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

Another Warhammer map bug; Iron claw orcs start in a pretty bad start just NE of the dwarves on the E side of mountains on the edge of the wasteland, rather than in the pretty decent start point S of the Kurgans/NE of Kislev where they started on the Warhammer city map (this area is "discovered" for the orcs, but is covered by fog of war and is not where they actually start.
Similarly, the goblins start just a bit further south on the E side of the mountain, rather than the west side where they started with the cities map (which was still a poor start).

In general, the start positions and surrounding expansion areas for all the "bad guys" (especially Norsca, Kurgan, orcs, gobbos and Hung) are of such low quality that these players will never have any decent power or pose any serious threat, particularly when played by the AI. More bonus resources probably need to be placed around these areas.
On this map, the AIs that do well are Lustrians/Amazonians (because of high food from the swamp mechanics, though they refuse to cottage jungles in such a way as to be truly powerful) and Brettonnia (mostly because they go for the salvation shrine fast, then to Feudalism for Serfdom/Vassalage and grow huge cities).
The Empire tends to suffer from forestlock as an AI (even their cows are forested so can't be pasture-ised until bronze working) and most of the civs that don't start on or near rivers are very slowly at getting tech because of being slow to cottage-spam, slow to forestchop and overconstruction of forts.

Also, the 3 troll-lairs NW of Kislev end up spawning truly ridiculous numbers of rivertrolls. Maybe go down to 2?
 
Also, the 3 troll-lairs NW of Kislev end up spawning truly ridiculous numbers of rivertrolls. Maybe go down to 2?

Yes, that is rediculous, imo, as well. By the time I discover Kislev, there's always bout 15-30 Trolls runnin round.
 
Dark elves don't suffer the -10% food penalty, which is a very nasty penalty in the early game, and slows down development a great deal.
As it stands, Dark elves are noticeably stronger than their lawful brethren.

In fluff terms, Dark elf cities are pits of despair and debauchery and horror, full of slaves and all the plagues that accompany them. Not particularly healthy really...
 
Hey now i have played the game for a while and i have taken the game whit me on my labtop and started a new game, but this game Crash when it reach turn -1240 i have uploadet the save game. :confused:

I am using the latest patch BTS 3.17 and Warhammer + warhammer patch D

//Alf
 

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Dark elves don't suffer the -10% food penalty, which is a very nasty penalty in the early game, and slows down development a great deal.
As it stands, Dark elves are noticeably stronger than their lawful brethren.

In fluff terms, Dark elf cities are pits of despair and debauchery and horror, full of slaves and all the plagues that accompany them. Not particularly healthy really...

I would still expect them to take good care of their own health, (who cares about the slaves) they are still elves with the same knowledge of healthcare and medicine. Probably even more knowledgble then their cousins. Seeiing how they love poissons.
 
yes and no GEZ, the actual DE are a minority in a cities population, with slaves making up the majority. but your right i expect the DE have some of the most potent antidotes, along with the most potent poisons.
 
Yeah. Slaves are even dirtier than regular human peasants.

Keep in mind, no health bonus just makes them as dirty (on average) as all the other factions. The Dark Elves themselves might be much healthier/less likely to die from disease, but I'm sure they don't bother using all their antidotes and healthcare on their slaves. After all, slaves are a renewable resource (and people said dark elves weren't environmentally sustainable....)
 
i notice patch k for FFH has this:

Patch "k":
1. Fixed a CtD caused by a Guild of Nine event that tried to spawn an acrobat.
2. Fixed an issue with Ignore Building Defense (it was being applied to all units).

The second point might explain some of the odd observed behaviour in city defence that I posted about above; it could be that all units are getting the ignore building defence, which explains why the displayed defence is much lower than that reported in bombardment messages; it could be that non-cultural defences aren't working at all!
Worth looking into.
 
I was just playing random map and after a while the Skaven and the Hegemony started getting ALOT of warbosses, lords and military leaders. Atleast one for each city over a short period of turns. And when the skaven attacked me their units were immortal. whats up with that? doesn't look like a feature to me.
 
So, Why is it that Lucan and Luccini have like 50 great people? COMMON! It's a huge bug and it's a disadvantage.
 
Granary doesn't work; it doesn't actually keep 33% of food after city growth.
Watch the saves.

Also, in this game, the Tileans next to me had every possible promotion on their warriors; the Great General bug strikes again.
 

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The error

ile "CvEventInterface" line 23 in onEvent
File "CvEventManager" line 198 in handleEvent
File CvEventManager, line 477 in onEndTurn.
File "Animosity", line 67 in handleEndUnitTurn

File Pyhelpers, line 14 in__init____
Overflow error, too large int to convert to int.

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

Now seems to be happening every turn (after the other post #428 bug had occurred). Hitting ok on the error message like 15 time does make it go away, but then it happens again the next turn.

Errors stopped once orks were destroyed.
 
Just played through my first game on Noble as the Dark Elves (Morathi) on Pangea (huge) under 0.13 patch D. Very stable. I had a CTD once but I simply think I had been playing too long on my rig without a reboot. :)

I did catch a couple of minor typos:
- "Armystandard Bearer" should probably be called "Army Standard Bearer"
- "Corsair Assaultunit" should probably be called "Corsair Assault Unit"
- When first meeting Magnus he says, "Sigmar has blessed you, for he led you Reikland. What say you? Shall you follow our cause?" He probably should say, "...led you to Reikland..." instead.

Some other stuff:
- I was able to give my Privateers the Buccaneer crew promotion, but it didn't list a description of what it or what Skeleton crew did. I knew what they did, but it should be included in the description.

- a few times my ranged bombard attacks were hitting for 0% damage. Not sure if that was bad luck or a bug.

- On a visual note, would you please consider fading the background Warhammer world map image on the Demographics page to a darker sepia or a faded grey? It is pretty but also very bright, making it more difficult to read the demographic numbers.

I will play round two and see if I catch any bugs but I have to say this was very stable, and I didn't notice any major issues at all. Thanks for the Warhammer mod. I love their world and lore, and was happy to find this mod. Really superlative and easy to jump into. I felt it was very playable, and while I think FfH2 is well done I was ten times more lost playing that one for the first time. I was able to jump right into the Warhammer mod easily.

Cheers!

*edit: Oh!, and the Celtic fiddle music, heh. If you're not a fan of the genre it seems to play a little too long for flavor. Maybe my dark elves just dug it. I however said something out loud like, "[expletive]! Enough of the Celtic fiddle music already! :)
 
First contact with Neferata yielded the "AI_DIPLO_FIRST_CONTACT_LEADER_NEFERATA" message instead of actual text.

Nature Lore description, grammar in from soldier's quote: "...do anything; where in the Chaos Wastes..."
That should read: "...do anything; we're in the Chaos Wastes..." instead.

Minor stuff to be sure. It's not taking away from my enjoyment playing.
 
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