[BTS] Warhammer FB Conversion Beta - Download/Debug Thread

.... ?? What?
So, people should be able to just steal any product that they don't feel like paying for if they call it a "cultural good", whatever the hell that means.

No. Not to steal anything they don't wanna pay. But it's also unfair to prevent people from enjoying immaterial goods (a program, replicable without any real cost, for instance, or music, movies, and the like... which are all "cultural" goods), just because they cannot afford it. If you work full-time, and have only enough money to pay for the rent and the food, plus some clothes from time to time, well, you're not in a situation where you can put $75 in a game. But if you've got a decent salary, and can afford to pay for a game you enjoy, then yes, piracy ain't "fair use" anymore.



Oh, and as for demos, they usually let taste only a little bit of the game, but do not necessarily allow people to know whether the full experience will be worth it. And, sometimes, games change from the demo to the final release. So the best way to try a game is to use it in the form you're gonna buy if you like it. You can borrow it from a friend (this ain't illegal, as long as your friend doesn't play it while you still have the game), or download it (this is illegal, but is exactly the same, as long as it's done in a "fair use" state-of-mind. Meaning you do buy the game if you like it.
 
first of all, i use a no cd key because i hate having to change cds, i have bought the game and have it gathering dust with my billions of others. thus i dont see the problem in someone asking if it works with or without a cd key. secondly, can we not start abusing each other about piracy here? im fairly sure there are forums designed for that kind of talk and this is not it.

im not saying i condemn people who pirate, but im not agreeing with them either. me and my brother share games, he owns half and i own half, but we both use no cd keys so we dont need to buy the same game twice. and to be frank, 90 dollars for a frigging game is ridiculous, if i saw a game online for free, id download it, and if it was a good game id consider buying it anyway.

anyway, back on topic please, if you want to abuse each other about pirating do it via PM. thanks.
 
Arrr ther matey! Dis be bug forum, not som booty lick or da pric o' clusterd clams! ;) (well, unless commenting on da awesome mod and/or bugs.;))

Start a nu thred ther mateys on who feed da tuna and who tipytoe wit da sharks.

Surely such a debate about using whatever method for use of a free awesome great mod is inconsequential and better discussed elsewhere under a different thread than a "download and bug thread".
 
Is the regular Lighthouse meant to add +1 trade routes in *all* coastal cities? If so it's very cheap for that much benefit (especially compared to the Glittering Tower wonder) since with a few coastal cities that really adds up fast; I'm guessing it's meant to be +1 trade routes in the city where it's built.
 
In fact I don't think it gives +1 trade routes in all cities; I think its a description error rather than an effect error.
 
I tried to load this mod and each time it crashes with "GFC error:Failed to initialise the primary control theme". Any ideas?
 
Trying this mod out for the first time, and been fun so far. I know you're still debugging, so here's a few things from my current game. Playing as the Hobgoblin Hegemony, Huge Tectonics map.

1) I wasn't able to build the Sisters of Shallya after researching the tech and building the required number of Herbalists. It doesn't show up as an option in any city screen. I checked the Info screen and no other civ is listed as having built it.

2) Tristan's Theatre shows up as a greyed-out option in my city screen, even though my civ can't research the tech that allows you to build it or the prerequisite theater buildings.

3) In the tech tree, Economics is green, but since my civ can't research it (since I can't research the prerequisite tech of Education), it should be in red. (I should be clear, this is more of a cosmetic issue: I can't research economics, it's just that in the tech tree it's green instead of being redded out.)
 
Ploep,
Any news on an update at all? Preview of changes likely to make it into the next version?
 
And if so, could ya give us a hint as to wat those updates are gonna do/wat they're intended to do? Tyvm.
 
Ploep and i are both really busy in Real Life at the moment so no modding is going on unfortunately :( but Ploe assured me he would be back with a vengence when he sorted out Life, and i will be to when i get some free time :p
 
Awesome, good to know this is just a lull. Life is a PITA sometimes - my next couple of months are going to be hell. Stupid dissertation....
 
Eh. I've made dozens of suggestions over the last couple of months. I'll give you guys a while to implement them (or not) and come up with new content before hammering you with extra suggestions.
 
I've tried out this mod for this first time and installed it together with 0.13e patch.
Unfortunately I can't see any text neither in menu nor ingame except for numbers. Am I probably missing a specific font required for this mod?

Thx,
slyght
 
This might have been reported, but since it isnt in the changelog, I might as well report it. The 'Subterrain' trait has +2 turn duration to summoned units. This is apparently a holdover from the summoner trait. I think removing this is just an XML change.
 
Its probably worth keeping this list updated in an early post on the front page.

This is just from the last ~6 pages or so (many/most from before then have been fixed).

Bugs that need fixing:

1. Alignment diplomatic modifiers don't work correctly. (eg Lawful nations don't get a bonus with each other).
2. Subterranean trait gives +2 summons duration.
3. BUG: dwarven gyrocopters and deathrollers while able to be built with xp and can earn xp, have no promotions available to take. Similar for Steamtanks and other non-living units. Intended?
4. Bug:
Comet of Cassandra spell (Lore of Heavens III) says it is a permanent summon but only lasts 1 turn, and has only 1 strength so is largely useless.
5. Bug: AI tends to favor building forts in forests rather than building cottages, so tends to fall behind in economy. AI builds way too many forts, not enough cottages. I think that forts end up costing this mod more than they add. Taking away the commerce bonuses might make the AI less willing to build them.
6. Some reports of Tilea still getting crazy great people (linked to insanity trait, maybe already fixed?).
7. Empire can build unlimited Halbardiers. Should be limited to 10, like Pikemen. Halbardiers show up twice (two identical versions).
8. Warhammer world map; many people cannot run. Goblins and Ork start positions messed up. Evil civ areas are too weak (terrain to poor to sustain a threatening civ). Too many troll lairs in Kislev.
9. Building defense from walls, castles etc. doesn't seem to work properly (or to stack with cultural defense).
10. Fear effects on Dragons and Cold Ones cavalry too strong; nearly impossible to kill these units. Remove and create some weaker promotion.
11. Lighthouse text says it adds +1 trade route to all coastal cities.
12. Trails vs roads split isn't working well; some AIs don't prioritize roads techs, so link up no resources so are incredibly weak. Increase AI value on roads techs for appropriate factions?
13. Kurgans seem unable to build Maurauder Horde, despite having Iron working, Tyranny, Corruption of chaos. Also have iron resource and Corruption state religion.
14. Exalted chaos sorceror has a python bug (probably caused by one of the spells in chaos 3).
 
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