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

Just finished an awesome game as Empire (Maggie). :goodjob:

Probs (playing with minimod):
Organised Religion (civic): does NOT allow the building of missionaries (Temples build them instead of monastaries).

Greatswords (UU): Shows on tech tree at Monarchy, but you actually need engineering :confused:

Handgunners (UU): When built, they have crud promotion choices (only std bearer, musician, snowman. No combat I etc...). Maybe they also dont count as living units (cannot Lupuns Wolf Hunt them with the minimod). Anyways, as a late unit they get stepped on.

Request: After a game of the elves zipping along with the extra movment, the non elves slowly dawdle about. Maybe the Mobility promotion may be accessible in the techs? Maybe at Tracking or something.
 
Just finished an awesome game as Empire (Maggie). :goodjob:

Probs (playing with minimod):
Organised Religion (civic): does NOT allow the building of missionaries (Temples build them instead of monastaries).

Greatswords (UU): Shows on tech tree at Monarchy, but you actually need engineering :confused:

Handgunners (UU): When built, they have crud promotion choices (only std bearer, musician, snowman. No combat I etc...). Maybe they also dont count as living units (cannot Lupuns Wolf Hunt them with the minimod). Anyways, as a late unit they get stepped on.

Request: After a game of the elves zipping along with the extra movment, the non elves slowly dawdle about. Maybe the Mobility promotion may be accessible in the techs? Maybe at Tracking or something.
Thx. will try to adress these issues. Next version will have the musician promotion available earlier. I dislike mobility though. With musician you can order units to march but they will get exausted at the end of turn.
 
I dislike mobility though. With musician you can order units to march but they will get exausted at the end of turn.

Ah. Awesome then. Use musicians next time... Thanks! :)
 
Hello,

Playing Warhammer + Patch H with the Minimod + Patch C.

Playing as Bretonnia Empire on Noble Difficulty & Epic Speed.
On Turn 515 atm, been running smoothly up untill about 40 maybe 50 turns ago, when I Experienced a game crash(Unexpected Error crash to windows), So I reloaded my save, carried on, did a few things Different and the game carried on for about 8 maybe 9 Turns when I experienced another Game Crash(Unexpected Error crash to windows).

Found this to be a bit distracting so, tracked them both down to Researching Techs, specificly, Military Tradition & Fanaticism it also happens on Economics too so I just found out. (If I don't Complete these techs the game will continue to play)

Game Save(All 3 techs above have 1 turn left to research)
 

Attachments

I'm sorry I don't work on the minimod. I had a look at the save and the logfiles gives various possibilities. Missing artreferences for buttons(old ones monastery i.e. could produce ctds). Also the game tries to address buildings that aren't in the xml anymore(i.e. gameutils in cannottrain). It seems a pythonfunction also tries to address terraintypes that are from FFH but not in WH(fields of perdition i.e.).

You'd either have to ask Psychic Llamas to fix the pythonfiles for anything hardcoded he removed from the mod or wait until the next official version comes out.

This thread will be closed until the next version comes.
 
I'll wait for patch a. Does this have the improved dark elves?
 
Uploaded
CHANGELOG

Version 0.12:

Spoiler :
Bug fixes:

-some buttonfixes
-fixed roads(no more highways)
-fixed spidersilkeffect not displaying
-Undead units require Necromancy
-Brightstone no longer converts to warpstone

Changes:

-Animal Husbandry now has Agriculture as OR prereq
-Reduced some early techcosts
-Priesthood follows up Philosophy needs ceremonial burial and festivals
-Contemplation grants a free prophet
-Theater needs literature, grants +1 happyness, +1 Happy per 20 % gold, 1 happy with dye, cost 120, no more culture
-Carnival moves to festivals is cheap and just gives +1 happy, will need some spicing up later
-Promotion Musician moves to festivals
-Military tradition needs festivals
-city garrison, city raider I,II,III, shock I,II, formation I,II each give +20% per tier
-combat I,II,III,IV,V each give 10%
-can adjust Influence rate with civil service
-sisters of shallya needs 5 Herbalists and priesthood to build
-Invention needs Construction
-Fanaticism needs Tyranny
-Temples need Ceremonial Burial
-Harbor moved to sailing
-recombined optics and compass to navigation
-glittering tower moved to navigation
-philosophy follows up contemplation AND chronicles
-Education follows up literature and needs Mathematics
-Ancient forest spreads with civic Sylvan ways
-merged Influence Driven War by Moctezuma
-reduced feature defense for forests, jungles and ancient forests
-fixed some improvement-feature-terrain dependencies
-added PL's Spellmod
-converted mod to FFH 31e codebase
-Hedgewizard class now upgrades to wizards
-Warlocks are Hedgewizardclass now
-Added missing combatmali for terrain and features(forest, jungle etc.) for some mounted units
-construction requires Bronze Working
-Rifling moved behind Cannons, req Steel
-Switched Tracking and Naturelore
-realignent/reinterwined recon and monstertechs
-Scouts require Hunting
-Hunters require Tracking
-Ranger require Naturelore
-Sylvan ways is Woodelfonly civic
-Terrain/Feature specializationpromotions require Tracking(tier1)/Naturelore(tier2)
-added Snowman Promotion 2
-added Native to Jungle promotion 1 and 2
-Adept(HE UU), replaces Hedgewizard
-Aspirant(DE UU) replaces Hedgewizard
-Phoenixguard can inquisition
-Executioners can inquisition
-Implemented weapontiers
-some Monsters require Aerie some others Breeding grounds resource
-Skaven magic promotions require Warpstone
-ancient forests now correctly get removed when improvements are build
-ancient forests can be chopped with iron working
-"barbarian" type civs can't build imperial roads 31.5 disabled due to bad performance
26.5. -merged desireable changes to the SDK from FFH 0.32a(as WH no longer has identical SDK with FFH)
26.5. -updated xml and python accordingly
26.5. -Elven units are immune to disease and mutation as well as having a 50% Deathdamage resistance, + 1 Firststrike, +1 Movement
26.5. -Monsters shouldn't get default race promotions even if they don't have a racepromotion
26.5. -merged various modcomps from xienwolf's FFH expansion http://forums.civfanatics.com/showthread.php?t=273242
->xienwolf's promotion tags, Dom Pedro II's Food from animals, xednix Technology affected buildings, mtaggles specialist icons, johnny smith's specialist stacker, Jean elcard's Obsolete Buildings
27.5 -Pedia entries for Bloodbowl
27.5 -some small balancetweaks for buildings
28.5 -revamped High and Darkmagic from the spellmod
29.5 -added Gameoption No Building Prereqs(both for AI and Player)
29.5 -merged Armorer and Weaponsmith to Mastersmith buildingclass
29.5 -Training Yards replace barracks for barb civs now
29.5 -Runeforge(Dwarves) replaces Mastersmith now

Additions:
Buildings:
Temple of Khaine
27.5-City walls(obsoletes Walls)
27.5-High Walls(obsoletes City Walls)
27.5-Citadel(obsoletes Castle)
27.5 -added Lightshow(spellbuilding)
29.5- added Forge of Vaul(UB for Asur, replaces Mastersmith)
30.5 -added building Joust

Units:

Highelves:
-Dragonprinces, replace Cavalry, free promotion "Dragonarmour"
-Ellyrian Reavers, replace Light cavalry
-Lothern Seaguard, replace crossbowman, start with boarding, amphibious
-Acolyte of Hoeth, Missionary, can upgrade to Adept or Swordmaster
-Swordmasters of Hoeth, religious unit
-White Lions, replace Royal guard

Darkelves:
-Corsairs, replace Militia Swordsman start with boarding, amphibious, seadragoncloak
-Shades(Ranger UU for Druchii)
-Beastmaster(Specialunit Druchii)
-Shadowwarrior(Ranger UU for Asur)
-Black Guard, replace royal guard


Other:
-Asrai Prophetess
-Spellsinger
-Spellweaver
-Skaven Warlock
-Warlock Engineer
-Grey Seer
-Treekin

Spellunits:
-Animated Stones
-Golden Servent
-Shadow Beast
-Guardian Light
-Lightshow
-Unseen Lurker
-Incandescent Assassin
-Doombolt(Magic Missle), Str.5, Collateral, stronger than but no bombardmend like fireballs

Civics:
removed religion civicoptions
added membership civicoptions
won't log this in detail you'll see yourself

Misc:
-added scenariomap "The Kinstrife"(PL)
-Feature Petrified forest
-added bonus Aerie
-added bonus Breeding Grounds
-added improvement Corral(buildable by Hunters, rangers and Beastmaster)
-added improvement Watchtower
-added improvement Keep
-added improvement Stronghold
-added bonus Meteorite(works similar to FFH mana, it's no use of its own but can be converted to "meteoric iron" like Ithilmar, Gromril, Adamantium)
-added bonus Adamantium
-added improvement Gromril Mine(converts meteorite to gromril-dwarves only)
-added improvement Ithilmar Mine(converts meteorite to Ithilmar-highelves only)
-added improvement Adamantium Mine(converts meteorite adamantium-darkelves only)
-added bonus Meteoric Iron
-added improvement Meteorite Mine(converts meteorite to meteoric iron- the rest 31.5 due to bad performance I have to find a way to restrict this improvement without python)
-added Healer promotion(like medic1, divine units only)
-added The Alliance(Overcouncil)
-added The Covenant(Undercouncil)
-added Cult of Khaine
-added Fighters' Guild
30.5-added spell 'buy Armour of Meteoric Iron'
30.5-added spell 'buy Adamantine Armour'
30.5-added spell 'buy Gromril Armour'
31.5 -added Jeckel's Improvementcultureborders mod
2.6 - added animosity for Greenskins

Cleaning up:

-removed almost all events
-removed Monasteries
-removed Cathedrals
-recombined Drama and Music to Festivals(following chronicles)
-removed theology
-removed Paper
-removed monasticism
-removed aesthetics
-removed organized religion
-removed Enlightenment
-removed promotion Drummer
-removed spell get'em
-removed infirmary
-removed Juweler
-removed dwarven palace art(LotR)
-buildingbuttoncleanup
-removed Journeyman unitclasses
-removed march promotion
-removed medic promotions
-removed evangelist promotion
27.5 - some pediacleanups

cosmetics:
-linked modelart for Da Idol of Gork and Mork
-new modelart for Dwarven Vault(woodelf)
-added new modelart for Darkelven Crossbowman
-added new modelart for Darkelven Militia Spearman
-added new modelart for Aspirant(by seZereth)
-added new modelart for Sorceress(by seZereth)
-added new modelart for Wyvern(by winddelay)
-added new modelart for Black Guard
-added new effect for Doombolt
-added new modelart for Spellsinger(seZereth)
29.5 -added awesome ancient forest gfx (seZereth)



I'll wait for patch a. Does this have the improved dark elves?

It's not yet the Kinstife. This release is mainly for debugging and start balancing the main mod. The Kinstrife(the first phase of the mod that aims at "finished" gameplay for the elves) has been pushed to version 0.13. So this gives us a whole alphabet to polish this.
 
I think I am not going to wait for patch a. Will download after finals are done. Why is the Sylvan Ways called Sylvan? Isnt Sylvan a description for the Vampires led by the von Caresteins?

Sorry for being slightly OT
 
ok, well first problem: first game i tried as darkelves, huge, Creation mapscript. game didnt load, froze in start up.

this seems to happen each time i try to start a game

EDIT: could i have extracted it wrong? i just copied it over the top of the old version. is this one a stand alone mod?

EDIT2: well i extracted it as a standalone mod, and it still crashes when i try to start a game. instant CTD after all game options are chosen and click launch. no error message.
 
it CTDs with every game option combo i try, pangaea, big and small, hemispheres, creation. game options i tried were amathon, wildlands, barb world, living world. i also tried games with no options selected. tried with different civs.

EDIT: all huge maps though, ive neer had trouble with huge maps on this machine before though...
 
Back
Top Bottom