Wildmana 7.x - Bugreport & Missing Entries

1. this is the code for blizzards. note that it doesn't work for illians, but units with winterborn promotion
Code:
def onMoveBlizzard(pCaster, pPlot):
	iFrozen = gc.getInfoTypeForString('CIVILIZATION_FROZEN')
	if pCaster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_WINTERBORN')) == False:
		if pCaster.getOwner() != iFrozen:		#Added in Frozen: TC01
			pCaster.doDamage(10, 50, pCaster, gc.getInfoTypeForString('DAMAGE_COLD'), false)
if you think something could be made better, let me know.

2 The Resistmodify of slowspell is set in XML. Currently it is 85. You could try to reduce it and see if you get better results. Unless you have promotions that increase spell power it should be close to 100 though IMO. But it is a complex formula so could be it is too high at the moment.


1: Not sure what ya mean there :), from what I can tell of the code they have to be both Frozen and Winterborn to not be damaged. The Illians do have the Winterborn promo. In that case I would remove the blizzards being summoned by the temple, give the frozen their own pagan type temple, and/or let the temple summon one blizzard on build and let that blizzard fade as normally (and hope you have a priest of winter to scoot it from your lands). (But if this is not a bug, just a buyer beware Illians are still human thing then cool beans =)

2: To test it I changed the Resistmodify to 1 to see if it would work and it did. I think the issue is what is being modified. Do the numbers added to resistmodify add to the base resist percent? I couldn't find the base percent (maybe in .dll?) numbers so these are just assumptions. If the base resist is 30% and we add the Resistmodify of 85% then it is possible that we are getting 100% resistance. To test the unmodified slow spell I put 20 adepts beside a enemy city who had 10 units. Gave all them Ice 1 and cast slow with all of them for 5 turns. All enemy units resisted 20 slow spells for each of the five turns. (Well I did have defenders guarding them so the enemy did loose about 4 units). The odd thing is that the Dragon's slow spell still works, must be their magic immume promo puts them under the 100% mark.

I checked the base FFH slow spell and it does not have the Resistmodify code, just the basic resistibility
 
I've noticed that my (illian) units are only being damaged by blizzards upon construction if there is one over a city tile, after that they can move with impunity.
 
I've noticed that my (illian) units are only being damaged by blizzards upon construction if there is one over a city tile, after that they can move with impunity.

True, also from one entering a tile with units or your units enter the blizzards tile.
 
1: Not sure what ya mean there :), from what I can tell of the code they have to be both Frozen and Winterborn to not be damaged. The Illians do have the Winterborn promo. In that case I would remove the blizzards being summoned by the temple, give the frozen their own pagan type temple, and/or let the temple summon one blizzard on build and let that blizzard fade as normally (and hope you have a priest of winter to scoot it from your lands). (But if this is not a bug, just a buyer beware Illians are still human thing then cool beans =)

That's actually incorrect. ;)

The first check means that ANY unit with the Winterborn promotion will not be damaged by the Blizzards. AFAIK, the only reason you're having units damaged on creation is the promotion has not yet been applied when the damage is run. They shouldn't be damaged again.

The second check was added because not all Frozen units have Winterborn; It runs AFTER the first check, so it's "All units with Winterborn OR owned by Frozen".
 
1. this is the code for blizzards. note that it doesn't work for illians, but units with winterborn promotion
Code:
def onMoveBlizzard(pCaster, pPlot):
	[COLOR="Red"]iFrozen = gc.getInfoTypeForString('CIVILIZATION_FROZEN')[/COLOR]
	if pCaster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_WINTERBORN')) == False:
		if [COLOR="SeaGreen"]pCaster.getOwner()[/COLOR] != [COLOR="Red"]iFrozen[/COLOR]:		#Added in Frozen: TC01
			pCaster.doDamage(10, 50, pCaster, gc.getInfoTypeForString('DAMAGE_COLD'), false)
if you think something could be made better, let me know.

Red is CivilizationType. Green is PlayerType. They are not the same thing. Change pCaster.getOwner() to pCaster.getCivilizationType()
 
In the last few games I've played, the Dragon's Hoard hasn't been generating any culture in the city Acheron is sitting in. I can see the hoard graphic in the city and the units stationed there are getting enchanted blade, so it doesn't look like a unit simply picked it up and wandered off with it.
 
I disabled culture for barbs because it was a major slowdown for whatever reason. That alone makes a game on a large maps with barbarian world option a few seconds faster.
 
Aquaducts aren't supposed to exist anymore, but you can still build one using "supplies" gained from a dungeon. Not so much a bug as a random bit of weirdness.

Random idea concerning aquaducts spoilered so as to not distract from the thread.
Spoiler :
iirc: aquaducts were removed because they only provided bonus health, something other buildings and resources unique to WM made unnecessary. What if they instead made city tile count as irrigated fresh water. If I'm thinking right, this would give a bit of bonus health (because the city is now on a fresh water tile) and allow farms to be built off of the city in even the driest regions. Hilly regions where farm chaining is not always possible would benefit greatly from this. Anyways, just a thought I had mid post.
 
"TXT_KEY_MISC_LOST_PROD_CONVERTED"

I think this means that hammers over the overflow limit are converted to gold (?).
 
I just noticed this tiger with heroic defense/offense 2. A white dragon I had managed to capture earlier also seems to have received this, and there's a pegasus and a hill giant nearby with the promotions as well. They don't seem to have gained any extra :strength: from the promotions. Is there some obscure event that does this, or is it a bug? (The random snow/tundra is from the Illians casting the deepening earlier).
 

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"TXT_KEY_MISC_LOST_PROD_CONVERTED"

I think this means that hammers over the overflow limit are converted to gold (?).


Yea I get this one as well every few turns. So far I have just been ignoring it...
 
Not so much a bug (I seem to have a lot of those), but pearls are interfering with the building of fishing villages. As a non-Lanune civ, you cannot see the pearls nor ever benefit from them. I like to carefully plan out my coastal cities to gain as many fishing villages as possible. Having invisible resources getting in the way is rather annoying.
Is there any way to fix this?
 
that explains why these villages couldn't be build sometimes.

if you open cvspellinterface.py , search for reqpiratecove, you only have to change pPlot.getBonusType(-1) to pPlot.getBonusType(caster.getTeam())
 
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