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

Cool, more patches! Can't wait.
 
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.

do you have a save for this one?
 
Sorry, not around when it was happening, saved over it. It was the same game as the granary example and the Tilean great generals though. Next time.
 
Sorry, not around when it was happening, saved over it. It was the same game as the granary example and the Tilean great generals though. Next time.

Ok no problem. I think I will upload a hotfix for the traitrelated bugs. It seems that part produced a lot of weird sideeffects with seemingly no relation at all(Great Poeple i.e.).
It might be better to go hunting for the bugs without the adaptive/insane trouble anyway, that seems to throw around a lot of integers that make no sense for the program at all.
 
Ork bugs *seem* to have been fixed. Played a couple of hundred turns as orks with none of the crashes from before.

The spider rider seems strange though. Its a replacement for ancient cavalry, and has ignores terrain costs, but has only 1 move, and can't use metal weapons. Surely it is intended to have 2 moves? 5 strength (with poison), 2 moves ignores terrain costs, requires breeding grounds would be useful and fair. As it is, its just an over-priced axeman that needs breeding grounds.

Is it intended that Wolf Chariot doesn't need a Wheelwright, in addition to not needing horses?

Also, pillaging a corral gives no gold. Probably some missing pillage values somewhere.
 
Ork bugs *seem* to have been fixed. Played a couple of hundred turns as orks with none of the crashes from before.

The spider rider seems strange though. Its a replacement for ancient cavalry, and has ignores terrain costs, but has only 1 move, and can't use metal weapons. Surely it is intended to have 2 moves? 5 strength (with poison), 2 moves ignores terrain costs, requires breeding grounds would be useful and fair. As it is, its just an over-priced axeman that needs breeding grounds.

I do think it should at least have +1 poison. And maybe the ability to at least get war tatoos. Btw, dumb question, which tech allows war tatoos? And I assume that war tatoos goes thru the same mechanic as metals?
 
It does have +1 poison (its 4 strength without them), and I think can get war-tats, but dye is a pretty rare resource, so isn't really reliable. It also fears elves.
But ignores terrain costs is completely worthless on a 1-move unit.
 
It does have +1 poison (its 4 strength without them), and I think can get war-tats, but dye is a pretty rare resource, so isn't really reliable. It also fears elves.
But ignores terrain costs is completely worthless on a 1-move unit.

Ok. I musta misunnerstood some of both wat you were sayin and wat the pedia said. I got it now.

And, yeah, I agree that one movement is kinda useless with ignore terrain.
 
Good news; Lahmia AI builds/upgrades to Liches.
Bad news; Lich doesn't cast any spells, just attacks (unless the summon zombie spell is still the only one they access).
 
Yeah spiderrider should have 2 movement, sorry. But it's intended to not use metals.
will have a look at the Lich AI, thx. edit, seems the same as any other spellcaster so no idea why it's used for attacks...

Granaries seem to work as normal as far as I can tell with patch e. Alot of functions got messed up previously by adative/insane traits trying to point to the missing creative trait.
 
Granary seems to be working ok now. 2-move spider rider is fine without metals.
Lots of spellcasters seem to be used offensively; I haven't seen it lately, but the AI used to use Warlocks as early game scouts, and to attack with them with suicidal odds. I've never seen the AI cast a spell with any of them either.
 
Is it normal for the Slanns not to be able to create hedgewizards, even with a conven built ? I would have thought so, but I cannot find any "Mage-Priest" unit to replace them, so... Have I overlooked something, or is it a bug ?
 
Is it normal for the Slanns not to be able to create hedgewizards, even with a conven built ? I would have thought so, but I cannot find any "Mage-Priest" unit to replace them, so... Have I overlooked something, or is it a bug ?

The Lizard UU that replaces the Hedgewizard prolly ain't implemented yet.
 
yeh unfortunately lizzies arnt implemented much at all. lizzie magic an stuff is one of the things im going to prioritse in my mod mod.

speaking of which, it appears the patches have slowed down so i might start modding again this week if i have time.
 
Also, it seems to me that the technology which is supposed to add +1 move on the wild paths doesn't do so (can't remember the name). Oh, and you can still create an academy without philosophy... and a military academy without (military tradition, is it ?) the proper tech.

Ah, and some units do not state properly they are unique units. For instance, the halberdiers as they are now let people think they can build them. Well, at least, the Slanns cannot, and I strongly suspect only the Empire can build them...
 
yeh unfortunately lizzies arnt implemented much at all. lizzie magic an stuff is one of the things im going to prioritse in my mod mod.

speaking of which, it appears the patches have slowed down so i might start modding again this week if i have time.

Yes I'm trying to do some artwork and recoding the religions(I'm also playing some games I wanted to this summer - I'm still a gamer as well;)) So next patch will take a while unless there are still some serious bugs.
 
Awesome mod! practically a new game... :)


i'm however having a pretty major problem which i hope is fixable.

at turn three right after you get the message about "welcome to warhammer fantasy battles, as this is a mod it will require some hardcore testing" .. my game crashes.:(
 
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