasters can taunt, but it's actually harlequins that do that. Taskmasters enslave units they defeat, which is worth mentioning :D

a brief description of the unique trait their leaders get could also be nice, especially Nojah. ;)
 
After patching I started a new game with clan of embers in it and saw that their workers had the orcish promotion but human grafics. Is there something wrong with my modinstall or is it a bug?
 
these popups are frequent...

oh and malakim enjoys oasis swarm in my game...
 

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weird, it seems like my goblin resisted taunt but then attacked him anyway. he was on autoexplore so possibly he mindlessly attacked? I don't think that should happen either way.
 
[to_xp]Gekko;9037873 said:
the Pirates section makes no mention of the fact that they spawn from Pirate Coves and are at peace with the Lanun ( forever or only until they have too much power ? ) . also it would be great to know when they start spawning with and without the pirate invasion gameoption, so one can plan in advance. those motherhumpers always catch me flatfooted :lol:
It is mentioned for the Lanun players, just like it is for the barbarian trait. There does not appear to be a power/score limit that causes the pirate to break their peace with the Lanun, or if there is a limit its either broken or set too high as I've never hit it even when winning the game with something like 4x the score of the second place civ.

they start spawning once the first player has optics.
Poor AI, I get optics pretty early in most games, especially with some lucky goody huts or graveyards :)
 
Oh and speaking of the pirates...

Any chance the black wind can use a differen HN so the pirates you spawn from your coves don't constantly attack it. I don't know how it works for the pirate UU since I've actually never built any :)

It would be nice to not have to declare nationality with the Black Wind as soon as I build it to spare it from the hoard of Pirates that are spawning in my waters.
 
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