Wildmana 7.x - Bugreport & Missing Entries

do you have a save Jenaelha? The 25 gp bug is already fixed in 7.01

Attached.
Northeast of Nimarail is the stack of adepts/catapults, next to Archeron.
 
thanks. Played 20 AI autoturns and after 3 or so the stack left of to attack the Amurite city (I think they were still waiting for reinforcements). Stack bombarded the city for 3 turns, than managed to win against Amurite AI.

One thing that should be fixed next version is the Clan building so many shamans in this particulary case. I played the turns with an already modifed version and after 20 turns the Clan had lots of Ogres in his attack stack.
 
Very weird, despite not having changed any of my settings now that I've started a new game I don't seem to be getting the city screen at all. When I double click on a settlement I just got a zoomed out view of the area and blank borders with the little specialist icons.

sounds like a python problem. You could try to clean uninstall (deleting wildmana folder), then install new wildmana version. If problem continues, open civ ini (shortcut is in bts folder) and set hide python errors to 0.
 
...Stack bombarded the city for 3 turns, than managed to win against Amurite AI.
One thing that should be fixed next version is the Clan building so many shamans in this particulary case. I played the turns with an already modifed version and after 20 turns the Clan had lots of Ogres in his attack stack.

I will try to do better than the AI, at least until 7.02 ;)
One other thing... I had always wondered about the adepts not using their promotions but I see that the non-combat adepts were the ones holding their promotions, the attacking adepts have spent their promotions.
 
When I set HidePythonExceptions to 0 I get stuck on the your civ has entrusted you screen and get spammed with the message "Attribute Error: CivMainInterface instance has no attribute: 'Winamp Counter'" over and over. If I set it back to 1, my city screen is blank again (other than building selection and specialists). Everything works fine with vanilla FFH and it worked fine pre-7.01.

Also you still don't have any way to disable the Winamp GUI, if you turn it on the buttons appear and if you turn it off you still get the title and duration in the middle of your screen.

edit: I tried a clean install of Civ 4 altogether as well, didn't do anything.
 
I have uploaded a quickfix for the Winamp GUI bug.(first post of download thread) Can't test it since I don't have these problems, but should completly disable Winamp GUI if Gameoption isn't used.
 
The quickfix seems to have fixed the transparent city screen bug even without having disabled the PythonExceptions option. And after playing half a game of vanilla FFH2, I have to say that the AI is noticeably improved in your mod, it is a shame that you are discontinuing it.
 
Beastmen are still orcish, this leads em to believe other barbarians, like mounted mercs, are still orcs too.
 
a bug...
 

Attachments

  • Civ4ScreenShot0000.JPG
    Civ4ScreenShot0000.JPG
    209.2 KB · Views: 97
7.1, playing as Thessalonica, not a custom game. I can now only build my fishing villages 2 tiles away from my capital (as if the city were a fishing village). Is this intended? I can't imagine it would be - it makes it impossible to build a village in the fat cross. :(
 
@Saathei, the fishing villages use exact the same spell as the pirate coves.

uploaded 7.11 to fix this ctd (was introduced by a different fix in 7.10)
 
it's already been mentioned once iirc, but didnt see it in the list of bugfixes for 7.10. Has the conversionrate for the ancient forests (when FoL) been fixed?

I founded FoL, am running Guardian of Nature, got lots of forests (also undeveloped ones outside FatCrosses) and don't have a single Ancient Forest even after many turns.

I am running the game option for "improve without tech" i don't know if that has anything to do with it.

thz in advance!
 
It says I got house gallanda, it says I received a house gallanda... but none of my cities have it, and I don't have any type of unit either.


EDIT: OK, it's there.
 
i built the engineer guild and my income switched to 17mio/turn while about 20 GPs were born (in 1 turn). don't have the save anymore unfortunately.
 
do you use the latest patch? That bug was in 7.0 but should be fixed.
 
Back
Top Bottom