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

I can see meteoric iron before i have alchemy.

Bug in Ship of the Line - they require iron+astronomy, while frigates :eek: req a shipyard+iron+astronomy+cannons. Considering that SotL are the more advanced frigate i found this rather odd...

Orks may be banned from literature and its libraries, but we can build observatories. Guess we might eventually make it to the 40k universe!! ;)

As orks, i get a -1 diplomacy penalty for being neutral, by other neutrals :crazyeye:. Guess us neutrals dont like other neutrals. Um, and exactly why are greenskins neutral? They are the epitome of chaotic psychological nature if you ask me. They arent evil, but they sure are a chaotic bunch. Guess its their nonchaosleechyness (and not animosity) the example is based on. Ah well.
 
Ok ploep, im starting to test the Jimprovementcultureborders bug for vista, ill report back if and when i find something :) watch this space.

Spoiler test 1 :
Code:
	<!--JImprovementCultureBorders Mod Start-->
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_MIN_BUILD_DISTANCE</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_BORDERS</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_BORDERS_TO_SAME_TILE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_BORDERS_TO_ADJACENT_TILES</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_TO_SAME_TILE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_TO_ADJACENT_TILES</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<!--JImprovementCultureBorders Mod End-->

when i put the code like this i get several error message pop-ups when i start the game:


i also get the game crashing in after selecting all game options.


Spoiler test 2 :
Code:
	<!--JImprovementCultureBorders Mod Start-->
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_MIN_BUILD_DISTANCE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_BORDERS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_BORDERS_TO_SAME_TILE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_BORDERS_TO_ADJACENT_TILES</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_TO_SAME_TILE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_TO_ADJACENT_TILES</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<!--JImprovementCultureBorders Mod End-->

when i put the code like this i get the exact same error messages, and still get a ctd after chosing my game options.



Spoiler test 3 :
Code:
	<!--JImprovementCultureBorders Mod Start-->
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_MIN_BUILD_DISTANCE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_BORDERS</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_BORDERS_TO_SAME_TILE</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_BORDERS_TO_ADJACENT_TILES</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_TO_SAME_TILE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_TO_ADJACENT_TILES</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<!--JImprovementCultureBorders Mod End-->

again when i put the code like this i get the exact same error messages, and still get a ctd after chosing my game options.



Spoiler test 4 :
Code:
	<!--JImprovementCultureBorders Mod Start-->
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_MIN_BUILD_DISTANCE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_BORDERS</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_BORDERS_TO_SAME_TILE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_BORDERS_TO_ADJACENT_TILES</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_TO_SAME_TILE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_TO_ADJACENT_TILES</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<!--JImprovementCultureBorders Mod End-->

and again when i put the code like this i get the exact same error messages, and still get a ctd after chosing my game options. so im guessing ive done something wrong with the patch you sent me. ill try a test with all 1's and another with all 0's....



Spoiler test 5 :
Code:
	<!--JImprovementCultureBorders Mod Start-->
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_MIN_BUILD_DISTANCE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_BORDERS</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_BORDERS_TO_SAME_TILE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_BORDERS_TO_ADJACENT_TILES</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_TO_SAME_TILE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_TO_ADJACENT_TILES</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<!--JImprovementCultureBorders Mod End-->

with all 0's it still returns the above errors and CTDs.



Spoiler test 6 :
Code:
	<!--JImprovementCultureBorders Mod Start-->
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_MIN_BUILD_DISTANCE</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_BORDERS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_BORDERS_TO_SAME_TILE</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_BORDERS_TO_ADJACENT_TILES</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_TO_SAME_TILE</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ENABLE_IMPROVEMENT_SPREAD_CULTURE_TO_ADJACENT_TILES</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<!--JImprovementCultureBorders Mod End-->

with all 1's it still returns the above errors and CTDs.



so therefore i think i must have done somehting wrong with the patching, as everything i tried resulted in the same error messages and a CTD...
 
Ok, another bunch of things that need fixing :

The CivPedia entries lack much information. Especially on spells.
"Bronze weapons" seem to be gained not from Copper, but from Dye. At least, that's the impression I've had several times now. [EDIT] In fact, what I get is Wartatoos, but I'm under the impression that the game tells me of "bronze weapons" when a unit gets one. Maybe texts are mismatched ?

Either Channeling ain't necessary for high-level magics (and you need to correct Channeling II and III, for they state they are needed for these), or high-level magics need to mention Channeling II or III in their prerequisites.
The texts of the "asteroid mines" should be modified, to mention they do not give "asteroid", but the kind of metal you built the mine for.

Also, i've been experiencing some sort of "infinite loop" problem. In fact, the end of turn never ends... I suspect the spell cast by the sylvanian in their capitol to be related to the problem. You can find my saved game here : http://mihd.net/f8lyg4

I hope this helps.
 
Ok, another bunch of things that need fixing :

The CivPedia entries lack much information. Especially on spells.
"Bronze weapons" seem to be gained not from Copper, but from Dye. At least, that's the impression I've had several times now. [EDIT] In fact, what I get is Wartatoos, but I'm under the impression that the game tells me of "bronze weapons" when a unit gets one. Maybe texts are mismatched ?

Either Channeling ain't necessary for high-level magics (and you need to correct Channeling II and III, for they state they are needed for these), or high-level magics need to mention Channeling II or III in their prerequisites.
The texts of the "asteroid mines" should be modified, to mention they do not give "asteroid", but the kind of metal you built the mine for.

Also, i've been experiencing some sort of "infinite loop" problem. In fact, the end of turn never ends... I suspect the spell cast by the sylvanian in their capitol to be related to the problem. You can find my saved game here : http://mihd.net/f8lyg4

I hope this helps.

I'd be most interested in the save but the link is broken. Can you upload it here again?

which version do you use?
 
Here is the save, on my personal FTP (I just hope there wont be 10k downloads ;)) :
http://kzwix.free.fr/Kzwix IC 1887.CivBeyondSwordSave

Oh, and while I'm at it, I'd like to thank you for this nice new siege unit : the spy. It's a GREAT way to take a city. Just declare war to someone, then move a spy in one of their cities, and all their troops will exit at once ! Also works in the field, but is less usefull, then (unless you want to put the troops out of a strong place, of course...). Thanks again, wars are much easier this way ! (But I'd wager it wasn't exactly a "feature" :p)
 
Here is the save, on my personal FTP (I just hope there wont be 10k downloads ;)) :
http://kzwix.free.fr/Kzwix IC 1887.CivBeyondSwordSave

Oh, and while I'm at it, I'd like to thank you for this nice new siege unit : the spy. It's a GREAT way to take a city. Just declare war to someone, then move a spy in one of their cities, and all their troops will exit at once ! Also works in the field, but is less usefull, then (unless you want to put the troops out of a strong place, of course...). Thanks again, wars are much easier this way ! (But I'd wager it wasn't exactly a "feature" :p)

No it isn't:lol: Thx for the save. Can you tell me which patch you were using?
 
Patch D, else I wouldn't have bothered posting about it without testing it again with the latest one :)
 
Theatre gives +8 happiness for 160 hammers? Thats got to be a bug....

Actually its even worse; the first gave +8, the second +12.

Also, you should disable some more of the magic schools. Eg: Bretonnia can research Lore of Fire (and several others). But Fire 1 upgrade requires channeling 1 *and* High Magic 1, which Bretonnia can't get, and Bretonnia can't research the Bright Wizards College or upgrade to any of the higher tier Bright Wizards.
I assume the intention is to deny Fire Magic to everyone except the Empire, High Elves and a few others, but in this case you should disable the research.

Also, the Lighthouse still says it adds +1 trade routes for all coastal cities, rather than +1 traderoutes for the city it is in.
 
Theatre gives +8 happiness for 160 hammers? Thats got to be a bug....

Actually its even worse; the first gave +8, the second +12.

Also, you should disable some more of the magic schools. Eg: Bretonnia can research Lore of Fire (and several others). But Fire 1 upgrade requires channeling 1 *and* High Magic 1, which Bretonnia can't get, and Bretonnia can't research the Bright Wizards College or upgrade to any of the higher tier Bright Wizards.
I assume the intention is to deny Fire Magic to everyone except the Empire, High Elves and a few others, but in this case you should disable the research.

I made a mistake about the theater it gave +1 happy per 5% Gold. It was supossed to give it per 20% gold commerce. that's fixed in the next version.
 
Second level air spells (*edit* Lore of the Heavens?) are bugged.
Storm of Cornos and Uranon's Thunderbolt are both available at tier 2. They both have identical effects (area effect damage) except that the Thunderbolt does more damage (max 80% rather than 60%). I assume from the name that the Storm was supposed to be an area effect, and the Thunderbolt a single tile (or single unit)? As it stands, both are too strong (Maelstrom in FFH is bad enough as it is, these are even nastier), and the Thunderbolt is a joke (80% damage to everything in 2 tiles in any direction? Thats insane).
Also, the other spell (Summon Lightning Elemental) is pathetically weak - you get a 1 turn strength 3 summon (oooh, with blitz!). I assume that the spell was supposed to be a permanent summon?
And the level 1 spell (premonition?) that gives extra first strikes is a bad idea because it also increases the chance that your mage will defend - a bad idea, I never want the mage to defend.

Note also that miscast percentage is not visible.
You've fixed it so that miscasts work, but the percentage chance is no longer available in the spell tooltips.
 
CTD save attached. Crash happens between turns, I think when something attacks my missionary in Bretonnian territory?
This may be another HN bug?
Save is using latest warhammer mod patch.
 

Attachments

Thanks guys for the saves. It seemed indeed to be a HN bug at first but this last saves made it clear that there simply was something wrong with the animation of the Asrai prophetess as no HN involved. so basically whenever a prophetess died the game crashed.

will be fixed next version.:)
 
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