Wildmana 7.x - Bugreport & Missing Entries

Playing 7.11, the Clan researched infernal pact but no infernals appeared anywhere.

Whoa, looks like they did spawned afterall as I found a bunch of infernal starting units but they didn't have a settler (missing or killed early) so they never got any cities.

There's also something that prevents AI trading gold. At first it was all good, but then later at some point all civs as one showed 0 gold available for trade. It was strange but i didn't think much of it until I DoWéd on Sheaim and next turn saw a message saying that Os-Gabella have 60k gold for trade - a turn or two later it went back to 0 again. I then moved a shadow in one of the friendly cities and saw that they have 80k gold. WTH they all are saving for?
 
I was using the emergent trait, and it asked me if i wanted to gain Arcane after finishing Catacomb Libralus. I pressed decline, but it still showed the event of rumors of me gaining it. I checked my leader traits, and I still had emergent. Seems like its showing the event when it shouldn't.
 
Unfortunately it's not possible (without using an EXTRA event, the turn after) to show the text only if the trait is taken. Which is why it says 'Rumors'. ;)

To explain why: Global text like that is added to the event itself. This means that regardless of what event choice you take, the text will still show. Without adding the capability to event choices (DLL) or using an extra event the turn after (Wonky, more difficult to do, and delayed), it's not possible to show it for just one option.
 
Oh ok, I just hadn't noticed it before, so I wasn't sure if it was a bug or not. :crazyeye:
 
When I load this game I'm playing as the Doviello I get a python error. If I try to open the world builder while playing this one I get a black-screen crash with a generic error message. Strangeness.

Hope someone can make some sense of this.
 

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Whoa, looks like they did spawned afterall as I found a bunch of infernal starting units but they didn't have a settler (missing or killed early) so they never got any cities.

There's also something that prevents AI trading gold. At first it was all good, but then later at some point all civs as one showed 0 gold available for trade. It was strange but i didn't think much of it until I DoWéd on Sheaim and next turn saw a message saying that Os-Gabella have 60k gold for trade - a turn or two later it went back to 0 again. I then moved a shadow in one of the friendly cities and saw that they have 80k gold. WTH they all are saving for?

oh, added a check now so AI only saves up gold when the Gameoption that allows to hurry victory buildings is used.

I had added some code so that AI saves up 100k more gold than usual if they currently build a victory building. Of course they don't use this gold for trading or to hurry other buildings ;)
 
I had added some code so that AI saves up 100k more gold than usual if they currently build a victory building. Of course they don't use this gold for trading or to hurry other buildings ;)

I've checked victory conditions and noone had even started with altar and only 1 civ had tower of elements and it was like that for many turns - enough to build a few towers the conventional way. So the question remains - why are they saving it up if they obviously aren't building anything?
 
I noticed that the mouseover info for scorpion clan goblins states that they have +5% str vs wild species, shouldn't it be 50% ?
 
All towers count as victory buildings for this. As a quickfix if you wanted, you could set bVictoryBuilding to 0 for all victory buildings in Civ4Buildinginfos.xml.

5% is correct Gekko.
 
[to_xp]Gekko;8774991 said:
found a missing text key: txt_key_misc_lost_prod_converted

I was just about to say the same thing. :)
 
In CvGameUtils.py CannotTrain the scenario function callout is indented to far so it only checks when the guilds game option is enabled.
 
CustomFunctions.py line 493 should have PRISONER_MERCHANT, not PRISONER_MECHANT.
 
weird, I'm now 363 turns into a quickspeed game and the Sheaim refuse to build a second city despite having space for at least a couple. other civs have 4-5 cities ( small map )

btw, what's up with the "new" balseraph courtesan? they are hardly better than an assassin...
 
A couple of things:

I haven't seen any creation or force nodes still - I opened up WB and looked, too, but couldn't see any. What are their guardians? I may have overlooked them. If anyone else has seen them, then shout, and I'll know that it was simply none spawned this map.

Also, stone doesn't seem to be revealed from masonry. (I spotted some in my territory when looking for the nodes in WB)
 
Merchant issue fixed, Perpentach fixed, create/force fixed (i had only added the spawning of the guardians, not the actual nodes :/)

no tech reveals stone, tested it and could see it right from turn 0.

Gekko, can an assasin get :strength: 16 after defeating a beastmaster? I think the shapechanging power of courtesans is better than what assasin have to offer...
 
I just got a python error when Capria built the Mercurian Gate. I am attaching a screenshot and the save the turn before.

Hopefully this isn't stopping Basium from getting established. I would check using the world builder but this is the game that I cannot open the world builder without crashing the app.
 

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  • BasiumError.JPG
    BasiumError.JPG
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  • Battle Save.CivBeyondSwordSave
    Battle Save.CivBeyondSwordSave
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