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

Well, please hurry. I'm impatient. :)
 
no dont rush, if you rush your liable to make a mistake ;) take your time and try get it right the first time :p

12e is not supposed to do it all right yet;)

In fact I introduced another problem as the AI doesn't seem to understand multiple routes(more than road, railroad)

12e would already have been here since hours but damn Gameflood once again crashed on me. Really the last time I tried to upload something there! Burn them 4 hours waste of time!

Edit: well decided to name it 0.13 to make clear it's not a patch but a full download allthough the new content is merly of the dimension a patch should have

Kinstrife will once again be moved to higher version numbers(sorry)
 
Version 0.13 - conversion to BTS 3.17(FFH 32h codebase)(breaks saves)
NOT A PATCH - delete previous install!
-comes with installer
-soundtrack included

bugfixes:
-fixed cottageart
-theater now correctly gives +1 happy per 20% gold commerce
-fixed a ctd

balancing:
-Black Ark str 12, +2 Unholy damage, 5 cargo, can enter ocean, cost 400
-Inquisitors have a national limit of 5 now
-Phoenixguard and Executioners no longer replace Pikemen, gave too high national limits
-Toad tradeable with Hunting, requires camp or swamp
-siegeworkshop available with mathematics
-Ship of the Line properly requires Shipyards and Cannons
-Galleon requires Shipyard
-disabled some magic techs for Bretonnia
-olives, cotton give health instead of Happiness
-dye doesn't give happiness(only with building)
-halfed healthboni from Forests, Deep Jungles, Ancient Forests
-Silvan ways moved to Economy, +5 health, Upkeep High
-slavery nerfed a bit

Additions:
-adapted Vehem's Lizardmen terrainscripts for Lustria and Amazonia
-added terrain wetlands
-added improvement swamp
-added route Trail(most barb civs can only use this)
-added tech Roads(can only be researched by "civilized" races)
-added tech Imperial Roads(can only be researched by "civilized" races)
-added check to prevent civs from building improvements they shouldn't
-added Bonus Sacred Incense, Promotion Guardian Phoenix(from shrine of Assuryan)
-added Bonus Soulstone(from shrine of Khaine)
-added Bonus Spites(from Oak of Ages), grants Woodsman I to newly build units, use as trigger for Ancient Forest Growth
-added Altar of Khaine Unique feature
-added Shrine of Asuryan Unique Feature
-added Unique feature Mines of Gunbad
-added labor civic Clansmanship

Changes:
-Brightstone no longer spawns on maps, it's for Unique improvement "Mines of Gunbad"
-merged all Meteoric Iron ressources to just Meteoric Iron(to simplify)
-removed adamantium armour

Cosmetics:
-Interfacecoloradjustments for araby, ulthuan
 
no dont rush, if you rush your liable to make a mistake ;) take your time and try get it right the first time :p

Wat I meant was please do it in a manner that goes quick but w/o mistakes. Please hurry, but do it right. :p
 
Just spotted youve updated to 0.13 and its ported to BtS 3.17.

Yay!!!! Wohoo! Yeah!

Nooooooooo!!! I coulda downloaded it at a different place (2 hrs ago. sniff.), but at the flat here its dialup speed. Bugger!! Will have to wait a day... Sigh.
 
Just to tell my 0.12D game was a breeze(with kurgans), and that I'll start a 0.13 game, but at a faster pace (I usually play Epic or Marathon, will go to normal).
 
Just upgraded.
First bug noticed; the map starts with a whole bunch of deep jungles that then revert to jungles on the end of the turn. This messes up settler placement and AI initial city placement, since it seems like some areas provide much more food than they really do.

Haven't experimented with lots of map scripts yet, but the donut script is now broken. Everyone starts in big clumps of deep forest.

*Edit*
Wetlands also appear all over the map and stay there.
Which factions are supposed to be able to get roads? Because Kurgan tribes can't. Intended? They still have the build road function on their worker, but can't research the roads tech.
Slavery is overnerfed. It was too strong, but going from +1hammer mines to -1hammer mines is too much.
Academy is still available from Great Sage before its tech requirement.
 
i noticed something weird when you turn on the tile grid. don't know if it has any effect on the game, but i included a screenshot:

Spoiler :
Civ4ScreenShot0003.JPG
 
Temple of the Old Ones is misspelled Tempel.

You might want to consider making it so that Deep Jungle doesn't revert to Jungle once you capture it; if I capture a Wood Elf city, I get to enjoy the benefits of the fact that all their stuff is built in forests. But if I capture an Amazonian city, its now just full of jungle that makes my people unhealthy.

Something has definitely changed in the map creation scripts; metals now seem to be pla
I think this may be beyond this mod; I think BTS 3.17 may have changed something since I've noticed this behaviour in FFH too.
Check out this save. Look at all the bronze placements. Iron seems better, but its often all over for a civ long before they get to iron.

Also, there are no level 1 spells for Slaanesh? Also, not sure why chaos marauders and the like can upgrade to Mark of _chaosgod_ since these promotions don't do anything without chaos magic.
 

Attachments

Found another CTD.
Game crashes in between turns. Not certain whats causing it. Possibly some of the chaos magics?
Also, there are some strange graphical distortions; something caused some of the unit icons to display as pink squares.
 

Attachments

Another bug; you can't use treesinging on Wetlands, wetlands spawn at start of game all over the place (not just in Amazon territory, unlike in Fall Further) and you can't get rid of wetlands with workers. Also, in some cases you can't build improvements on wetlands (couldn't build farm/cottage on wetlands not adjacent to a river, but I seem able to mine them).
 
My first meeting with Sigmar (playing Tilean) his message is AI_DIPLO_FIRST_CONTACT_LEADER_SIGMAR. Future conversations are grand. With all the bug spotting going on I have to add that I enjoyed my first hour immensly. Cheers
 
Yeah, the 3.17 version is up! Can't wait!

Course, I have to reinstall BTS cuz I did somethin wrong with a file. But once that's done, I'm gonna try it. WHOOHOO!
 
Tier 3 spellcasters need to get a free upgrade; otherwise it takes until level 7 to get any of the level 3 spells.

Also, Animated Stones generates a Python error;
"CvSpellInterface line 21 in canCast
File "string" line 0 in ?
Name error: name 'reqEarthsGrasp' is not defined

And the Animated Stones unit can't cast EarthsGrasp, the button is present but deactivated.

Master of Wood doesn't work; the spell is deactivated even on empty plains or grasslands.

Also, shouldn't Jade Magic provide some means of removing marshes, swamps wetlands or deserts and terraforming them into something useful?
 
Tier 3 spellcasters need to get a free upgrade; otherwise it takes until level 7 to get any of the level 3 spells.

I agree. Maybe tho they should have 2 free upgrades like in FfH.
 
I think I found the Master of Wood problem.
You meant it to be a Treesinger clone, (ie Bloom) making a new forest, as the tooltip says. However, I think you actually copied the code from Fury of the Forest instead; as it stands, Master of Wood does poison damage to a stack.

Also, Brightstone can still show up from a worked mine - is this intentional?

And I would remove Warpstone as a requirement for the Juggernaut of Khorne; its just too rare a resource.

Monster Bonding is just ridiculously expensive. The dragon is good, but the tech cost is insane.
 
You might want to consider making it so that Deep Jungle doesn't revert to Jungle once you capture it; if I capture a Wood Elf city, I get to enjoy the benefits of the fact that all their stuff is built in forests. But if I capture an Amazonian city, its now just full of jungle that makes my people unhealthy.

The problem with this is that woodelves actualyl change their forest, whereas amazonians have adapted to the normal jungle.

I think I found the Master of Wood problem.
You meant it to be a Treesinger clone, (ie Bloom) making a new forest, as the tooltip says. However, I think you actually copied the code from Fury of the Forest instead; as it stands, Master of Wood does poison damage to a stack.

thats how i intended it to be. i only wanted WE able to magic forests into being.
 
Back
Top Bottom