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

Events don't have any effect on animosity. Most events are currently removed from the mod and will be added much later again. You might find units with the disciplinepromotion useful to handle your unruly lot(Get a Warlord join a unit and promote to discipline).

thx for the bugreport.

Ah. I have a spare warlord thank goodness. Have to keep them in a stack and others away from each other... Managing 10 in the field is a wacky nightmare about to get some serious discipline. Animosity is a damn cool mechanic. The guy who made it is amazing. :goodjob:

An interesting sideaffect of the "showem" result is that when the bug happens, the unit gets the promotion permanently :D (it has had it for 58 turns now). I had three with the bug promotion (unfortunately 2 of them killed themselves via a getem result later :().
 
man i wish this bloody vista would let the mod work animosity sounds awsome. ploep, you have to find a fix to this. seriously. i know how to fix all the map bugs posted, but i cant without the mod working... soooo.....
 
Does having the specific mod combination "FFH 2, Version 0.32 D, + xienwolf's expansion" impact the stability of this mod?
 
Some more potential bugs:

Shouldn't you be able to get a Chaos Sorceror with just one of the Chaos god techs, rather than needing all three with sorcerors? Or have it require Chaos Incursion, which only requires one of the God techs.

Knights of Khorne should perhaps require the Bloodlust of Khorne tech.

You probably know about this, but there is an annoying bug where often you can't build cottages on tiles despite having the tech and being able to build them on surrounding tiles. Sometimes reloading the game fixes this.

There are several of the "Undercouncil" resolutions that don't seem to do anything (eg slave ring, there are no gamlbing houses or smugglers coves).

Maybe the subterranean trait should allow peaks to be worked, or to give bonus food or hammers (bonus hammers since the problem with settling on a hill means that there are fewer hills around for the city to work, and its rare to get more than 3 hills in a city fat cross).

Shouldn't theatre give some culture (err, influence)?

All slaves seem to be human.
 
You probably know about this, but there is an annoying bug where often you can't build cottages on tiles despite having the tech and being able to build them on surrounding tiles. Sometimes reloading the game fixes this.
Actually no bug this one. You can't build a cottage near to another unless the other one already developed to a hamle at least(there's a minimum distance for some improvements)
Shouldn't theatre give some culture (err, influence)?
no, influence is more about political power in this mod.
All slaves seem to be human.
I still hope for Firaxis fixing this graphicbug that prevents FFH displaying the correct unitart in the main interface lower left showcase before I put this up properly(that means IF they fix it - if not I'll more or less have to live with it)
 
Actually no bug this one. You can't build a cottage near to another unless the other one already developed to a hamle at least(there's a minimum distance for some improvements)

Why? What is the design purpose behind this? As it is, its just really annoying micromanagement. Preventing castles being built in adjacent tiles is fine, but why cottages?

no, influence is more about political power in this mod.

Then the theatre (and some other buildings - maybe the circus?) are probably underpowered.

I still hope for Firaxis fixing this graphicbug that prevents FFH displaying the correct unitart in the main interface lower left showcase before I put this up properly(that means IF they fix it - if not I'll more or less have to live with it)

I don't think this is about the unit display. Captured slaves have the "human" trait, and can be made into human cages, and I'm fairly sure this can happen even if the unit they killed was elf, dwarf, orc or whatever.

There also seem to be some game freeze bugs; every game I've played eventually ends after a few hundred turns when the game "hangs" between turns indefinitely.
I can email you savegames if you send me an email address.

Also, I've noticed the AI is way too enthusiastic about trading techs with each other. I suspect this is true in vanilla civ too, and I might just be used to FFH, but its really frustrating when the AI speeds way ahead on techs because of crazy constant trading. Maye push the requirement for tech trading higher in the techtree at least, so they can't just trade all the initial techs with each other.

Another bug: many of the Sylvanian units require Necromnancy, which is unresearchable by them.
 
uploaded Patch A(breaks saves):

Bugfixes:
-Civic Sylvan Ways now correctly named Silvan Ways
-Hedgemagic II promotion available without channeling2
-some txt_key fixes
-possible fix for "show'em", animosity
-fixed an endless loop caused by hidden nationality

-removed xienwolfs expansion temporarily for debuggingpurposes

Balancing:
-promotions: standardbearer, cover require warriorcode
-guerilla I grants +20 hillattack and defense, requires Mining
-guerill II grants +30 hillattack and defense, requires Naturelore
-coven grants free xp to sorceryunits, -1 happy instead of old effects
-Hedgewizards and chaoswizards require covens
-silk and spiceroad no longer grant influence
-academy no longer grants influence
-most other wonders have been changed regarding influence
-highelves foodyieldreduction reduced
-Elves can't build covens but their magic schools also grant free xp
-woodelves can't build siegeweapons and chariots, wheelwrights and siegeworkshops
-colormagic schools obsolete covens(and grant casters free xp)
-colored wizards are buildable
-World Map cleanup teamreveals, contacts, some bonusbalancing, proper starting techs
-Raiders trait doesn't provide Commando anymore
-the magic colleges can only be build by civs that can use the respective wizards

Cosmetics:
-several unitbuttons

Edit: reuploaded to include worldmap

Please tell if it helps with vista. This version is more stable but I'm sure I didn't catch everything. If you encounter repeatable ctds or endless loops please post saves here, thx.
 
Some of the upgrade paths seem to be bugged.
Example: presumably, Silverhelms are supposed to be able to upgrade to Dragonprince regiment (or Ellyrian Reavers are).

However, the only unit that can actually upgrade to the Dragonprince regiment is the Horsearcher Warband, which the high elves can't even actually build.

Don't know how this works for other factions, but you might want to check that there are sufficient units that can upgrade into the units that cannot be built directly.

Flames of the Phoenix spell is bugged. Error message:
Python exception
Traceback (most recent call last)
File "CvSpellInterface", line 16 in cast
File "string", line 0 in ?
File "CvSpellInterface", line 391, in spell FlamesOfPhoenix <--- might be 301, can't read my writing
Argument error: Python argument types in Cyunit.DoDamage (Cyunit, int, int, Cyunit, int) did not match c++ signature:
DoDamage (ClassCyUnit{lvalue}, int, int, class CyUnit*, int, bool)


Also, any spell with a miscast chance always miscasts.

This may be a feature rather than a bug, but bombardment (with fireballs at least) didn't reduce the 220% defensive bonus for the dwarven capital city (it did have a number of strongholds around it as yet unpillaged).

Hired assassins seem a bit too strong; they should be for culling weak or injured units, not killing normal full strength military units in the open field.

The script you have (I assume?) that generates defenders (and reduces population size) when the last defender in a city is killed can be overwritten when the attacker selects multiple units or a whole stack and tells them to attack; the first unit kills the defender and the rest move into the city and capture it. Not certain about this since I don't know when the script is supposed to operate.

The war chariot animation is amusing....the heads of the charioteers become unattached from the bodies when swinging their swords.

And just another thought;
You could fix the problem of the Academy and military academy being available too early by changing their building stats, so that they give 50% research/mil prod only with the respective tech requirements. So even if you make one early, it doesn't give you much benefit without the tech.

Winning a religious victory is impossible, since even building the shrine to found a religion does not establish a Holy City, so no religion ever has a holy city (and you can only win religious victory for a religion whose holy city you control).

You can build camps even outside your cultural borders.

Some of the level 1 spells are way too powerful (particularly given that you don't need a wonder with high level tech requirements for most of the magic schools). Eg: you can build dark elf majors with the starting tech and a medium cost wonder, and they can right off the bat get dark magic 1 with a damaging spell (so you win every evenly matched fight) and a strength 5 summon.
Making mages so powerful so early is likely to hurt the game, given in particular how hard it is going to be to make the AI intelligently use spells.

Ind swordsman regiment graphic is missing (those are some terrifying red blobs....).

The Alchemy lab is massively overpriced/underpowered.
 
Dark elves cannot convert to elven gods.

Dark elves can build 2 different aspirants.

Elephants (strength 8) can attack.

Doombolt is overpowered

Aspirants dont get a free promotion when upgraded to a sorceress.

Sorceress's do not start with channeling 2, must promote to chanelling 2.

Aspirants can promote to chanelling 2 without having to upgrade to sorceress's.

AI build WAAAAYYYYYYYYYY too many watch towers, makes invasions so much easyer.
 
I can confirm that Dark Elves *can* adopt Elven Gods state religion. But yeah, not immediately.

Actually, all of the level 1 mage types (hedgewizards, warlocks, etc) can promote to channeling 2 (and I think even channeling to 3?) without having to upgrade. Is this so that the AI will get level 2+ spellcasters (they are really bad at doing that in FFH)? I don't think its too bad, given that you need Literacy and Education for channeling 2 and 3. This does make Literacy an *insanely* powerful tech, however. Definitely worth beelining for the +50% libraries.
The spellcaster unit upgrades are really expensive in gold too, given that all they buy you is a free promotion and some more strength to resist assassins.

The commando power (50% conversion rate!) is still *way* too powerful. I got a dark elf warrior with commando against barbs very early on, used it to capture several more barb warriors and then went on a cottage-pillaging rampage against 2 AIs - totally put 2 AIs out of the game by ruining their economy, and racked up 1200+ gold.
2 move warriors are incredibly powerful, especially for the dark elves with pillaging bonuses and the AI's tendency to sit in their cities rather than attack pillagers. Remember in FFH there is nothing 2 move that can pillage until horseback riding.

The watchtower spam is a bit strange, they'd be much better off with cottages. Is it intended that all factions can build watchtowers in forests?
 
I'll probably delete the commando alltogether. another leftover from FFH that doesn't really fit into WH.
Channeling 3 is in fact reserved for tier 3 spellcasters. The reason behind it is colered wizards are buildable but I don't want them to start with channeling 2 immediatly, those civs which can't build tier2 spellcasters but only upgrade to them will probably get channeling2 for free next version. For the others I hope I can reactivate a minlevelrequirement for promotions from xienwolf's expansion so that channeling 2 will only be available to units that normally can upgrade to tier2 wizards or I should find a way to block hedgewizards from promoting to it via python somehow.

are watchtowers in forests too powerful?
 
Can't you just take the Channeling 2 promotion away from the arcane units? I thought you could set promotions on an individual unit level, rather than just a unit type? Alternatively, go back to the FFH system; take channeling away as a promotion, make tier 2 and 3 upgrades start with channeling 2 and 3, respectively, remove channeling as a selectable promotion for all sorcery units, and require literacy and education to build the tier 2 and 3 casters.
But even level 1 spells are too powerful/come too early at the moment.

I don't know that watchtowers in forests are too powerful, the AI is weakened by building so many of them (yeah they give some commerce eventually, but are usually weaker than cottaging would be). I know they upgrade slowly themself - do they upgrade faster if you work the tile?
Is there a way to make them only give defensive bonuses to the civ who owns them (ie whose territory they are on)? That way you can't shelter in them while advancing with a StackOfDoom.
It does have the interesting side-effect of preserving some forests for AIs who would otherwise clearfell everything, so they have a bit more health which they are desperately in need of (unhealthiness hurts much more in this mod, for a number of reasons. Marshes in particular).

Note that barley and pipeweed (+ happy - health bonuses) are almost useless. The health cost hurts nearly all your cities (which tend to be unhealthy) while helping only those at happycap. I tend to cottage over them, and just treat them as a regular tile with a +1 food bonus, or to build the brewery on them but not hook up the resource.

Another idea; there are likely to be problems on the real warhammer map because civs are so far apart, and so much of the map is empty. It would be totally awesome if you could rig up an existing earth map (just add the resources and start positions) with appropriate matchings; Empire = Germany, Bretonnia = France, High Elf = England, Kislev = Russia, Lahmia = Egypt, Vampire = Balkans, Tilea = Rome or Greece, Hung = mongols, Ind, Araby, Amazonia, Cathay, Nord obvious, HobGob khans in western central asia (east of Urals), - maybe put dark elves and wood elves in north america, some chaos/orks for persia, carthage, africa. I would totally play that.

By the way; in case this all sounds like criticism, I love some of the things you have in the mod. In particular, the high elf unit art is awesome (and Bretonnian knights are cool), and I love how you've implemented cavalry, chariots, archers, catapults/cannons. Cavalry that rule the open plains but you can hide from them in forests. Ranged attacks for weakening stacks (if only AI would use them?).
 
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