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

Then the tooltip is wrong; it says it creates a forest in the tile.
But that begs the question; why does a level 2 lategame magic duplicate the effect of a level 1 earlygame magic?
Many of the level 1 spells are powerful, and the level 2 spells are weak.

Also:
Dark Elves can build both roads and trails. Intended?

Ind swordsman regiment still lacks a graphic - appears on the main map as a red blob.

Looking at the terrain spawn needs to be a priority; the game is no real challenge since most civs are crippled by spawning into jungles.

Are Cursed Lahmia and Nekehara deliberately deactivated for players? Their leaders can't be selected. I thought you were only deactivating Sylvannia, since Agnosticism stopped them building their units? They used to work fine (and the Nekehara AI was pretty good at an early bronzeworking rush).
 
Patch 13a (old saves can have weird results, but are loadable)
bugfixes:
-fixed pink promotionbuttons
-fixed earth's grasp spell
-Temples spelled correctly
-fixed a ctd caused by units getting negative movementpoints from spellpromotions

balance:
-cavalry and chariots now get proper disadvantages when on wetlands and in deep jungles
-halfed Knight Unitclasses' penalties for terrains
-reduced magicmissle's(spellunits) strength

Note:
-about the terrain issues I'll wait for Vehem updating Fall Further to see if he
get's similar issues
 
On the warhammer cities map, Dwarves intro information says they start with mining, but they actually start with crafting. Also, they don't start with the Ancestor gods religion in their city, and they can research irresistable hunger and waagh.

Also, they don't get +50 starting gold.

Alignment diplomatic bonuses don't seem to be working correctly; the penalties work fine, but the expected bonuses for being of the same alignment often aren't present.

The AI seems completely braindead on this map. 150 turns in for eg, half of the AIs still haven't even built improvements on any of their tiles. This will be alleviated once you have civs spawning with all the basic techs already researched.
 
Isnt +50 gold at the start of the game only for Raider trait civs?
 
What happened to da cool intro movie? :confused::(

Had an error Traceback (see screenshot, but able to continue) - viewed da hero tab in civilopedia (nautilus) then clicked on TOP (to go back to main menu of pedia) in the pedia and got that message.

Borgio the Besieger has his Besieger trait described as TXT_KEY_TRAIT_BESIEGER. Hobgobla first contact broken link.

Cathay builds trails (dunno if intentional) and Ogres do not start with Insatiable Hunger.

EDIT: Ah a Road tech... ;)

EDIT2: All I can see in the pedia is units begining with "A" up to Astromancer.
 

Attachments

  • Civ4ScreenShot0001.JPG
    Civ4ScreenShot0001.JPG
    140.7 KB · Views: 93
+50 gold is supposed to be a property of Ingenuity, so that dwarves with their vaults don't start with an empty vault penalty.
 
Lustrians can't build hedgewizards or any other arcane unit. Which is kindof lame considering that Mazamundi is arcane....
They can research all the magic techs though.

Lustrian prophet spreads spirituality, not Old Ones.

Tracking also doesn't seem to increase trail movement. But trails seem to provide 2 movement even without tracking.
 
Ok, will experiment. But don't see quite why that should be.... with normal 1-movement units you get 2 moves on roads, and then 3 moves with a +1 movement on roads tech.

With trails, 1 move units get 2 moves from the beginning, and still 2 moves after the +1 movement on trails tech.

2-move Workers can move 4 tiles on trails with the +1 movement tech, and I *think* they could move 4 tiles on trails without the tech. But maybe they could only move 3?

Considering that Marshes convert to swamps, the level 1 Lore of Life spell would be quite powerful with Lustrians.... if I could build a unit to use them. Maybe too powerful? I dunno.
Vehem's jungle/swamp terrain is hard to balance. As it is, Mazatl are ridiculously overpowered, but Lost Lands is a big part of what drives that (extra hammers and food from trade routes + cottage spam everywhere = totally insane economy).
 
Ok, will experiment. But don't see quite why that should be.... with normal 1-movement units you get 2 moves on roads, and then 3 moves with a +1 movement on roads tech.

With trails, 1 move units get 2 moves from the beginning, and still 2 moves after the +1 movement on trails tech.

Considering that Marshes convert to swamps, the level 1 Lore of Life spell would be quite powerful with Lustrians.... if I could build a unit to use them.

Tracking makes trails as efficient as roads. Prior to that trails are a little worse but a unit needs two moves to make that difference visible. As basically any unit that aquires a musician can walk up to 2 it makes sense however(on basic trails they can walk 3, with tracking 4 - on roads 4 from the beginning).

Lizzies will get their attention later in one of the upcoming patches but I probably won't create an extra civic for them like in FF;)
 
Ok, fair enough.
Though cottages are buildable in jungles for Lustrians, there doesn't sem to be any graphics for them. I'm pretty sure that cottages in jungles showed up in Fall Further, so there is probably some way to implement this.

Also, meteoric iron seems completely useless now. At least for Lustrians, having built a unit in a city with a Weaponsmith having access to meteoric iron, the unit doesn't get an upgrade, nor is there an option to pay to upgrade the unit with meteoric iron armor.
Is meteoric iron now limited to civs that used Gromril, Admantium etc. in past?
 
I have a few quite serious balance issues. First of all the traits of some races are really weak, like the leader with a single Adaptive trait. The Agricultural trait is very definitely broken, every grassland with farm has a 4 food yield, and flood plains give 5 food. Thing is even one food right at the start of the game does a huge amount of difference. And that civic which makes farms give +2 food is just extremely imbalanced. I was playing an Agricultural leader and with that civic my flood plains had a 8 food yield with the +1 food from farms tech.
 
Um... Cotton gives +1 health. Well, when you starve i guess you munch on cotton :confused:. Perhaps makes grapes or spices +1 healthy instead and make cotton happy again?

First contact Mannfred has no text.

Cathay can build NO mages at all :(. They can build NO hedgewizards, and only have access to celestial and most elemental magics. However, they CANNOT build the Celestial College to build celestial wizards :(.

Temple of Spirituality allows you to build monks which spread The Old Ones :confused:. Had to rely on the spreadrate of da shrine to convert my cities ;)

Unit art of Cathay awesome btw :goodjob:

Screenshot1: High elves got spamed and KO turn 58, thats why... The minor civs are actually much more developed: Warhammer with cities is cool and gives them much needed extra time :goodjob:

Screenshot2: A red blob Kingdom of Ind unit - Swordsman Regiment.
 

Attachments

  • Ulthuan.JPG
    Ulthuan.JPG
    272.7 KB · Views: 65
  • Ind's red blob.JPG
    Ind's red blob.JPG
    186.5 KB · Views: 77
playing version 13 without the patch, WE on tectonic map:

played for 350 turns and did not ONCE see an ancient forest.

Could not convert to Elven Gods.

None of my spellcasters ever got the option to learn any magic other than hedgemagic. (even level 7, with all tech requirements etc.) also i was unnable to upgrade any of my prophetesses. what the hell did you do to the magic system? :crazyeye:
 
playing version 13 without the patch, WE on tectonic map:

played for 350 turns and did not ONCE see an ancient forest.

Could not convert to Elven Gods.

None of my spellcasters ever got the option to learn any magic other than hedgemagic. (even level 7, with all tech requirements etc.) also i was unnable to upgrade any of my prophetesses. what the hell did you do to the magic system? :crazyeye:

No idea about the spellcasters atm. But you still need to have mysticism or another "knowledge"(will probably rename the civicoption) option to adopt any statereligion and it definitly works!

For Ancient forest you need to have the Oak of Ages(spites ressource) and adopt Silvan Ways. Even then it's only a small chance per turn.
 
No idea about the spellcasters atm. But you still need to have mysticism or another "knowledge"(will probably rename the civicoption) option to adopt any statereligion and it definitly works!

For Ancient forest you need to have the Oak of Ages(spites ressource) and adopt Silvan Ways. Even then it's only a small chance per turn.

ok, well thats interesting.

i had the oak of ages and spites for over 100 turns and didnt see an ancient forest...
 
I can definitely confirm that once you are in Mysticism civic you can convert to Elven gods with WE.

I never even knew you *could* spawn ancient forests. WE are good enough without them atm. Never used Sylvan ways, because happiness is rampant and WE never have to worry about health. Clansmanship or Serfdom ftw. Slavery is too weak now (-1 hammer from mines? Yeouch!!).

Cotton lets you make clothes, which stops you from dying of pneumonia. Why would it make any more sense for clothing to make you happy than to make you healthy? Health bonuses don't need to be food.
 
Back
Top Bottom