Discussion in 'FfH2 Modmods, Scenarios, and Maps' started by Sephi, Jun 22, 2009.
thanx very much!
Until now, I have played only FFH2 without modmods. But I'm getting annoyed of these WoC errors (tiger bug) or crashes. Are these bugs also present in this Wild Mana Mod? In my last FFH2 games, I switched off the FoL religion to be relatively safe to the tiger bug...
no tiger bug in WM. nowadays vanilla FFH2 is basically wild mana lite... with gamebreaking bugs
Ok, then I will try it.
maybe a great improvement:
is there a way to sort the buildings by , , , and levelups for units on the beginning of a turn, maybe on a little screen with the most important infos ( just the , , , ), by using a different screen: maybe greater or simlilar the researchscreen or using separators with the current towninfo.
would be nice if you have 50 cities+ for optimizing gameplay AND time
well, i would code this for myself, but i'm not able to
ps: i hope this is reading somebody
Not quite what you meant, but check this out:
It's from this modcomp by Grey Fox, a member of the RifE team, and is in RifE currently.
yes i've seen this already..but the list is very unstructured, my thoughts go about a tree - like the research tree splitt up in paths for and unit XP
I'm not sure if this has been mentioned before*, but I have a slight peeve about this particular menu. Often, it doesn't list what I want to build in the city and I have to "Examine City" to build what I want to build. No big deal, but I thought I'd mention it since it was brought up here.
*because I know this is not the RiFE forum
hye all there reading this:
is it usefull such a kind of dopesheet for the buildings in a town ??
i also think of miniautomatism features like building all things for and so on, and custom checkboxes for the list of things to be built.
Patch 7.56 (break saves)
Major Speedtweak (simplified Traderoute updating)
AI tweaks by Skyre Noktis
fix: possible CTD when withdrawing defender dies because he has no free plot he can withdraw to.
Patch 8.0 "Revolutions in Erebus"
TXT key fixes by Graywarden
Infernal AI tweaks by Skyre Noktis
Fishing loses exploration prereq
Civic Decentralization gives -10% food
Civic Agrarianism gives +10% food, no hammer penalty
Faeries: Erlkings Hunt ends after 20 turns
Revolution mechanic works for all Noble Houses
Capital Cities will never revolt
time between two revolts increased
Revolting Cities may join one of three different Factions (Protectors of Erebus, Traders of Erebus, Risen)
added two Warnings when Support gets Low and Revolution might happen
fix: Balseraphs Hall of Mirrors won't duplicate Equipment
added Forest Preserve Improvement: req. Hidden Paths and Ancient Forests, gives +1 commerce and happiness
More Unique Barbarians
clan will consist of normal Scorpion Goblins with some weaker Goblins and Scorpion Archers mixed in
New Improvement Necropolis, spawns Spectres
Necropolis do not spawn, Graveyards turn to Necropolis over time
Skeletons will do their best to defend Graveyards/Necropolis
Skeletons can turn specific improvements to Graveyards
Skeletons are harder to deal with when they are defending Graveyards
added Hippus Equipment made by tesb
Malakim PathToAsceticism fix
Malakim Ancient Forest fix
restored different main menus
Leader Kro Mear removed
new Calabim Leader added: Elena (good,Emergent, Greedy, Redeeming)
fix: issue with Civilopedia when accessed in an active game
New Civ added: Austrin (original from Fall Further)
added Austrin leader made by 25Hour
Austrin Ability "swap cities" added. Allows Austrin to quickly move population and buildings between two cities
fix: faerie forests won't spread underwater
fix: demagogs won't abandon in crusade. flagbearers can be build in crusade
Mazatl: Priest of Kalshekk is a tier4 unit (national limit 4 and theology prereq). Can cast "Wrath of Kashekk", medium area damage spell.
Mazatl: Worldspell also creates one Priest of Kalshekk
Spell Sanctifiy removes Haunted Lands
Spell Sanctify removes Necropolis (reduces AC by 3)
If a Graveyard upgrades to a Necropolis the AC increases by 3
the sanctify spell that adds promotion to whole stack renamed to Life Ward
living units might be haunted by nightmares in haunted lands and loose a little bit of experience
fix: Law Mastery Trait gives free Law2 instead of Law3 to rangers/champions
New Civ added: Jotnar (original from Fall Further, made by ArcticCircle). Giants who live in small villages scattered around the countryside.
Costs of Noble Houses and free Commerce from Headquarters rebalanced
Fix: display of FeatureHappiness
AI: uses SevenPines only to make peace if it fights a war against a more powerful team
Hawks cannot be rebased to non team cities
Hawks visibility range of recon Missions reduced to 3 (from 5)
AI: automation of terraforming improved. Faster, prefers to terraform tiles being worked by cities first
fix: Wall defender Promotion is reapplied every turn to archers in the city
fix: genesis issue
fix: AI adopting CIVIC_NONE at first turn
fix: AI will Group Heroes more
fix: Barbarians can't trigger seven Pines
added version 2.64 of Erebuscontinents mapscript (made by Seven05)
Where can I find these changes? I looked through the latest Sourceforge files and didn't see anything that seemed to affect the Infernals.
Infernal going into conquestmode (eventmanager.py)
Infernal city production selection (gameutils.py)
maybe other tweaks I am not aware of.
uploaded Patch 8.03, fixes a WoC issue and some broken art links. link is as always in first post.
most of the minor bugs caused by the recent changes should be fixed now. Thanks everyone for reporting bugs.
Patch 8.10 (breaks saves)
finetuning of the Revolution mechanic, see this thread for details: http://forums.civfanatics.com/showthread.php?t=361613
fix: jotnar citizens spawn with all buildeffects applied (like free XP from civics, etc)
some more art and minor bug fixes
merged some items/Esus miracles from Onionsoilders http://forums.civfanatics.com/showthread.php?t=360603
more spelltweaks "made by tesb" merged to improve the interface
thank YOU for squashing them bugs like ... well ... bugs
Patch 8.30 "Deep Oceans" (breaks saves)
tweaks by Graywarden
Updates to the Scions made by Tarquelne
Updates to the Sidar made by Tesb
Updates to the Sheaim made by Tesb
AI will skip bombarding cities if it greatly outnumbers enemies
fix: AI rarely gave no orders to patrols
Jotnar Giants become stronger while they age
Jotnar: Orc conscripts have no AC prereq anymore
Orthus spawns later on classical starts
Deep Oceans terrain added (made by Seven05)
Sea Monsters lurk in Deep Oceans
Storms damage ships moving through Deep Oceans
Water mana reduces damage taken from Storms in deep oceans
Only Animals in Rage give a Warning "has been spottet near X"
Only offensive ManaGuardian Minions give a "has been spottet near X" warning
AI: better use of Treants with limited Duration
Speedtweak: faster updating of Plotgroups
AI: better Stack of Doom logic
Noble Houses have Techprereqs again
Support Modifiers for House Cannith, Kundarak and Tharashk finetunde
Support of House Tharashk increases/decreases with cities captured/lost
Fix: Issue with Faeries and Commando Promotion
if player who is at peace with a barb faction joins a team (for example permanent alliance), the peace to the barbfaction will be kept.
The game crashes when i start multi-player hot seat. Does this game support hot seat?
I just tested it, hotseat works. Make sure you have the latest patch and start a PLAY NOW game before you set up the hotseat game.
I got this crash report even after starting single player play now game and go to main menu and click hot seat and launch with civ bts v3.19 and latest mod 8.3.
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 22.214.171.124
Application Timestamp: 4a0c27e6
Fault Module Name: CvGameCoreDLL.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4bffa342
Exception Code: c0000005
Exception Offset: 0017d5c0
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 18441
Additional Information 1: 8485
Additional Information 2: 84853502223d8164a31468861a7c3d71
Additional Information 3: a4ea
Additional Information 4: a4eacf9d27e5ee8cb3a70ac0035eb8ab
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