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

Ancient cavalry sorry.

Also, High Elf Archmage (and maybe others?) doesn't give a free promotion on upgrade.

Privateers don't have Hidden Nationality.
*Edit* Actually, they function as hidden nationality units, but there is no visible hidden nationality promotion and they cannot declare nationality. Intended?

Crossbowmen get an "operational area" grid displayed around them when they have quality bows despite not having a barrage ability.
Longbowmen seem to be the only unit that gets the actual barrage mission.

Ind light cavalry graphic has riders riding horizontally....
 
Ancient cavalry sorry.

Also, High Elf Archmage (and maybe others?) doesn't give a free promotion on upgrade.

Privateers don't have Hidden Nationality.
*Edit* Actually, they function as hidden nationality units, but there is no visible hidden nationality promotion and they cannot declare nationality. Intended?

Crossbowmen get an "operational area" grid displayed around them when they have quality bows despite not having a barrage ability.
Longbowmen seem to be the only unit that gets the actual barrage mission.

Thx, hope to fix all this next patch.

Edit: the barrage mission per promotion had to be removed because xienwolf's expansion caused ctds. Hope to add it back once he's solved the issues
 
Dragonprince regiment looks like some kind of chaos knight - very out of character considering how awesome the rest of the high elf sprites look. Is this really how the model looks, or is it a placeholder?
 
Patch 13c (breaks saves)
Spoiler :
bugfixes:
-you can build roads on top of trails now
-dwarves can't research whaagh/insat.hunger
-fixed indian chariot animation
-indian Warchariot doesn't display as dwarfchariot
-fixed indian ancient cavalry
-fixed indian light cavalry

balancing:
-Lustria can't research roads/imperial roads
-increased extrayieldthreshold of agricultural trait to 4
-removed creative trait
-upgraded spellcasters get freepromotionpick
-privateers get hidden nationality as promotion

additions:
-added tech wild paths(to build trails) - civs that can research wild paths can't research roads/imp.roads and vice versa
-forest goblin spider rider
-added black orcs

cosmetics:
-added another bunch of unitbuttons
 
Spider rider is bugged (playing as IronclawOrcs), gives game crash.
Traceback:
File "CvScreensInterface", line 709 in ForceScreenRedraw
File "CvMainInterface" line 823 in redraw
File "CvMainInterface" line 1168 in updatePlotListButton
RuntimeError: unidentifiable c++ exception.

Also, is it intended that they have only 1 movement point? ignores terrain costs not really so useful....

Great Generals can't join a troll unit. Intended?
 
Spider rider is bugged (playing as IronclawOrcs), gives game crash.
Traceback:
File "CvScreensInterface", line 709 in ForceScreenRedraw
File "CvMainInterface" line 823 in redraw
File "CvMainInterface" line 1168 in updatePlotListButton
RuntimeError: unidentifiable c++ exception.

Damn, sorry I actually forgot to include the model in the patch:mischief:

will upload another tommorrow, got to sleep now
 
Another ork bug
Error message (animosity related?)

Traceback:
File "CvEventInterface" line 27 in applyEvent
File "CvEventManager" line 218 in applyEvent
File CvEventManager, line 2244 in Event SetHasTraitApply.

Save attached just after it happened. No crash.

*Edit*
Actually, it crashes in between turns a turn or two after that save.

General note though; trolls are *awesome*. Not sure if they're a balance problem or not.
 

Attachments

The bug from post #428 is still happening.
The turn after, I get:

File "CvEventInterface" line 23 in onEvent
File "CvEventManager" line 198 in handleEvent
File CvEventManager, line 1201 in onUnitPromotion.

File PyHelpers, line 14 in_init_
Overflow error; long int too large to convert to int.

Game then turns nonresponsive with error message displayed.

I think this might be related to the ork great general and discipline promotion?

*Edit* add last autosave before the bug.
 

Attachments

Religion still spreads far too slowly. In FFH, if you miss founding the religion of your choice, you can still get an acolyte to start spreading the religion when you get the tech. In vanilla civ, all religions are the same, so if you miss founding one religion, you can easily get a different one just as good.

Here, there is only 1 religion available to each faction, and you don't get an acolyte, so if you miss founding it you can be without any religion for a very very long time.

This is even worse when many of your units require the religion. Playing as Hung, no corruption of chaos means no knights, no sorcerors, no chaos warriors and no marauder swordsmen, and no researching chaos magics.
 
Is it intended that stables give +1 health? And that aerie and breeding grounds give +1 happy?

Also, the Hung mounted trait doesn't give mobility to chariots. Intended?
*Edit*
This seems because chariots are chariot class, rather than mounted. This means that mounted unit bonuses either from promotion or spearmen/pikemen won't work either.
 
There is a weird graphical glitch around dark elf city Kalos, in the far NE; permanent fog of war that can't be revealed, even by moving through it.

Also, despite 200++ turns of open borders with the founder of corruption, I don't have a single city with corruption religion so cannot adopt a religion 300 turns into the game.
 

Attachments

AI attacks suicidally with warlocks. Strength 2 warlock attacking fortified militia archer on a hill.....
AI needs to try to preserve spellcasters; they should never attack with spellcasters with less than a 90% win threshold.
 
Actually it seems like Hung can't build marauder swordsmen at all. They appear in the tech tree, but don't seem to be buildable.
 
Well, arguably dryads should be able to get the promotion, yes? Makes them pretty potent defenders of the wood elf lands.
 
well yes and no. initially i wanted the glamourweave kin promotion to allow the spellcaster to 'join' a unit of forest spirits (dryads, treekin, treeman etc) which would boost that units strength and alow them to cast magic like the original caster. i figured using a great general apporach would work, but it ended up being a great big fizzel.
 
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