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

I think in addition to mysticism, you also need the tech for Elven Gods religion (contemplation?).

Another religion point; founded religions (eg not those autospread by conquest or settling like orks or elves) spread really slowly. In a game as the Empire, Salvation was founded by the Tileans, and then I am unable to get a religion, despite having hundredsr of years of open borders and friendly relations with the Tileans.

So if you don't found a religion its *really* hard to get one unless your race starts with one.

Possible solutions; increase the religion spread rate, or be able to somehow get a free disciple with the appropriate tech (maybe requires that the shrine wonder has already been built somewhere?).
Vanilla civ has a higher spread rate (and anyone can adopt any religion), and FFH gives the free disciple.

Another bug: when at war, you lose your alignment modifier to diplomacy, and this isn't replaced after a peace was signed (my high elf neighbor attacked the Empire out of the blue despite good relations, but I didn't get the Lawful diplomod back afterwards.)
There are several other diplo-modifier bugs too (though some might be features). Does the "you treat your people poorly mod come from slavery? If so, fine. It its left over from the nonexistent compassion civics, not fine. "You use Aerie" and "You use breeding grounds" feel weird and unpredictable. It mostly seemed that Lawful civs hate you and Chaotic civs like you for this, but not always. And its not entirely clear to me why other lawful civs should hate me for using pegasai and griffons.
You might want to create an extra diplo-penalty for particular animosities. High/Dark elves often have fairly good relations because of the religion bonus. Also, give alliance members a penalty vs Covenant, and vice versa, as well as a bonus with each other (maybe this already exists?).

Captured slaves and barbarians seem to get the race trait of your civ. Pretty funny when Dark Elf captured slaves become elves and get a bonus move, and are faster than their goblin workers that they build. The slave-capture chance might be a bit high; as it is, you can get *vast* numbers of slaves under slavery, which let you build improvements and structures very quickly.

Hereditary rule seems weak when compared to Representation, City States and Tyranny.

Many wonders are overpriced (eg Sisters of Shallya (sp?))
 
Patch b is uploaded with the following changes:

Bugfixes:
-fury of Khaine correctly creates a spellunit
-removed Jimprovementculturalborders, caused vista incompatibility
-fixed some upgradepaths
-woodelves now correctly receive eternal guard as royal guard replacement
-fixed multiple spells using the "doDamage" function
-fixed Aspirant doublebuild issue
-miscast works now
-workers/slaves can build corrals now, AI doesn't seem to build them with reconunits
-Hired assassins can't capture units/cities

Balancing:
-removed numerous bonusprereqs for tier 2 units and militia
-removed firststrikes from Monsterclass I
-flying monsters can't pillage(except Dragons of course)
-hired assassins don't use weaponupgrades

Other changes:
-added Mammoth
-added Polar Bear
-many animals will yield food and gold on kill
-removed subdueanimal promotion
-removed command promotion
-commando can't convert units anymore, just use enemyroads
-added building woodelven, darkelven citizens
-spellcasters made consistent
-disabled some more unfitting techs for elves
-some more txt_key_fixes

I know many things still seem unbalanced but in this thread I'm still most interested in true bugs. I know there is still a WoC and a CTD in the game but unfortunatly I only was able to get saves where they repeat in Autoplaygames which are quite useless for debugging. So if anyone manages to get a save with a repeating endless loop or ctd with this patch, please, please upload it here so I can finally concentrate more on balanceissues and cosmetics(including new art)!
 
Another bug: when at war, you lose your alignment modifier to diplomacy, and this isn't replaced after a peace was signed (my high elf neighbor attacked the Empire out of the blue despite good relations, but I didn't get the Lawful diplomod back afterwards.)
This seems strange, does anyone know if that's the case in FFH too? since I didn't touch that part of the SDK.
There are several other diplo-modifier bugs too (though some might be features). Does the "you treat your people poorly mod come from slavery? If so, fine. It its left over from the nonexistent compassion civics, not fine. "You use Aerie" and "You use breeding grounds" feel weird and unpredictable. It mostly seemed that Lawful civs hate you and Chaotic civs like you for this, but not always. And its not entirely clear to me why other lawful civs should hate me for using pegasai and griffons.
Slavery is treating your poeple poorly for sure. Using Monsters will make other civs uneasy. It's one thing facing each other with swords but having to possibly face all sorts of monstrosities...Chaosfactions on the other hand love horrible things;)
 
I am not sure if thats a great way to play it though Ploeperpengel, you think that good civs will dislike other good civs for using noble Pegasi, hippogriffs or great eagles? Do wood elves really think less of the high elves because they have white dragons on their side? Maybe keeping it to slavery and the like would be a better idea...
 
I dunno if it's the case right now, or not, but here is a suggestion :

Each race should have different "civics" of choice, or "general principles" they tend to follow, and which they'd like others to follow, too. For instance, slavery should please chaos overlords, or a Skaven clan chief, while revulsing the "good" guys.

Just try and wonder whether the other races will like what you do, or wont, on a "cultural" basis.

Oh, and for the monster pens, in fact, I'd think civilisations WITHOUT those monsters can fear (or envy) those who use them. Thus, you allies would dislike you for using the monsters... but only as long as they aren't using them too.


I hope this post helps :)
 
Alright, bad idea, it'll be gone next patch.

I take it as a good sign of stability that such minor issues are discussed here though, let's please move over this kind of debate to the balance feedbackthread - this helps me to keep track of your suggestions once I have time again to improve the gameplay rather than hunting bugs which is still my main concern. So did anyone have (bad)luck and got some crashsaves for me?
 
First off i would like to say how much i enjoy this mod, great work and very nice.

I currently play a game as estallia(spelling?) and i can't build cottages next to each other (which i like) but as soon as they upgrade i can build a new cottage next to the old one.

This i probably the same issue as ffh2 had with pirate coves, so maybe you can use their fix for it?
 
With path b, I got an error in unitclass polar_bear, mammoth and tech steampower, which i've replaced by bear, elephant and steam_power, and it loaded normally
 
Uploaded patch c that should fix the startuperrors. Just forgot to include some files earlier.

Just one change worth mentioning is you can now rotate the camera a full 360 degrees in game

@shrike
no we used an entirely different mechanic. however I had to remove the refering modcomp with patch b as it caused vistaproblems
 
I've been able to create an Academy with my great Sage, without having discovered philosophy first.

Also, lots of entries in the CivPedia are "broken", lacking text or links.

Oh, and while I'm at it, I haven't been able to find the meaning of the second number, in the description of a unit's strength. I mean, Knights being 8 / 6, what does that mean ? I would have thought it was when they were upgraded with weapons, but the bonuses seem to be constant. So, am I the one too blind to see, or do the explainations lack about this ?


Thanks in advance for your answers, this mod looks really promising !
 
I'm having a problem when installing this mod. I place it in the correct folder, but once loading it, the screen reads (About, I don't remeber the exact words)- failure to read AlignmmentInfos.xml. It then repeats this more XML. I believe it does this for every XML. Any ideas as to the problem?

Did you maybe only install the patch?:confused:
Or have you patched BTS to 3.17 already?
 
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