View Full Version : FfH Version 1.10c
Kael Apr 10, 2006, 02:43 PM Download here: (retired)
Requires civ version 1.61.
Version 1.10c includes the following updates from 1.10b (not including a bunch of fixed,balance changes and art changes):
1. Fixed the fonts.
2. Added the mana icons.
3. Added the Marksman promotion.
4. Added the Peace spell.
5. Added Corlindale (Elohim hero).
6. Added the Undead Slaying promotion (+40% vs Undead).
7. Added the Nullstone Golem unit (Luchuirp, replaces shieldwall).
8. Added the Summon Xag-ya spell.
9. Added the Arcane Golem unit (Luchuirp, replaces sparatori).
10. Added the Blasting Workshop building (Luchuirp, gives all golems created the ability to fireball).
11. Added the Armament Molds building (Luchuirp, gives all golems created the heavy promotion).
12. Added the Velox Workshop building (Luchuirp, gives all golems created the light promotion).
13. Added the Golem Workshop building.
14. Added the Light promotion (increased movement and withdrawal chance, slightly lower strength).
15. Added the Heavy promotion (increased strength and lower movement).
16. Added the Handicap info to the FfH editor.
17. Pillaging an improved node now resets it to a base mana node.
18. Added the Inquisitional Hall building (Order advanced temple).
19. Added the Demons Altar building (Veil advanced temple).
20. Added the Scourge promotion (+40% vs disciples).
21. Bloom starts a "New Forest" which will in time grow to a normal forest.
22. Forests in Fellowship of Leaves civs have a chance of growing into Ancient Forests.
23. Added the Treant unit.
24. Added the Summon Treant spell (Summoning, Nature 2).
25. Treants have a chance to spawn to defend ancient forests for Fellowship of Leaves civs.
26. Scorched Earth trait now auto-raze's cities.
27. Agnostic trait keeps the player from accepting a state religion.
28. Added the Consume Soul spell.
29. Added the Eater of Dreams unit (Sheaim, replaces archmage).
30. Archmages, Summoners, High Preists and Inquisitors can't be built, they have to be upgraded from a level 6 or higher unit (testing the mechanic).
31. Added the Adventurer unit (Grigori hero).
32. Added the Adventurers Guild building (Grigori).
33. Blocked the Archmage, Summoner, Mage, Conjurer, High Priest and Immortal from being built.
34. Added level requirement on upgrade for the above units.
35. Added the Treetop Defence spell (Sorcery, Nature 1).
Kael Apr 10, 2006, 03:02 PM Im having a problem with adding features, so the New Forest and the Ancient Forest don't have any graphics yet (so the tile appears empty). Outside fo that they work fine.
loki1232 Apr 10, 2006, 03:09 PM What is xag-ya?
loki1232 Apr 10, 2006, 03:11 PM 30. Archmages, Summoners, High Preists and Inquisitors can't be built, they have to be upgraded from a level 6 or higher unit (testing the mechanic).
33. Blocked the Archmage, Summoner, Mage, Conjurer, High Priest and Immortal from being built.
umm. Do the ones not mentioned by 30. upgrade at level I? I hope the national unit limit works...
Chalid Apr 10, 2006, 05:01 PM As a security option for dummies: Can you make the next version again install into a new directory "Fall from Heaven 110d"?
I've fortunately thought about backuping my FfH110 folder before installing but might have lost some new unit-graphics if i hadn't..
Chalid Apr 10, 2006, 06:21 PM I had an ancient forest spawn without being elf or fellowship. I was calabim without religion.
Furthermore i could chop that ancient forest without bronze working and without gaining any hammers.
Oh and the green guys always start with one or two rangers - and can build them from the beginning. that seems really unbalanced...
Are Skeletons supposed not to be unsommoned on the beginnin of a turn?. They are weak enough - continiously loosing against warriors - so its no problem, im just curios.
Kael Apr 11, 2006, 02:04 AM umm. Do the ones not mentioned by 30. upgrade at level I? I hope the national unit limit works...
Right, all the rest are the same as they have ever been. The national limit should still be in effect.
Kael Apr 11, 2006, 02:06 AM What is xag-ya?
Xag-ya is an elemental of positive energy, a Xeg-yi is an elemental of negative energy. The only reason I included them is that if if a Xag-ya and Xeg-yi fight it creates an explosion that damages everyone within one tile (and destroys both of the creatures).
Its all I had for metamagic summons, Im more than happy to replace them if we come up with something better.
Kael Apr 11, 2006, 02:07 AM As a security option for dummies: Can you make the next version again install into a new directory "Fall from Heaven 110d"?
I've fortunately thought about backuping my FfH110 folder before installing but might have lost some new unit-graphics if i hadn't..
Will do. :)
Kael Apr 11, 2006, 02:12 AM I had an ancient forest spawn without being elf or fellowship. I was calabim without religion.
Oops. Fixed.
Furthermore i could chop that ancient forest without bronze working and without gaining any hammers.
Ill go through and add ancient forests in for chopping, they will probably take considerably longer to chop but only give slightly better production.
Oh and the green guys always start with one or two rangers - and can build them from the beginning. that seems really unbalanced...
I'll check it out.
Are Skeletons supposed not to be unsommoned on the beginnin of a turn?. They are weak enough - continiously loosing against warriors - so its no problem, im just curios.
No, they aren't supposed to unsummon. Skeletons and tigers don't unsummon. Instead you are allowed to have 1 for every unit that can cast the spell. So if you have 4 units with channeling I and death 1 (the requirements for raise skeleton) then you can have 4 skeletons at the same time.
Kael Apr 11, 2006, 12:01 PM Oh and the green guys always start with one or two rangers - and can build them from the beginning. that seems really unbalanced...
I wasn't able to dupe this. What era were you starting in and who was the leader? I asusme you mean the elves as the "green guys" but they are getting normal units for me.
woodelf Apr 11, 2006, 12:24 PM I wasn't able to dupe this. What era were you starting in and who was the leader? I asusme you mean the elves as the "green guys" but they are getting normal units for me.
I had a game where someone started with a Ranger while I had a Hunter. It was in 1.10b though. Not sure which civ, but it was started in 2nd era.
woodelf Apr 11, 2006, 01:11 PM Any update on adding the Features? It's very odd not seeing the Ancient Forest, at least for me.
Chalid Apr 11, 2006, 01:52 PM Hmm im not rememberin just know what guy its was. He starts with the tech that enables rangers.
I'll attach the savegame anyway as i got a CTD with that game and have no time to figure out what caused it. Simply press end of turn to CTD ...
Kael Apr 11, 2006, 02:18 PM Any update on adding the Features? It's very odd not seeing the Ancient Forest, at least for me.
Nothing yet, Ive posted it on Firaxis board but I haven't heard anything from them on it.
woodelf Apr 11, 2006, 02:36 PM Ouch, how will you do Hell if there's a cap on Features?
Kael Apr 11, 2006, 02:40 PM Ouch, how will you do Hell if there's a cap on Features?
I know, its gonna be bad bad bad. And for more than FfH, there are more people us who want to have more than 8 features in the game.
The alternative would be to do everything as terrains. But Im hoping Im mistaken and there is a way around it.
Kael Apr 11, 2006, 02:45 PM Hmm im not rememberin just know what guy its was. He starts with the tech that enables rangers.
Ahh.. found it, it was the Hippus. They were supposed to have Animal Husbandry but I gave them Animal Handling instead. Its fixed now.
I'll attach the savegame anyway as i got a CTD with that game and have no time to figure out what caused it. Simply press end of turn to CTD ...[/QUOTE]
I'll check it out.
woodelf Apr 11, 2006, 02:58 PM I know, its gonna be bad bad bad. And for more than FfH, there are more people us who want to have more than 8 features in the game.
The alternative would be to do everything as terrains. But Im hoping Im mistaken and there is a way around it.
Or take out tundra and jungle for now.
woodelf Apr 11, 2006, 03:48 PM Kael - do you want another CTD or do you have enough? Did you fix the problem I sent you before?
Kael Apr 11, 2006, 04:02 PM Kael - do you want another CTD or do you have enough? Did you fix the problem I sent you before?
Send it, im just installing 1.10c to load up chalids anyway.
woodelf Apr 11, 2006, 04:34 PM Sent away. Careful, this time it didn't CTD, but looped me and I had to reboot the entire computer.
Kael Apr 11, 2006, 06:54 PM Gonna need some Talchas help here.
The crash appears to be happening when the Ai considers what spells it should cast. I ran the following scenerios:
1. Playing out the the turn. Result: CTD 100% of the time.
2. From a fresh reload killing the 3 adepts in Varn's capital. Result: No CTD 100% of the time.
3. From a fresh reload removing the Fire1 and Channeling1 promotion from the 3 adepts in Varns capital. Result: No CTD 100% of the time. (Fire1 and channeling1 gives access to the scorch spell).
4. Block the scorch spell by setting return false as the first line of the reqScorch check. Result: CTD 100% of the time.
5. Block the scorch spell by changing the promotion requirements to ones the unit doesnt have. Result: No CTD 100% of the time.
6. Block the scorch spell but allow the Wall of Stone spell. Result: CTD 100% of the time.
So, in some situation (obviously the computer considers the Scorch spell tons of times without the CTD) when the computer considers if it should cast or not it CTD's. The ai.log shows the following:
[25727.623] AI_update(unit:UNIT_SCOUT id:24578 turn:138
[25727.623] anyAttack(unit:UNIT_SCOUT id:24578 range:1,odds:70,stack:0,follow,0
[25727.635] AI_update - unitAI done, calling doMagic 0,1
[25727.635] AI_update(unit:UNIT_ADEPT id:163856 turn:138
[25727.664] anyAttack(unit:UNIT_ADEPT id:163856 range:1,odds:60,stack:0,follow,0
[25727.664] AI_update - unitAI done, calling doMagic 0,1
[25727.664] AI_update(unit:UNIT_WARRIOR id:131084 turn:138
[25727.664] AI_update - unitAI done, calling doMagic 0,1
[25727.664] AI_update(unit:UNIT_ADEPT id:180242 turn:138
[25727.664] anyAttack(unit:UNIT_ADEPT id:180242 range:1,odds:60,stack:0,follow,0
[25727.664] AI_update - unitAI done, calling doMagic 0,1
[25727.664] AI_update(unit:UNIT_ADEPT id:229376 turn:138
[25727.664] anyAttack(unit:UNIT_ADEPT id:229376 range:1,odds:65,stack:0,follow,0
[25727.664] anyAttack(unit:UNIT_ADEPT id:229376 range:1,odds:45,stack:0,follow,0
[25727.674] anyAttack - bestSpell is -1, value -1
(god bless talchas for logging all his activity)
I suspect the -1 is the cause of the crash. I attached all the logs from the load and crash for Talchas to consider.
Kael Apr 11, 2006, 07:02 PM Woodelfs CTD is a match:
[27041.594] AI_update(unit:UNIT_WORKER id:32771 turn:206
[27041.594] AI_update - unitAI done, calling doMagic 0,1
[27041.594] AI_update(unit:UNIT_PRIEST_OF_THE_VEIL id:81920 turn:206
[27041.594] AI_update - start call doMagicAttack
[27041.594] magicAttack(minStrRatN:2,minStrRatD:1
[27041.594] AI_update - after start call doMagicAttack
[27041.594] AI_update - unitAI done, calling doMagic 0,1
[27041.594] magicAttack(minStrRatN:0,minStrRatD:1
[27041.594] attackSpell,str:-1,-1 buffSpell/str:43,-4
[27041.594] AI_update(unit:UNIT_SKELETON id:98308 turn:206
[27041.594] anyAttack(unit:UNIT_SKELETON id:98308 range:1,odds:65,stack:0,follow,0
[27041.594] anyAttack(unit:UNIT_SKELETON id:98308 range:1,odds:55,stack:0,follow,0
[27041.594] AI_update - unitAI done, calling doMagic 0,1
[27041.594] AI_update(unit:UNIT_ARCHER id:16385 turn:206
[27041.594] anyAttack(unit:UNIT_ARCHER id:16385 range:1,odds:65,stack:0,follow,0
[27041.594] AI_update - unitAI done, calling doMagic 0,1
[27042.334] AI_update(unit:UNIT_HUNTER id:40964 turn:206
[27042.334] anyAttack(unit:UNIT_HUNTER id:40964 range:1,odds:70,stack:0,follow,0
[27042.344] AI_update - unitAI done, calling doMagic 0,1
[27042.344] AI_update(unit:UNIT_CARAVEL id:147466 turn:206
[27042.344] anyAttack(unit:UNIT_CARAVEL id:147466 range:1,odds:70,stack:0,follow,0
[27042.363] AI_update - unitAI done, calling doMagic 0,1
[27042.363] AI_update(unit:UNIT_THE_DROWN id:155659 turn:206
[27042.373] AI_update - unitAI done, calling doMagic 0,1
[27042.373] AI_update(unit:UNIT_THE_DROWN id:114695 turn:206
[27042.373] AI_update - unitAI done, calling doMagic 0,1
[27042.373] AI_update(unit:UNIT_THE_DROWN id:90114 turn:206
[27042.373] AI_update - unitAI done, calling doMagic 0,1
[27042.373] AI_update(unit:UNIT_THE_DROWN id:98310 turn:206
[27042.373] anyAttack(unit:UNIT_THE_DROWN id:98310 range:1,odds:65,stack:0,follow,0
[27042.373] AI_update - unitAI done, calling doMagic 0,1
[27042.373] AI_update(unit:UNIT_THE_DROWN id:139273 turn:206
[27042.373] anyAttack(unit:UNIT_THE_DROWN id:139273 range:1,odds:65,stack:0,follow,0
[27042.373] AI_update - unitAI done, calling doMagic 0,1
[27042.373] AI_update(unit:UNIT_THE_DROWN id:122888 turn:206
[27042.373] AI_update - unitAI done, calling doMagic 0,1
[27042.373] AI_update(unit:UNIT_THE_DROWN id:73728 turn:206
[27042.373] AI_update - unitAI done, calling doMagic 0,1
[27042.373] AI_update(unit:UNIT_SETTLER id:172037 turn:206
[27042.395] AI_update - unitAI done, calling doMagic 0,1
[27042.395] anyAttack(unit:UNIT_SETTLER id:172037 range:1,odds:70,stack:2,follow,1
[27042.545] AI_update(unit:UNIT_HORSEMAN id:638993 turn:206
[27042.545] AI_update - unitAI done, calling doMagic 0,1
[27042.545] AI_update(unit:UNIT_ADEPT id:221195 turn:206
[27042.545] AI_update - start call doMagicAttack
[27042.545] magicAttack(minStrRatN:2,minStrRatD:1
[27042.545] AI_update - after start call doMagicAttack
[27042.545] AI_update - unitAI done, calling doMagic 0,1
[27042.555] magicAttack(minStrRatN:0,minStrRatD:1
[27042.555] attackSpell,str:-1,-1 buffSpell/str:9,-11
[27042.555] AI_update(unit:UNIT_ADEPT id:90119 turn:206
[27042.555] AI_update - start call doMagicAttack
[27042.555] magicAttack(minStrRatN:2,minStrRatD:1
[27042.555] AI_update - after start call doMagicAttack
[27042.555] AI_update - unitAI done, calling doMagic 0,1
[27042.555] magicAttack(minStrRatN:0,minStrRatD:1
[27042.555] attackSpell,str:-1,-1 buffSpell/str:9,-21
[27042.555] AI_update(unit:UNIT_ADEPT id:155648 turn:206
[27042.555] AI_update - start call doMagicAttack
[27042.555] magicAttack(minStrRatN:2,minStrRatD:1
[27042.555] AI_update - after start call doMagicAttack
[27042.555] AI_update - unitAI done, calling doMagic 0,1
[27042.555] magicAttack(minStrRatN:0,minStrRatD:1
[27042.555] attackSpell,str:-1,-1 buffSpell/str:-1,-1
[27042.555] AI_update(unit:UNIT_ADEPT id:73734 turn:206
[27042.555] AI_update - start call doMagicAttack
[27042.555] magicAttack(minStrRatN:2,minStrRatD:1
[27042.555] AI_update - after start call doMagicAttack
[27042.555] AI_update - unitAI done, calling doMagic 0,1
[27042.555] magicAttack(minStrRatN:0,minStrRatD:1
[27042.555] attackSpell,str:-1,-1 buffSpell/str:-1,-1
[27042.555] AI_update(unit:UNIT_ADEPT id:344077 turn:206
[27042.555] AI_update - start call doMagicAttack
[27042.555] magicAttack(minStrRatN:2,minStrRatD:1
[27042.555] AI_update - after start call doMagicAttack
[27042.555] AI_update - unitAI done, calling doMagic 0,1
[27042.555] magicAttack(minStrRatN:0,minStrRatD:1
[27042.555] attackSpell,str:-1,-1 buffSpell/str:9,25
[27042.586] AI_update(unit:UNIT_ARCHER id:24578 turn:206
[27042.586] anyAttack(unit:UNIT_ARCHER id:24578 range:1,odds:65,stack:0,follow,0
[27042.586] AI_update - unitAI done, calling doMagic 0,1
[27042.586] AI_update(unit:UNIT_ARCHER id:16385 turn:206
[27042.586] anyAttack(unit:UNIT_ARCHER id:16385 range:1,odds:65,stack:0,follow,0
[27042.586] AI_update - unitAI done, calling doMagic 0,1
[27042.586] AI_update(unit:UNIT_ADEPT id:442382 turn:206
[27042.586] AI_update - start call doMagicAttack
[27042.586] magicAttack(minStrRatN:2,minStrRatD:1
[27042.586] AI_update - after start call doMagicAttack
[27042.586] anyAttack(unit:UNIT_ADEPT id:442382 range:1,odds:60,stack:0,follow,0
[27042.586] AI_update - unitAI done, calling doMagic 0,1
[27042.586] magicAttack(minStrRatN:0,minStrRatD:1
[27042.586] attackSpell,str:-1,-1 buffSpell/str:-1,-1
[27042.586] AI_update(unit:UNIT_ADEPT id:524292 turn:206
[27042.586] AI_update - start call doMagicAttack
[27042.586] magicAttack(minStrRatN:2,minStrRatD:1
[27042.586] AI_update - after start call doMagicAttack
[27042.596] anyAttack(unit:UNIT_ADEPT id:524292 range:1,odds:60,stack:0,follow,0
[27042.596] AI_update - unitAI done, calling doMagic 0,1
[27042.596] magicAttack(minStrRatN:0,minStrRatD:1
[27042.596] attackSpell,str:-1,-1 buffSpell/str:9,-5
[27042.596] AI_update(unit:UNIT_ADEPT id:622607 turn:206
[27042.596] AI_update - start call doMagicAttack
[27042.596] magicAttack(minStrRatN:2,minStrRatD:1
[27042.596] AI_update - after start call doMagicAttack
[27042.596] anyAttack(unit:UNIT_ADEPT id:622607 range:1,odds:60,stack:0,follow,0
[27042.596] AI_update - unitAI done, calling doMagic 0,1
[27042.596] magicAttack(minStrRatN:0,minStrRatD:1
[27042.596] attackSpell,str:-1,-1 buffSpell/str:-1,-1
[27042.596] AI_update(unit:UNIT_ADEPT id:303114 turn:206
[27042.596] AI_update - start call doMagicAttack
[27042.596] magicAttack(minStrRatN:2,minStrRatD:1
[27042.596] AI_update - after start call doMagicAttack
[27042.596] AI_update - unitAI done, calling doMagic 0,1
[27042.596] magicAttack(minStrRatN:0,minStrRatD:1
[27042.596] attackSpell,str:-1,-1 buffSpell/str:9,23
[27042.744] AI_update(unit:UNIT_DESTROY_UNDEAD id:647180 turn:206
[27042.744] anyAttack(unit:UNIT_DESTROY_UNDEAD id:647180 range:1,odds:65,stack:0,follow,0
[27042.744] anyAttack(unit:UNIT_DESTROY_UNDEAD id:647180 range:1,odds:55,stack:0,follow,0
[27042.756] anyAttack(unit:UNIT_DESTROY_UNDEAD id:647180 range:1,odds:65,stack:0,follow,0
[27042.756] anyAttack(unit:UNIT_DESTROY_UNDEAD id:647180 range:1,odds:45,stack:0,follow,0
[27042.756] anyAttack(unit:UNIT_DESTROY_UNDEAD id:647180 range:2,odds:40,stack:0,follow,0
[27042.766] AI_update - unitAI done, calling doMagic 0,1
[27042.766] AI_update(unit:UNIT_DESTROY_UNDEAD id:655368 turn:206
[27042.766] anyAttack(unit:UNIT_DESTROY_UNDEAD id:655368 range:1,odds:65,stack:0,follow,0
[27042.766] anyAttack(unit:UNIT_DESTROY_UNDEAD id:655368 range:1,odds:55,stack:0,follow,0
[27042.766] anyAttack(unit:UNIT_DESTROY_UNDEAD id:655368 range:1,odds:65,stack:0,follow,0
[27042.766] anyAttack(unit:UNIT_DESTROY_UNDEAD id:655368 range:1,odds:45,stack:0,follow,0
[27042.766] anyAttack(unit:UNIT_DESTROY_UNDEAD id:655368 range:2,odds:40,stack:0,follow,0
[27042.775] AI_update - unitAI done, calling doMagic 0,1
[27043.246] AI_update(unit:UNIT_CARAVEL id:221190 turn:206
[27043.246] anyAttack(unit:UNIT_CARAVEL id:221190 range:1,odds:70,stack:0,follow,0
[27043.256] AI_update - unitAI done, calling doMagic 0,1
[27043.256] AI_update(unit:UNIT_HUNTER id:40964 turn:206
[27043.256] anyAttack(unit:UNIT_HUNTER id:40964 range:1,odds:70,stack:0,follow,0
[27043.307] AI_update - unitAI done, calling doMagic 0,1
[27043.307] AI_update(unit:UNIT_ADEPT id:155657 turn:206
[27043.307] AI_update - unitAI done, calling doMagic 0,1
[27043.307] AI_update(unit:UNIT_ARCHER id:16385 turn:206
[27043.307] anyAttack(unit:UNIT_ARCHER id:16385 range:1,odds:65,stack:0,follow,0
[27043.307] AI_update - unitAI done, calling doMagic 0,1
[27043.307] AI_update(unit:UNIT_ADEPT id:237584 turn:206
[27043.336] anyAttack(unit:UNIT_ADEPT id:237584 range:1,odds:65,stack:0,follow,0
[27043.336] anyAttack(unit:UNIT_ADEPT id:237584 range:1,odds:45,stack:0,follow,0
[27043.336] anyAttack(unit:UNIT_ADEPT id:237584 range:2,odds:40,stack:0,follow,0
[27043.336] AI_update - unitAI done, calling doMagic 0,1
[27043.336] AI_update(unit:UNIT_ARCHER id:24578 turn:206
[27043.336] anyAttack(unit:UNIT_ARCHER id:24578 range:1,odds:65,stack:0,follow,0
[27043.336] AI_update - unitAI done, calling doMagic 0,1
[27043.336] AI_update(unit:UNIT_ENFORCER id:180237 turn:206
[27043.336] anyAttack(unit:UNIT_ENFORCER id:180237 range:1,odds:65,stack:0,follow,0
[27043.336] AI_update - unitAI done, calling doMagic 0,1
[27043.336] AI_update(unit:UNIT_ENFORCER id:147466 turn:206
[27043.336] anyAttack(unit:UNIT_ENFORCER id:147466 range:1,odds:65,stack:0,follow,0
[27043.336] AI_update - unitAI done, calling doMagic 0,1
[27043.336] AI_update(unit:UNIT_ENFORCER id:204800 turn:206
[27043.336] anyAttack(unit:UNIT_ENFORCER id:204800 range:1,odds:65,stack:0,follow,0
[27043.336] AI_update - unitAI done, calling doMagic 0,1
[27043.336] AI_update(unit:UNIT_ENFORCER id:163851 turn:206
[27043.336] anyAttack(unit:UNIT_ENFORCER id:163851 range:1,odds:65,stack:0,follow,0
[27043.336] AI_update - unitAI done, calling doMagic 0,1
[27043.336] AI_update(unit:UNIT_ENFORCER id:229391 turn:206
[27043.336] AI_update - unitAI done, calling doMagic 0,1
[27043.336] AI_update(unit:UNIT_ENFORCER id:106504 turn:206
[27043.336] anyAttack(unit:UNIT_ENFORCER id:106504 range:1,odds:65,stack:0,follow,0
[27043.336] AI_update - unitAI done, calling doMagic 0,1
[27043.336] AI_update(unit:UNIT_ENFORCER id:172044 turn:206
[27043.336] anyAttack(unit:UNIT_ENFORCER id:172044 range:1,odds:65,stack:0,follow,0
[27043.336] AI_update - unitAI done, calling doMagic 0,1
[27043.336] AI_update(unit:UNIT_ENFORCER id:131077 turn:206
[27043.336] anyAttack(unit:UNIT_ENFORCER id:131077 range:1,odds:65,stack:0,follow,0
[27043.336] AI_update - unitAI done, calling doMagic 0,1
[27043.336] AI_update(unit:UNIT_ENFORCER id:188430 turn:206
[27043.336] anyAttack(unit:UNIT_ENFORCER id:188430 range:1,odds:65,stack:0,follow,0
[27043.336] AI_update - unitAI done, calling doMagic 0,1
[27043.766] AI_update(unit:UNIT_RANGER id:40964 turn:206
[27043.766] anyAttack(unit:UNIT_RANGER id:40964 range:1,odds:70,stack:0,follow,0
[27043.797] AI_update - unitAI done, calling doMagic 0,1
[27043.797] AI_update(unit:UNIT_DWARVEN_SOLDIER id:155659 turn:206
[27043.797] anyAttack(unit:UNIT_DWARVEN_SOLDIER id:155659 range:1,odds:70,stack:0,follow,0
[27043.836] AI_update - unitAI done, calling doMagic 0,1
[27043.836] AI_update(unit:UNIT_DWARVEN_SOLDIER id:122888 turn:206
[27043.836] AI_update - unitAI done, calling doMagic 0,1
[27043.836] AI_update(unit:UNIT_LION id:237568 turn:206
[27043.836] anyAttack(unit:UNIT_LION id:237568 range:1,odds:0,stack:0,follow,0
[27043.836] AI_update - unitAI done, calling doMagic 0,1
[27043.836] AI_update(unit:UNIT_DWARVEN_SOLDIER id:180231 turn:206
[27043.846] AI_update - unitAI done, calling doMagic 0,1
[27043.846] AI_update(unit:UNIT_ADEPT id:204809 turn:206
[27043.846] AI_update - unitAI done, calling doMagic 0,1
[27043.846] AI_update(unit:UNIT_ADEPT id:229381 turn:206
[27043.846] AI_update - unitAI done, calling doMagic 0,1
[27043.846] AI_update(unit:UNIT_ADEPT id:253953 turn:206
[27043.846] AI_update - unitAI done, calling doMagic 0,1
[27043.846] AI_update(unit:UNIT_WOLF id:221186 turn:206
[27043.846] anyAttack(unit:UNIT_WOLF id:221186 range:1,odds:0,stack:0,follow,0
[27043.846] AI_update - unitAI done, calling doMagic 0,1
[27043.846] AI_update(unit:UNIT_WARRIOR id:163850 turn:206
[27043.846] anyAttack(unit:UNIT_WARRIOR id:163850 range:1,odds:65,stack:0,follow,0
[27043.846] AI_update - unitAI done, calling doMagic 0,1
[27044.047] AI_update(unit:UNIT_ADEPT id:155656 turn:206
[27044.047] anyAttack(unit:UNIT_ADEPT id:155656 range:1,odds:65,stack:0,follow,0
[27044.047] anyAttack(unit:UNIT_ADEPT id:155656 range:1,odds:45,stack:0,follow,0
[27044.047] anyAttack - bestSpell is -1, value -1
woodelf Apr 11, 2006, 07:04 PM God Bless anyone who can figure that out! My brain hurts from reading it.
loki1232 Apr 11, 2006, 07:05 PM How do i access these logs?
Perhaps a simple capitalization error on "bestSpell"?
talchas Apr 11, 2006, 11:08 PM Ugh, I'll take a look about this asap, can you provide a save - the last logged message can't (I hope) be directly behind the ctd, because I can't find an assumption that bestSpell >=0.
Kael Apr 12, 2006, 01:45 AM Here is a save. In this save there are 3 adepts in Golden Leane (yellow capital). They are the adepts I was playing with in the steps above.
Kael Apr 12, 2006, 03:06 AM How do i access these logs?
Perhaps a simple capitalization error on "bestSpell"?
They are in 'My Documents\My Games\Sid Meier's Civilization 4\Logs'
Chalid Apr 12, 2006, 03:39 AM Good to know about those logs. At least I can continue that game when removing those Adepts - or changing their promotions. Thanks for that!
woodelf Apr 13, 2006, 09:33 AM Do we need to download the patch? Did they add anything we don't already have?
Chalid Apr 13, 2006, 11:14 AM My version already reads 1.61, so no need to patch.
woodelf Apr 13, 2006, 11:50 AM I wasn't sure how official that was, but sounds good to me!
Kael Apr 13, 2006, 11:54 AM Its the same except for maybe some italian tranlation. They have been in lockdown for quite a while just waiting for take2 to certify.
woodelf Apr 13, 2006, 12:01 PM If it's only the Italian version that's screwed up I'm set! ;)
woodelf Apr 14, 2006, 06:50 AM Do Adepts gain xp more often when in cities or doesn't it matter?
woodelf Apr 14, 2006, 07:09 AM Do you need more CTD's Kael or talchas?
Chalid Apr 14, 2006, 07:16 AM It doesn#t Matter were the adepts are.
I got some more CTDs too but could evade them wenn i took the fire 1 promotion form the AI adepts/mages.
talchas Apr 14, 2006, 09:48 AM Found it. I forgot that pBestPlot in cityAttack and anyAttack isn't always the plot the unit will be attacking - its just the plot the unit will be moving to this turn. Therefore sometimes pBestPlot has no units, pBestPlot->getBestDefender() == NULL, and Civ4 CTDs when I do enemy->anything. I've uploaded new versions, the only thing that has changed is CvUnitAI.cpp.
Kael Apr 14, 2006, 09:52 AM Found it. I forgot that pBestPlot in cityAttack and anyAttack isn't always the plot the unit will be attacking - its just the plot the unit will be moving to this turn. Therefore sometimes pBestPlot has no units, pBestPlot->getBestDefender() == NULL, and Civ4 CTDs when I do enemy->anything. I've uploaded new versions, the only thing that has changed is CvUnitAI.cpp.
Woohoo, you code stud you! I will try to get a build out that includes this soon.
woodelf Apr 14, 2006, 10:11 AM Great job talchas! :clap: :dance:
Is there anyway we can just patch this ourselves?
talchas Apr 14, 2006, 11:32 AM Not really, only Kael has the source for his own changes, but even if he had them up, you would need to do a rebuild with the new CvUnitAI.cpp. If you don't mind losing all the SDK changes Kael has made you can dl the spell system thing and copy its dll in place of the FFH 1.10c one.
woodelf Apr 14, 2006, 11:57 AM Ugh. 'nuff said. ;)
I guess 1.10d will be needed.
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