View Full Version : FF 0.42 Bug Thread
xienwolf Sep 22, 2008, 11:49 PM This here thread is for pointing out where my best intentions have gone horribly wrong.
Please post any bugs you encounter with as much detail about how it happened and possibly even a savegame. I'll fix what I can when I can :)
For OOS related issues, please read this post: OOS Logger (http://forums.civfanatics.com/showpost.php?p=4609835&postcount=7). Then include the OOS log file as an attachment so we can figure out what caused the issue.
Changes slotted for next release
DECODE text no longer displayed for all Invisible and See Invisible types on Unit Mouseover.
Mana Surge is now properly restricted so you can only build it when an opponent you are at war with has some production invested in a ritual
Fewer Water based Animals shall spawn
Reported Bugs not solved
Kahd Intolerant Trait does not appear to prevent religious activities after loading a game. (Zorg27 - Post 2864 (http://forums.civfanatics.com/showpost.php?p=7272439&postcount=2864))
Somnium Attitude changes are not showing up after "Bet my Pride" games (Zorg27 - Post 2864 (http://forums.civfanatics.com/showpost.php?p=7272439&postcount=2864))
Unique Feature Events are allowing multiple Event Triggers if a stack of units moves onto them ([to_xp]Gekko - Post 165)
Werewolf Promotion doesn't create new Werewolves, it just marks race (Sarisin - Post 189)
After gaining promotions while exploring Lairs, occasionally unit cycling fails to work for the affected unit (andrew_yaweb - Post 9 (http://forums.civfanatics.com/showpost.php?p=7326067&postcount=9)}
Cosmetic Issues
Frostlings are marked as Graphical Only
Occasional Goody Huts give nothing and just erase themselves (MaxAstro - Post 77)
One of the Marnok Goody Text Keys is missing TXT_KEY_MARNOK_GOODY_CRAZED ([to_xp]Gekko - Post 83)
Deer resource completely removes the appearance of the Forest in the same tile. ([to_xp]Gekko - Post 111)
Archos' Nest gives a bonus for "things spiders eat" which apparently excludes Deer and Horse (Jean Elcard - Post 112)
Would be nice to have a choice on letting Raiders units auto-pillage or having them leave the terrain alone (Sarisin - Post 190)
Base Code Issues to figure out
Unit Pathing doesn't properly account for reduced terrain costs when only part of the stack has the benefit ([to_xp]Gekko - Post 23)
No text to announce when a building casts an automated spell between turns (arkham4269 - Post 2866 (http://forums.civfanatics.com/showpost.php?p=7272620&postcount=2866))
Decius Leader Picture in the Civilopedia cannot be clicked to link to Decius ([to_xp]Gekko - Post 44)
Barbarian Cities can spawn in locations cities are not buildable ([to_xp]Gekko - Post 44)
Illusions only heal after KILLING a Living unit, which means they can only heal on defense.
Tile Art doesn't update with the Dowsing Ritual to show/hide the NIF of the resource (MaxAstro - Post 77)
Some tiles persist in being visible when they shouldn't
Updated through Post 192
xienwolf Sep 23, 2008, 12:14 AM Reserved spot because I like to overflow my text sizes.
deadliver Sep 23, 2008, 02:43 AM The Illians are unplayable for me. The computer can be Illian though.
Charybdis Sep 23, 2008, 02:45 AM The Illians are unplayable for me. The computer can be Illian though.
I think because the illians aren't done yet in FFH2 (not until Ice stage I believe) you need to play a custom game to play them.
deadliver Sep 23, 2008, 02:48 AM Sorry, i forgot to mention I cannot play them in a custom game either. I am gonna transfer the FF traits to Ffh in the mean time.
ushram Sep 23, 2008, 02:52 AM Cannot play MP games since Patch I, get an OOS after the first turn every game.
(after full reinstall on both sides, and options turned off/on)
deadliver Sep 23, 2008, 03:02 AM change playable<0>playable to <1> in civializations info xml
heisenberg Sep 23, 2008, 03:32 AM Patched up to "L" but still getting 2nd turn OOS issues :cry:
anyone else tried MP with the newer patches?
Skitters Sep 23, 2008, 04:38 AM Sorry, i forgot to mention I cannot play them in a custom game either. I am gonna transfer the FF traits to Ffh in the mean time.
I beleive the only way to play them is to set your team as Random...and hope you get the luck of the draw.
Vehem Sep 23, 2008, 04:51 AM Patched up to "L" but still getting 2nd turn OOS issues :cry:
anyone else tried MP with the newer patches?
This sounds like one I used to have a while back, but that I haven't seen in recent versions. If you have the host save the game once it starts, then go back to the MP lobby and load that game, it should work without any OoS. It seems to be caused by the maps not generating identically - possibly something in the normalization or placement of unique features, but certain things are shifted slightly if you study both machines on the first turn. Loading from the host's "authoritative" version of the map does seem to fix that though.
If that does work - can you let me know which mapscript and other settings are being used when it does OoS?
The Illians are unplayable for me. The computer can be Illian though.
I beleive the only way to play them is to set your team as Random...and hope you get the luck of the draw.
That much is true - same as base FfH. Given that the Ice sphere is now implemented though, I may enable them - they're still not fully "exciting" without the Ice features, but they're definitely playable - just need to look at a worldspell for them too.
woodelf Sep 23, 2008, 04:57 AM I'd wait on the Illians. They're getting some much needed love.
Vehem Sep 23, 2008, 05:01 AM I'd wait on the Illians. They're getting some much needed love.
Thanks - will see what 0.34 brings then instead :goodjob:
woodelf Sep 23, 2008, 05:25 AM Can I suggest we make this like FfH and put 0.42 bug thread in the title and change when the next full version comes out? I can edit the title if xienwolf can't.
Sarisin Sep 23, 2008, 05:37 AM Started playing FF again this past week. Here is something I have run into with the latest patch, 'L' I think it is.
There is no way to close the Options box. I have to use Task Manager to exit the program.
Also, the Graphics/Audio/Other are blank.
I have a FFH2 game going and have not had this problem at all. Seems unique to FF.
PS. I just noticed that I use the second start screen to access Options there is an EXIT and RESTORE DEFAULTS button. Also, the items are in the Graphics/Audio/Other screens.
The problem seems to be when I enter Options while playing a game.
Vehem Sep 23, 2008, 05:39 AM Can I suggest we make this like FfH and put 0.42 bug thread in the title and change when the next full version comes out? I can edit the title if xienwolf can't.
That sounds fair - if I remember rightly, Xienwolf can edit the title of the thread view, but it will still have the old one in the forum view - so if you don't mind doing the honours? :D
Vehem Sep 23, 2008, 05:44 AM Started playing FF again this past week. Here is something I have run into with the latest patch, 'L' I think it is.
There is no way to close the Options box. I have to use Task Manager to exit the program.
Also, the Graphics/Audio/Other are blank.
I have a FFH2 game going and have not had this problem at all. Seems unique to FF.
PS. I just noticed that I use the second start screen to access Options there is an EXIT and RESTORE DEFAULTS button. Also, the items are in the Graphics/Audio/Other screens.
The problem seems to be when I enter Options while playing a game.
It seems to have stopped processing the python for that window between "Automated Workers Leave Old Improvements" and "Numpad Help" - so any item after that point (including the exit button and all the other tabs) aren't being created.
Not sure why this would happen though - nothing I can think of should have changed on that options menu and it doesn't seem to happen on the version I have installed. Does it occur every time?
ushram Sep 23, 2008, 06:02 AM This sounds like one I used to have a while back, but that I haven't seen in recent versions. If you have the host save the game once it starts, then go back to the MP lobby and load that game, it should work without any OoS. It seems to be caused by the maps not generating identically - possibly something in the normalization or placement of unique features, but certain things are shifted slightly if you study both machines on the first turn. Loading from the host's "authoritative" version of the map does seem to fix that though.
If that does work - can you let me know which mapscript and other settings are being used when it does OoS?
Hi Vehem,
We tried about 15 games so far, all with the same OOS at the end of the first turn. I thought it might have something to do with the world features, so i turned them off first. NO success. I then tried a different map script, from Big n Small , to Continents, same result. I then tried the following turned off.
No Barbs
No flavor start
No unique impr
No broader alignments
We still got the same result, a first turn OOS.
We could play FF on MP with the occasional OOS like in FFH2 (usually later in the game and game breaking) but this one happens at the same time, end of the first turn and is game breaking, even after the save/reload. This has been happening since Patch I before that we could play.
I am on IRC now if u want to ask further.
Sarisin Sep 23, 2008, 06:30 AM It seems to have stopped processing the python for that window between "Automated Workers Leave Old Improvements" and "Numpad Help" - so any item after that point (including the exit button and all the other tabs) aren't being created.
Not sure why this would happen though - nothing I can think of should have changed on that options menu and it doesn't seem to happen on the version I have installed. Does it occur every time?
Yeah, just to confirm that I restarted my game of FF and got the same incomplete Options screen.
I started the FFH2 game I am playing, did the same thing, and the screen was fine.
Falc Sep 23, 2008, 08:29 AM Numpad Help... Any chance you're playing on a laptop without an actual numpad present? (Silly idea off the top of my head)
Tarquelne Sep 23, 2008, 08:36 AM 5. Summon Frostling spell disabled when caster gains Promotion Ice3.
Gave me a python error - didn't like "pCaster" in the spell req. After changing that to "caster" and adding "return True" at the end it worked.
Frostlings are marked GraphicalOnly, btw. Surely they aren't a secret? :)
Vehem Sep 23, 2008, 10:13 AM Gave me a python error - didn't like "pCaster" in the spell req. After changing that to "caster" and adding "return True" at the end it worked.
Frostlings are marked GraphicalOnly, btw. Surely they aren't a secret? :)
The "pCaster" bit in the XML should be right and it seems to already be just "caster" in the python. The return true part however is needed - have added that now - thanks.
Edit: Just realised which part you meant - sorted now.
MagisterCultuum Sep 23, 2008, 10:36 AM caster is used in spells, but pCaster is used in pyPerTurn, PostCombat, at Range, etc., effects.
[to_xp]Gekko Sep 23, 2008, 12:00 PM not sure if this counts as a "real" bug, but it would be awesome if this was fixed so here it goes - warning: copy/paste incoming :P
There is an issue with pathfinding when you group units that have the "ignore movement cost" with other units that do not get that, though. playing with Austrin, I have a stack made of Harmatt ( ignores movement blabla ) + some high-lvl trackers that do NOT have the ignore movement. and I can clearly see that the pathfinding algorithm behaves like the party could ignore terrain cost, which leads to it happily going through hills and forests and basically moving one tile per turn and taking ages to move around.
this was with patch H IIRC, but I'm pretty sure it's unchanged in L ;)
Sarisin Sep 23, 2008, 12:28 PM Numpad Help... Any chance you're playing on a laptop without an actual numpad present? (Silly idea off the top of my head)
I guess this was addressed to me...
No, I am using a desktop and use the mouse for most unit movements - except for getting those pesky Griffons up on the mountain peaks. ;)
Mailbox Sep 23, 2008, 02:22 PM Corpseflies is shown as "Corspeflies" on the promotion name.
Falc Sep 23, 2008, 04:15 PM Minor code nitpick from CvMainInterface.py, line 436:
for i in range(7):
if i == 0:
Religion = 'Ashen'
elif i == 1:
Religion = 'Overlords'
elif i == 2:
Religion = 'Esus'
elif i == 3:
Religion = 'Fellowship'
elif i == 4:
Religion = 'Runes'
elif i == 5:
Religion = 'Empyrean'
elif i == 6:
Religion = 'Order'
should be
for Religion in ('Ashen', 'Overlords', 'Esus', 'Fellowship', 'Runes', 'Empyrean', 'Order'):
or if you need that list of religions somewhere else too
religions = ('Ashen', 'Overlords', 'Esus', 'Fellowship', 'Runes', 'Empyrean', 'Order')
for Religion in religions:
xienwolf Sep 23, 2008, 06:14 PM Nifty. Not familiar with that kind of a format. I could probably do the same as Kael does for the list of Mana Types so that new interfaces can be added more easily.
Locust-71 Sep 23, 2008, 06:38 PM :wallbash: I still get ctd as soon as Hyborem enter the game.
Ffh2 0.33 patch G
FF 0.42 patch L
Windows XP
I can play if I select "no hell terrain" when I set up the game.
:confused: Is barbarians supposed to walk right through druids?
Sarisin Sep 23, 2008, 08:25 PM My Warrior is able to see the invisible Giant Spider.
Is this a feature in FF, or is it because somehow in landing on the Goody Hut, the Giant Spider loses its invisibility?
Thanks.
MaxAstro Sep 23, 2008, 09:19 PM That's not the warrior; the spider is out of the warrior's vision range.
I think I've seen this glitch before; sometimes when a unit dies it seems to leave "ghost vision" behind, leaving the tiles it could see permanently revealed until another unit you own reveals and then moves away from them. It seems to usually happen when the unit has higher than normal vision range; the units 1-tile vision range is properly hidden, but the extended vision range all or partially becomes "ghost" vision. If the "ghost" vision was from a scout, that would explain why you can see the spider.
Sarisin Sep 24, 2008, 03:23 AM That's not the warrior; the spider is out of the warrior's vision range.
I think I've seen this glitch before; sometimes when a unit dies it seems to leave "ghost vision" behind, leaving the tiles it could see permanently revealed until another unit you own reveals and then moves away from them. It seems to usually happen when the unit has higher than normal vision range; the units 1-tile vision range is properly hidden, but the extended vision range all or partially becomes "ghost" vision. If the "ghost" vision was from a scout, that would explain why you can see the spider.
You're probably right, but that 'ghost vision' sure stayed around a long time. That is the Goody Hut that Orthus moved to and stood guard. The Giant Spider was still showing until he 'overlaid' it. It makes sense, though, that the Spider was gone as you said because later a Clan Warrior came by and stole the Goody Hut. If the Spider was still there, I'm thinking it would have killed the Clan Warrior.
First time I ever saw that - thanks for the explanation!
VSPavlov Sep 24, 2008, 12:53 PM On an event chain with a crazd maniac, I'm able to send him into tne Asylum and convert him into a Lunatic, though I'm Good, I have no OO, no Asylums and no stuff like that. Is that right?
xienwolf Sep 24, 2008, 02:07 PM Nope, that one is a base FfH issue, already reported and ideally fixed with other improvements to the event system in 034. If it is still around after Oct. 10th I'll try to find time to look into things :)
odalrick Sep 24, 2008, 07:00 PM Heroic Puppets under Keelyn gain 4 experience during their life, half of which is passed to their summoner. Effect, Arcane heroes, Gibbous and Hemah gain 2 extra experience per turn, 4 after Twincast. No 100 points limit either.
Didn't seem very powerful, but what do I know.
xienwolf Sep 24, 2008, 07:49 PM Nifty trick :) Maybe it'll be worth blocking free XP from units with a limited duration. Should solve the issue fairly well without ruining the feedback XP from puppets for normal casters.
Vehem Sep 25, 2008, 03:11 AM Nifty trick :) Maybe it'll be worth blocking free XP from units with a limited duration. Should solve the issue fairly well without ruining the feedback XP from puppets for normal casters.
Sounds a fair idea. I can't see any other reason that a puppet would need the "hero" promotion (no UnitCombat so they can't level anyway).
Locust-71 Sep 25, 2008, 01:51 PM :wallbash: I still get ctd as soon as Hyborem enter the game.
Ffh2 0.33 patch G
FF 0.42 patch L
Windows XP
I can play if I select "no hell terrain" when I set up the game.
I have made some research about Hyborem and his border and ctd.
(Just to be clear. I can play regular Ffh2 for hundreds of turns without any crash. It's just FF that crash.)
Hopefully this can be of any help...
The game crash for me the next turn. There is an autosave for turn 32, but my computer refuse to load it and crash instead.
Caradoc Sep 25, 2008, 05:41 PM I have an Adept that has learned Creation 1, 2, and 3 as well as Force 1, 2, 3. The "old" manas limit him to level 1. Have not tried other "new" manas.
Mailbox Sep 25, 2008, 05:56 PM Wasting Disease event (which rewards Body mana) should not effect Fallow civilizations.
MagisterCultuum Sep 25, 2008, 05:58 PM I have an Adept that has learned Creation 1, 2, and 3 as well as Force 1, 2, 3. The "old" manas limit him to level 1. Have not tried other "new" manas.
I pointed that out a while ago, and it was fixed in patch L. (It was that way for all the new mana types.)
MaxAstro Sep 25, 2008, 06:04 PM Odd bug that I can't seem to reproduce: I am currently in a single player game as the Calabim where everyone else in the game seems to be far to trusting of vampires... XD Namely, every other leader in the game has the +4 "You seem trustworthy" bonus, but I've never cast Trust (don't even have archmages yet, and the bonus was there from the first time I met another civ).
xienwolf Sep 25, 2008, 06:06 PM I have made some research about Hyborem and his border and ctd.
(Just to be clear. I can play regular Ffh2 for hundreds of turns without any crash. It's just FF that crash.)
Hopefully this can be of any help...
The game crash for me the next turn. There is an autosave for turn 32, but my computer refuse to load it and crash instead.
Loaded fine for me, AI Autoplay went without issue. Then I activated Grids and it crashed immediately (this is using your Autosave).
Hopefully it proves reliable to crash every time and we can isolate the issue!
EDIT: Replacing all of the ocean tiles with land tiles solves the issue. So it would seem that the problem is Hell Terrain on water cannot deal with a Grid being active.
Odd bug that I can't seem to reproduce: I am currently in a single player game as the Calabim where everyone else in the game seems to be far to trusting of vampires... XD Namely, every other leader in the game has the +4 "You seem trustworthy" bonus, but I've never cast Trust (don't even have archmages yet, and the bonus was there from the first time I met another civ).
Going to have to add this to the list of "strange results of the Feat System"
Something is certainly not working right with the move to define the Feats with XML, just need to find a method of testing it so I can start discovering precisely WHAT is not working right...
Vehem Sep 25, 2008, 06:56 PM I have made some research about Hyborem and his border and ctd.
(Just to be clear. I can play regular Ffh2 for hundreds of turns without any crash. It's just FF that crash.)
Hopefully this can be of any help...
The game crash for me the next turn. There is an autosave for turn 32, but my computer refuse to load it and crash instead.
Hopefully it proves reliable to crash every time and we can isolate the issue!
And now we've done exactly that :D
Thanks - this could well be one of the "unreproducible" bugs that have been posted several times to the old thread. The reason it wasn't immediately reproducible was that neither Xienwolf nor myself were using the grids.
Thanks to everyone that has posted save games and info on this - we might finally have cracked it for the next patch.
[to_xp]Gekko Sep 26, 2008, 06:19 PM Civilopedia --> Leaders (i.e. the list with all the tiny portraits) : Decius' entry in not clickable.
edit: I've seen a barbarian city ( barbarian world option enabled ) with an ancient tower in it. don't think this should happen :D
edit2: still barbarian world enabled, I've seen a barbarian city with death mana in it.
edit3: in the civilopedia the nomad camp entry shows nothing but a "goodie hut" image.
also, all the different mana nodes show the same stonehenge-like model in the civilopedia.
xienwolf Sep 26, 2008, 10:07 PM All the mana show the same image because all of them have the same improvement graphic. It will change based on your religion, not based on mana type.
Each mana resource will also be the same set of crystals, with just a slight difference in color between them.
MaxAstro Sep 27, 2008, 12:12 AM Also, the barbarian city with death mana on it was probably a bard city that spawned directly on the Broken Sepulcher, which I'm told can happen.
RogueThunder Sep 27, 2008, 02:14 AM So. As many of us know Fall Further multiplayer is horridly broken.
For me and Hei(And I imagine Maxastro too as its what happened in my game with him too) we reliably get OOS around the same stage of the game.
Turn ~80-120 on quick.
Turn 100-160 on standard.
The OOS will repeate if load before, or load after. 100% reliably so far.
The OOS happens regardless of if ANY BARBARIANS AT ALL are in the game. We had a game with orthos disabled, uniques disabled, and barbs disabled, in which the Sailors Dirge thankfully didn't spawn. (Dunno if it could have.)
The OOS is of the Options debug value, rather than the usual Sync value I usually see.
Thats a mess.
Now in other notes. Are jungles/peeks supposed to be doing this?... Er. Half doing this?... See pic.
http://img524.imageshack.us/img524/6471/junglepeekbutnotwtfzj9.th.jpg (http://img524.imageshack.us/my.php?image=junglepeekbutnotwtfzj9.jpg)http://img524.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)
Notably, my mouse is on the jungle graphiced peek. And the description doesn't say there is a jungle on it.
Vehem Sep 27, 2008, 05:37 AM Gekko;7285621']Civilopedia --> Leaders (i.e. the list with all the tiny portraits) : Decius' entry in not clickable.
Decius's entry isn't clickable because it gets confused by the multiple civs available to him. It probably won't display anything when you mouse over it either. I came across that issue whilst working on another mod - but it's a limitation of the way the help text and linking is handled on that screen (it doesn't know which civ to display him as).
Vehem Sep 27, 2008, 05:44 AM So. As many of us know Fall Further multiplayer is horridly broken.
Under certain circumstances - which we haven't identified yet. I play three-way LAN games quite often and haven't had an unavoidable OoS in months (one that can't be "reloaded" around).
I know that some people do though and I also know that Xienwolf has been trying to get multiple instances of Civ to run on a single computer in order to test some DLL elements.
===
I did notice a "Options Value" one myself though in the game-before-last I played. Reloading resolved it, but it did strike me as unusual. I just wish that we had access to the network code to see how the sync-values are generated.
===
Sarisin Sep 27, 2008, 06:22 AM I remember in the early days of this modmod there was a problem with civs being able to build the national heroes of other civs.
In my game, I noticed Karlson (hero for Dural?) was built by Barbarian of all things?
Sounds fishy, but I don't know.
I this building of national heroes by the barbs kosher?:)
Vehem Sep 27, 2008, 06:27 AM In my game, I noticed Karlson (hero for Dural?) was built by Barbarian of all things?
Sounds fishy, but I don't know.
I this building of national heroes by the barbs kosher?:)
Sounds like a candidate for the "longest surviving unit-bug" - managed to go unreported for almost 7 months. Fixed now - thanks.
Sarisin Sep 27, 2008, 06:37 AM One more oddball item that had me perplexed, but probably I just didn't know how it works in FF.
I wanted to cast the Balseraph World Spell Revelry, but none of the units had the World Spell button.
Is there some other way to cast the World Spell in FF?
Oh, and I am certain I never cast it during the game - and, even if I did, I suppose the button would be grayed out, not missing. Thanks.
Vehem Sep 27, 2008, 07:03 AM One more oddball item that had me perplexed, but probably I just didn't know how it works in FF.
I wanted to cast the Balseraph World Spell Revelry, but none of the units had the World Spell button.
Is there some other way to cast the World Spell in FF?
Oh, and I am certain I never cast it during the game - and, even if I did, I suppose the button would be grayed out, not missing. Thanks.
Fixed in Patch M - we broke World spells under certain conditions when the "Feat" code was moved from the DLL to XML. Aiming to have Patch M out within the next 36 hours or so - probably sooner rather than later.
Locust-71 Sep 27, 2008, 08:42 AM Fixed a crash with Hell Terrain Oceans and Grids being enabled
Thank you so very much. I'm not able to test it right now, but I will soon. :goodjob:
ushram Sep 27, 2008, 08:42 AM Under certain circumstances - which we haven't identified yet. I play three-way LAN games quite often and haven't had an unavoidable OoS in months (one that can't be "reloaded" around).
I know that some people do though and I also know that Xienwolf has been trying to get multiple instances of Civ to run on a single computer in order to test some DLL elements.
===
I did notice a "Options Value" one myself though in the game-before-last I played. Reloading resolved it, but it did strike me as unusual. I just wish that we had access to the network code to see how the sync-values are generated.
===
The MP for FFH2/FF is broken in general due to the OOS errors, I am curious though Vehem, do you play those 3 ways with AI civs?
The reason i ask, the only way i can almost eliminate OOS occurrences is when i play with no AI civs and no barbs but still have some every so often due to events.
shrike2005 Sep 27, 2008, 08:56 AM There is a ctd at the end of turn in this save. I have no idea what's causing it. Playing patch L, as the sidar.
189797
ushram Sep 27, 2008, 09:08 AM There is a ctd at the end of turn in this save. I have no idea what's causing it. Playing patch L, as the sidar.
189797
Just played 5 turns without a crash, i would suggest backing up ur saves and reinstalling FF.
Vehem Sep 27, 2008, 10:01 AM The MP for FFH2/FF is broken in general due to the OOS errors, I am curious though Vehem, do you play those 3 ways with AI civs?
The reason i ask, the only way i can almost eliminate OOS occurrences is when i play with no AI civs and no barbs but still have some every so often due to events.
Depends on the map - sometimes we play short 3 player Small/Duel maps, other times large with many AI's. Patch M is going to include something that will help us tackle the OoS's over the next few versions however.
There is a ctd at the end of turn in this save. I have no idea what's causing it. Playing patch L, as the sidar.
189797
That's a HellTerrain/Ocean/Grids CtD. Turn off Grids and you should be able to play on. Will be fixed properly by Patch M.
(Dis has been founded on the coast and is about to expand culture next turn to cover 3 or 4 ocean squares)
[to_xp]Gekko Sep 27, 2008, 10:13 AM Also, the barbarian city with death mana on it was probably a bard city that spawned directly on the Broken Sepulcher, which I'm told can happen.
well, it probably shouldn't happen I guess :P
the city's 3d model has a "black stone" in the middle of it, with an animal skeleton lying around in the lower left corner. I'm guessing that's how a death node looks?
probably what happened was that the broken sepulcher was deleted by the city, but the death mana is still there and showing. I'm wondering why the ancient tower didn't get deleted though.
BeefontheBone Sep 27, 2008, 10:35 AM Probably because they can't be pillaged. Could be wrong though.
xienwolf Sep 27, 2008, 11:47 AM So. As many of us know Fall Further multiplayer is horridly broken.
For me and Hei(And I imagine Maxastro too as its what happened in my game with him too) we reliably get OOS around the same stage of the game.
Turn ~80-120 on quick.
Turn 100-160 on standard.
The OOS will repeate if load before, or load after. 100% reliably so far.
The OOS happens regardless of if ANY BARBARIANS AT ALL are in the game. We had a game with orthos disabled, uniques disabled, and barbs disabled, in which the Sailors Dirge thankfully didn't spawn. (Dunno if it could have.)
The OOS is of the Options debug value, rather than the usual Sync value I usually see.
Thats a mess.
Now in other notes. Are jungles/peeks supposed to be doing this?... Er. Half doing this?... See pic.
http://img524.imageshack.us/img524/6471/junglepeekbutnotwtfzj9.th.jpg (http://img524.imageshack.us/my.php?image=junglepeekbutnotwtfzj9.jpg)http://img524.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)
Notably, my mouse is on the jungle graphiced peek. And the description doesn't say there is a jungle on it.
Did you guys ever get the OOS logger installed that I linked you in chat? If so, please post your logs so we can see what precisely went out of sync in the gamestate and track it down.
hbar Sep 27, 2008, 11:49 AM In my game, I noticed Karlson (hero for Dural?) was built by Barbarian of all things?
Sounds fishy, but I don't know.
I this building of national heroes by the barbs kosher?:)Sounds like a candidate for the "longest surviving unit-bug" - managed to go unreported for almost 7 months. Fixed now - thanks.
:lol: I had that happen to me in my first FF game (probably about 7 months ago:rolleyes:) and I kept asking myself "Who the hell is this Karrlson guy, and when did the Barbarians get a new hero? Luckily I had mind III archmages, so I got him and Orthus to lead an assault on Acheron!
hiphopin Sep 27, 2008, 04:31 PM I found a few bugs. Trust does not seem to increase disposition toward the other civilizations when cast. Also Ice Golem has a big red dot for its picture in the civilopedia, don't know if it looks fine in the actual game yet. And illusions do NOT gain back full health like they are supposed to after winning or withdrawing from combat.
xienwolf Sep 27, 2008, 04:49 PM Illusions only heal if they win combat against a living unit IIRC.
MagisterCultuum Sep 27, 2008, 04:57 PM Xienwolf forgot to say that the other bugs you mentioned are all addressed in the next patch.
hiphopin Sep 27, 2008, 05:08 PM It was against living units. Im fighting dwarfs, oh by the way trust does indeed work, however I belive you have to enter the diplomacy screen to see the effect.
Vehem Sep 27, 2008, 05:13 PM ...the other bugs you mentioned are all addressed in the next patch.
Which is now posted in the "Current Version" thread.
xienwolf Sep 27, 2008, 05:20 PM Now I recall the other catch with why illusions don't heal, they never actually kill anything unless defending. So that's the only time they actually get healed from combat.
Falc Sep 27, 2008, 05:26 PM I think there might be an issue with the Flavoured Start when combined with Barbarian World. When I start with both these options, every Barbarian city seems to end up in the polar regions, making the whole Barbarian World thing rather pointless.
hbar Sep 27, 2008, 05:39 PM Sundered is available to purchase with XP; (latest-1) patch (K? L? If you get past Z on this release, I'm going back to vanilla FFH)
xienwolf Sep 27, 2008, 06:35 PM Sundered is meant to be available with XP to Demon Magic users.
Vehem Sep 27, 2008, 06:36 PM Sundered is available to purchase with XP; (latest-1) patch (K? L? If you get past Z on this release, I'm going back to vanilla FFH)
Available to;
All Sheaim Adept/Disciples (from Sheaim Unique Mage Guild)
Any Demon unit after Corruption of Spirit (bought with XP)
That seems to be the same for FfH033 and FF042.
Sarisin Sep 27, 2008, 07:58 PM Fixed in Patch M - we broke World spells under certain conditions when the "Feat" code was moved from the DLL to XML. Aiming to have Patch M out within the next 36 hours or so - probably sooner rather than later.
OK, thanks. Interesting because in the game the AI was using its World Spells left and right, and there I was - stuck without a button!:)
hiphopin Sep 28, 2008, 12:18 AM Hey a few quick suggestions. Since this is seperate from vanilla FFH2 and is meant to improve the experience by adding new things and improving on the old I have this to say.
Please revamp octapus overlords, tweak it a bit, fix drowns and lunatics, seriously this religon is broke atm.
Domination is annoying to use, prior to me using it I save the game because I feel losing the spell due to resists is greatly unbalanced, I suggest that you do one of the following to the spell. Add a cast time to it (2-3 turns sounds fine) make it immobilize you for X ammount of turns after casting(also silencing you in the process) Add a self charm person debuff after casting(can be tweaked a bit, but the idea is you have a random ammount of turns between casting it a second time) and finally just add a base cooldown to the spell.
Another thing I would like to see is a little tweaking in the spell trees, I greatly dislike having most trees (especially offencive ones) end up with a summon for sphere 3, It would be awesome if maybe some (or all) trees got an additional sphere 3 spell that is not a summon, this spell would also (most likely) have a cooldown timer in which you can not cast it for X ammount of turns. I just thought it would be a great idea and im just throwing it out there.
Sorry for putting this in the bug thread, I put it here mainly because this thread seems to be checked on a lot and responded to a lot.
EDIT: As of now the most boring sphere 3 spells are. Water, sure the ele splits in two when killed, cool, but the sphere 2 spell blows, hard. Fire, Fire elemental with, OMG collateral damage! Thats so exiting! Earth, quite possibly the most dull one, earth elemental, has one more strength than fire ele but loses collateral damage, woopdewoop.... Sun, Aureals(or whatever) are a joke, its another dull attack summon with lower strength but with, *gasp* +2 affinity for sun mana. BOOORING. Air, the air ele is probably the most unique of the elemental summons however it still has a dull factor, the dullness would be removed if it was one of the few summon spells, but since there are like 86 different summons its not as cool. Metamagic, Djinn, seriously, nothing special just +1 affinity to all mana, big friggen deal, completely underwhelming. Shadow, mistform=typical summon with hidden nationality, wow.....
Only sphere 3 summons that are worth keeping: Ice, defencive summon=good. Death, wraiths kick arse. Body, super unit with multiple uses. Air, fast and cool=useful. And Shadow, Mistform, I don't like it that much ATM but if its tweaked a little bit to be more unique it would be awesome.
I would like to see the summons listed above either 1. Be removed and replaced with different spells like there own versions of fireballs or some other cool effect(BTW even though fireballs are technically suicide summons, they feel completely different, so if these spheres were just replaced with waterballs, mudballs, lavaballs ect each with a unique and cool feature, that would be sweet, in fact they wouldnt even need to replace the eles, just be an additional spell.)
2. Tweak the eles and make them cooler and more unique. 3. Do both, tweak the eles and add new spells to each sphere.
It would be so awesome if this would be actually seriously considered, these things are getting so repetative, magic is getting duller, and it needs to be freshened up. Anyways thanks.
xienwolf Sep 28, 2008, 02:02 AM Yeah... it's great that you put it here so it'll get read, but every post in this subforum gets read. Posts in the bug thread just get buried. So copy/paste all of that into a new post so that people respond to and build upon the ideas :)
RogueThunder Sep 28, 2008, 02:10 AM Alrighty. Attached is an OOS log of the OOS I mentioned earlier that reliably happens about around the 100 turn mark +/-.
So, whats so insane about it. I ran 2 instnaces of FF on my computer at once(BWHAHAHAHAH) and ran a network game(at 127.0.0.1 XD) and guess what. No OOS.
This OOS log is however, of that game, turn 121. Loaded between two different computers. Instant oos. I can end turn on my computer dual-instance fine, but ending turn is an instant OOS with two actual different systems connected.
In short:
One computer network game: No OOS.
Two computers, same game: 100% chance of OOS EOT/BOT
Crazy stuf.
No. No I am NOT sane for running two instances FF on my computer at once.
Other things:
New minimum reccomended requirements to run Fall Further twice on one computer:
Athlon X2 5000+ OC to 3ghz
2GB of ram.
Geforce 8800gt 512MB
:lol:
Edit: Note, I will get the other log up tomorrow, as Maxastro has it and he whent to sleep before I realised I needed it from him.
MaxAstro Sep 28, 2008, 11:15 AM With Patch M I am occasionally getting a "blank" goody from goody huts (I'll send a scout onto the hut, it will vanish, and then nothing else will happen). I know it's not Map, Tech, Warrior, or Experience, as I've gotten those goodies okay.
EDIT: Also, a cosmetic bug with Dowsing. If a resource revealed by Dowsing is under the shroud, and you uncover the shroud over that resource while dowsing is in effect, the resource will be permanently revealed in that tile. In my case, I had a permanently visible piece of copper that my scout stumbled across during Dowsing's effect; I hadn't even researched Crafting yet.
xienwolf Sep 28, 2008, 11:38 AM You mean that the copper was still showing up in the greyed-over tile? If so, that is normal. But if it still shows up the next time you completely reveal the tile (without Dowsing Active) then that would be a confusing bug.
MaxAstro Sep 28, 2008, 12:07 PM I left the scout sitting next to the copper until dowsing ran out (I thought it strange because I could actually SEE the copper, not just tell it was there with "show all resources" active), and when Dowsing ran out I could still see the copper.
Like I said, I think it has to do with the fact that I uncovered the tile for the first time with Dowsing active; probably there is a bit of code that is drawing the new tile for the first time, decides I can see Copper, and draws the Copper there. Of course, that's a complete shot in the dark since I have no idea how the graphics code really works. XD
xienwolf Sep 28, 2008, 12:11 PM If you did a mouse-over of the plot, did it say Copper was there? If not, then it is just that I need to force the graphics to update when the ritual activates/finishes. Everything else seems to be in order, but I'll test things out for a while.
MaxAstro Sep 28, 2008, 12:38 PM Just thought of that myself. No, once the ritual ends, I can still see Copper on the plot, but it doesn't say that Copper is there.
xienwolf Sep 28, 2008, 01:05 PM Ok, so I have to figure out how to force the tiles to update their graphics then. Might be that it you found the tile before the ritual the graphic wouldn't have been added until you got the tech to see it for yourself. That would make the ritual a little annoying for people who don't use the resource pointer tags.
EDIT: Unfortunately I AM using the function which appears to update the graphics. So this will take longer to figure out an answer to.
[to_xp]Gekko Sep 28, 2008, 01:15 PM 1) I've had the same glitch as MaxAstro with mithril, although the "mithril pile" disappeared after a while for some strange reason.
2) divided souls can't load hawks, is that correct? also, the severed souls don't have an "explore" button - not badly needed, but would be nice.
3) a lair gave me "txt_marnok_goodie_blabla" instead of "your explorers arrive and find a rabbit, do you want to cook it or blabla" when explored.
4) I've had the "your people want to dedicate their monument to someone" event twice in my capital.
xienwolf Sep 28, 2008, 01:36 PM The Explore Automation is linked to the ability to Fight. So any unit with a 0/0 strength is incapable of being automated to Explore, unless it is Domain_Sea. Set the Divided Soul to have a defense strength of 1 and it'll be allowed to explore.
[to_xp]Gekko Sep 28, 2008, 02:38 PM I see you're adding an option to have all unique features appear on the map, nice one. ;) you'll probably have to make sure that unique features don't get spawned in a weird spot due to this though: yesterday I started a game with unique_improvements_chance set to 200 to have them all spawn on a Large map, and I had the Letum Frigus spawned in a forest grassland tile. :D
MaxAstro Sep 28, 2008, 02:40 PM Not sure about this bug, but in a recent game I saw Cardith Lorda with a Radiant Gaurd a dozen turns before Empyrean was founded. No idea how it came about...
RogueThunder Sep 28, 2008, 02:40 PM Well . .. .. .. .. Just repeating this here for the sake of it. Already told xienwolf directly.
OOSlogs were identical. No point in posting the other one, as well. Bit for bit, en literal, identical.
This is one strange OOS...
BeefontheBone Sep 28, 2008, 03:16 PM Regarding Dowsing, I'm not sure it's too much of an issue - for a start, you can just put signs up everywhere you see an important resource.
xienwolf Sep 28, 2008, 03:34 PM Yeah, with all of the Unique Features in the game, they get in some funky places. It's quite amusing to do a small map with the option set. Overall they mostly wind up in fairly appropriate locations though. If it becomes an issue then we'll look into forcing the terrain under/near them to be appropriate.
And I had intended with Dowsing that people would mostly use ALT+S to only do it once (or maybe a second time after they have traded maps).
Saytr Sep 28, 2008, 05:51 PM - In a recent game I declared war on turn 47 on Abasorke (xp farm for shades). Absaroke was producing no units so I checked worldbuilder, and his only city was building a 200+ turn Curse the Lands. Other civs were also doing this, though they had two cities.
- Divided Souls are too strong. You can defend three units at once, explore and escape instantly, and launch attacks almost instantly similar to the Council of Esus' power.
- Minister Koun event occured to my neighbour on his third city, crippling him for the rest of the game. This event should require at least five cities.
MaxAstro Sep 28, 2008, 06:16 PM Not a bug, but can the +2 food from Yggdrasil be moved to something like Tracking? It's really annoying that Agnostic civs can't get the bonus.
RogueThunder Sep 28, 2008, 09:28 PM Not sure if its a bug but...
Wetlands block river commerce boost?
AKA, a wetlands along a river is a 2 food 0 hammer 0 commerce tile?!
Shouldnt it be a 2 0 1?... >.>
Edit: I realise now, thats due to how deep jungles got tweaked, isnt it?
Pike the Hands Sep 28, 2008, 09:35 PM Not sure about this bug, but in a recent game I saw Cardith Lorda with a Radiant Gaurd a dozen turns before Empyrean was founded. No idea how it came about...
He probably joined the Overcouncil (available with Way of the Wise in FF) and got the event that gives a free one.
My issue: not sure what's causing this, but for some reason the game is acting as if I had the Advisor Pop-ups and Automate Missionaries options selected, even though I don't. Tried playing with all the options a bit to see if I could figure it out and just got stumped.
MaxAstro Sep 28, 2008, 10:32 PM Options are behaving very weirdly lately. I had a game where MID-GAME "View Enemy Moves" suddenly turned on and couldn't be turned off, with no explanation.
...I wonder if that's what's causing the odd OOSes?
xienwolf Sep 28, 2008, 11:07 PM It almost certainly is, but I haven't a clue what is causing the options to change around. I'm going to write up some debugging tap-ins to display what the game thinks my options are with either a keypress, onscreen permanent display, or a per-turn announcement. Something very strange is going on and it really does need to be caught and eliminated.
Jean Elcard Sep 29, 2008, 08:42 AM @Xienwolf: You probably know that, but options have to be declared in XML and in the SDK. If you don't add the SDK part correctly, weird stuff happens. A option is displayed as off, but really isn't or the other way around. Had this problem in the past.
Vehem Sep 29, 2008, 09:03 AM Not sure if its a bug but...
Wetlands block river commerce boost?
AKA, a wetlands along a river is a 2 food 0 hammer 0 commerce tile?!
Shouldnt it be a 2 0 1?... >.>
Edit: I realise now, thats due to how deep jungles got tweaked, isnt it?
Aye - it's also offset by the trail granting commerce to any wetland tile with a swamp. Combined bonus from the trail and the river was a little too potent, and the overall commerce output of the Mazatl needed to be reduced.
They make an excellent civ for a specialist based economy (high food and happiness), with an extra bonus due to the special trade routes. The main problem they used to have was that they were completely able to run a cottage economy at the same time - so elements of the CE strategy were slapped with a nerf stick (though getting food and hammers from towns is still nice).
xienwolf Sep 29, 2008, 09:08 AM @Xienwolf: You probably know that, but options have to be declared in XML and in the SDK. If you don't add the SDK part correctly, weird stuff happens. A option is displayed as off, but really isn't or the other way around. Had this problem in the past.
Tis true, but I have only added GameOptions (select from Custom Game Menu when starting a game), not CoreOptions (select from CTRL+O menu mid-game). It is the CoreOptions that are causing the issues right now.
Niley Sep 29, 2008, 11:14 AM Hm, a small bug, and I'm not even sure if it's a bug or just my laziness...
When I complete this ritual, "Dowsing" (that's its name, right?), NOTHING HAPPENS. It just doesn't work. I've checked the map with the WorldBuilder, and the resources are everywhere, but Dowsing doesn't show them.
xienwolf Sep 29, 2008, 11:38 AM Hit Ctrl+R to get little pointers at each resource. See if those show up. Seems graphically I am missing something
BeefontheBone Sep 29, 2008, 04:05 PM I think the pointers showed up the turn after for me - maybe a function which refreshes them?
Annex Sep 29, 2008, 06:12 PM A few turns after my treants died the icon for March of Trees appeared and it let me cast the world spell again. I didnt get birthright regained either.
xienwolf Sep 29, 2008, 07:45 PM Using Patch M Annex, or a previous version?
Annex Sep 29, 2008, 08:16 PM Yeah it should be patch M. How do I check?
xienwolf Sep 29, 2008, 09:38 PM You really can't, short of installing the patch again just to be sure that it is there. We ought to include a readme file like Kael does which states the patch version at the header.
Jean Elcard Sep 30, 2008, 03:29 AM I don't know much about civ4 interface modding, but maybe it's possible to modify the string at the top right corner of the main sreen, which usually shows the mod running only, to also state the mod's version?
xienwolf Sep 30, 2008, 08:36 AM That displays the folder name (pretty sure) that the mod is installed in. So relatively difficult to change, unless we have the patcher rename your folder each time you run it, but then it would be pretty hard to have cumulative patches, since patch M would have to look for any folder from FF 042 through FF 042L
BeefontheBone Sep 30, 2008, 02:22 PM Same thing happened to me, fresh install of M with the Dural.
Kjara Sep 30, 2008, 11:05 PM Small bug with curse the land showed up for me on patch M.
After removing the curse(5 of whatever that ritual is called), I got all my resources back except for the mana being provided by my capital(which was both from the palace and from a shrine)).
Edit: Played a few more turns, and it eventually came back, just doesn't seem to be being checked every turn?
xienwolf Sep 30, 2008, 11:29 PM City display, or manabar in the mainscreen? I know for certain that the city display is linked to the base variables and should update immediately. However I haven't looked closely at the manabar to see if it is updated regularly. Fairly certain that it is though.
[to_xp]Gekko Oct 01, 2008, 03:46 AM cosmetic issue about forest deer: although the tile is forest, it really looks like there is no forest due to trees not being shown on the tile. ;)
Jean Elcard Oct 01, 2008, 07:43 AM 1. The Archos' Mother's Nest gives a happy face for Sheep, Pig, Cow and Toad. Why not for Horse and Deer? Not tasty enough for spiders? :yumyum:
2. There is a Python exception if you chose the Nomad Camp improvement in the Civilopedia.
Traceback (most recent call last):
File "CvScreensInterface", line 371, in pediaJumpToImprovement
File "CvPediaMain", line 1084, in pediaJump
File "CvPediaImprovement", line 95, in interfaceScreen
RuntimeError: unidentifiable C++ exception
ERR: Python function pediaJumpToImprovement failed, module CvScreensInterface
3. The Fall Further CvGame::normalizeStartingPlots C++ function currently looks like this:
void CvGame::normalizeStartingPlots()
{
PROFILE_FUNC();
if (!(GC.getInitCore().getWBMapScript()) || GC.getInitCore().getWBMapNoPlayers())
{
/************************************************** ***********************************************/
/** Flavour Mod 06/23/08 Written: Jean Elcard Imported: Xienwolf **/
/** **/
/** Forces game to ignore Normalization Routines in the DLL **/
/************************************************** ***********************************************/
/** ---- Start Original Code ---- **
if (!gDLL->getPythonIFace()->pythonNormalizeStartingPlotLocations() || gDLL->getPythonIFace()->pythonUsingDefaultImpl())
{
normalizeStartingPlotLocations();
}
/** ---- End Original Code ---- **/
if (!isOption(GAMEOPTION_FLAVOUR_START))
{
if (!gDLL->getPythonIFace()->pythonNormalizeStartingPlotLocations() || gDLL->getPythonIFace()->pythonUsingDefaultImpl())
{
normalizeStartingPlotLocations();
}
}
/************************************************** ***********************************************/
/** Flavour Mod END **/
/************************************************** ***********************************************/
}
if (GC.getInitCore().getWBMapScript())
{
return;
}
if (!gDLL->getPythonIFace()->pythonNormalizeAddRiver() || gDLL->getPythonIFace()->pythonUsingDefaultImpl())
{
normalizeAddRiver();
}
if (!gDLL->getPythonIFace()->pythonNormalizeRemovePeaks() || gDLL->getPythonIFace()->pythonUsingDefaultImpl())
{
normalizeRemovePeaks();
}
if (!gDLL->getPythonIFace()->pythonNormalizeAddLakes() || gDLL->getPythonIFace()->pythonUsingDefaultImpl())
{
normalizeAddLakes();
}
/************************************************** ***********************************************/
/** Flavour Mod 06/23/08 Written: Jean Elcard Imported: Xienwolf **/
/** **/
/** Forces game to ignore Normalization Routines in the DLL **/
/************************************************** ***********************************************/
/** ---- Start Original Code ---- **
if (!gDLL->getPythonIFace()->pythonNormalizeRemoveBadFeatures() || gDLL->getPythonIFace()->pythonUsingDefaultImpl())
{
normalizeRemoveBadFeatures();
}
if (!gDLL->getPythonIFace()->pythonNormalizeRemoveBadTerrain() || gDLL->getPythonIFace()->pythonUsingDefaultImpl())
{
normalizeRemoveBadTerrain();
}
/** ---- End Original Code ---- **/
if (!isOption(GAMEOPTION_FLAVOUR_START))
{
if (!gDLL->getPythonIFace()->pythonNormalizeRemoveBadFeatures() || gDLL->getPythonIFace()->pythonUsingDefaultImpl())
{
normalizeRemoveBadFeatures();
}
if (!gDLL->getPythonIFace()->pythonNormalizeRemoveBadTerrain() || gDLL->getPythonIFace()->pythonUsingDefaultImpl())
{
normalizeRemoveBadTerrain();
}
}
/************************************************** ***********************************************/
/** Flavour Mod END **/
/************************************************** ***********************************************/
if (!gDLL->getPythonIFace()->pythonNormalizeAddFoodBonuses() || gDLL->getPythonIFace()->pythonUsingDefaultImpl())
{
normalizeAddFoodBonuses();
}
/************************************************** ***********************************************/
/** Flavour Mod 06/23/08 Written: Jean Elcard Imported: Xienwolf **/
/** **/
/** Forces game to ignore Normalization Routines in the DLL **/
/************************************************** ***********************************************/
/** ---- Start Original Code ---- **
if (!gDLL->getPythonIFace()->pythonNormalizeAddGoodTerrain() || gDLL->getPythonIFace()->pythonUsingDefaultImpl())
{
normalizeAddGoodTerrain();
}
if (!gDLL->getPythonIFace()->pythonNormalizeAddExtras() || gDLL->getPythonIFace()->pythonUsingDefaultImpl())
{
normalizeAddExtras();
}
/** ---- End Original Code ---- **/
if (!isOption(GAMEOPTION_FLAVOUR_START))
{
if (!gDLL->getPythonIFace()->pythonNormalizeAddGoodTerrain() || gDLL->getPythonIFace()->pythonUsingDefaultImpl())
{
normalizeAddGoodTerrain();
}
if (!gDLL->getPythonIFace()->pythonNormalizeAddExtras() || gDLL->getPythonIFace()->pythonUsingDefaultImpl())
{
normalizeAddExtras();
}
}
/************************************************** ***********************************************/
/** Flavour Mod END **/
/************************************************** ***********************************************/
if (!gDLL->getPythonIFace()->pythonNormalizeAddGoodTerrain() || gDLL->getPythonIFace()->pythonUsingDefaultImpl())
{
normalizeAddGoodTerrain();
}
if (!gDLL->getPythonIFace()->pythonNormalizeAddExtras() || gDLL->getPythonIFace()->pythonUsingDefaultImpl())
{
normalizeAddExtras();
}
}
You should remove the part I marked in red, because it's exatly the same like the part in green, which is controlled by the Flavour Start option (in blue). At the moment "normalizeAddGoodTerrain" and "normalizeAddExtras" are called twice in a normal game and not only once like intended. They should never be called in a game with the Flavour Start option active.
Kjara Oct 01, 2008, 10:33 AM City display, or manabar in the mainscreen? I know for certain that the city display is linked to the base variables and should update immediately. However I haven't looked closely at the manabar to see if it is updated regularly. Fairly certain that it is though.
Let me double check when I get home tonight, but I believe it was both on the manabar on the main screen and in the city screen of the capital. Also, I need to verify this, but I think my monks(level 6+) were a point weaker until it "came back", as the cap was giving spirit mana.
Edit: Double checked this, when resources do come back, the monks get the point of str back, so its not just that they aren't displaying, they aren't being used in calcs either. I have a game saved at the turn before they come back, don't have any saves from before I removed the last counter though.
Edit2:Played a bit further, got cursed again, this time lost all resources but capital mana while curse was up. Finished the appeases, and everything comes back. Is this what is intended, or should cap mana also go away while curse is up?
hbar Oct 01, 2008, 10:52 AM 1. The Archos' Mother's Nest gives a happy face for Sheep, Pig, Cow and Toad. Why not for Horse and Deer? Not tasty enough for spiders? :yumyum:
Ha, I've thought for a while that Orc civs should get +1 food from pastures - they ride wolves, so horses shouldn't be much different from cows to them.
Vehem Oct 01, 2008, 02:13 PM 1. The Archos' Mother's Nest gives a happy face for Sheep, Pig, Cow and Toad. Why not for Horse and Deer? Not tasty enough for spiders? :yumyum:
Mother doesn't like venison. :mischief:
2. There is a Python exception if you chose the Nomad Camp improvement in the Civilopedia.
Traceback (most recent call last):
File "CvScreensInterface", line 371, in pediaJumpToImprovement
File "CvPediaMain", line 1084, in pediaJump
File "CvPediaImprovement", line 95, in interfaceScreen
RuntimeError: unidentifiable C++ exception
ERR: Python function pediaJumpToImprovement failed, module CvScreensInterface
Aye - I'd spotted that one (it's listed as "Nomad Camp pedia entry not very helpful" on the bug list - originally reported by someone with Python Exceptions hidden) but haven't hunted down the cause yet (will be an XML issue methinks). Should have it sorted for the next version though.
MagisterCultuum Oct 02, 2008, 10:32 PM Something odd just happened in my last game. I'm not quite sure when, but within a fews turns after finishing the Mercurian Gate (forming a 3 way permanent alliance, since I'd already made an alliance with Einion) and declaring war on the Infernals and Balseraphs one of my cities just across the sea from the Infernals switched to Infernal control. I would have suspected it was just conquered without me knowing it, but no Infernal units were there and my unit had not moved or even been injured. Oh, come to think of it this I believe this was right after Einion cast Sanctuary, in case that is relevent.
Edit: It seems the screenshot didn't work properly, but I'd reconquered the city before I could try again.
xienwolf Oct 02, 2008, 10:36 PM Strange. No chance that it was Hyborem's Whisper?
BTW, is anyone noticing that the World Spell is available to you again after reloading the game? My current version has a LOT of changes, and I just recently uncovered that Feats are not being loaded properly. Need to figure out precisely when I broke that one.
MagisterCultuum Oct 02, 2008, 10:55 PM I guess it could have been Hyborem's whisper, as it was a very large city and the only one I owned that had AV in it. I'm not sure I ever recall seeing this world spell used. If it converts a city but doesn't remove the owner's units and the Infenals don't get any of their units anywhere near the city then it doesn't do a whole lot of good.
Mamamia Oct 03, 2008, 12:03 AM I have been playing a long game as Hianthrogh of Mazatl (version 042, patch M) and I have some questions/observations. First, let me reiterate that this is a great mod. :)
1) Barbarians are able to pass straight through my units (Arquebus, Priest of Kalshekk, etc.) without attacking them even though my units are not hidden or invisible. Is this normal? Is this a side effect of my units having the Lizardkin or the Homeland promotion?
2) I have a strong Beastmaster with a lot of promotions but not the Blitz promotion. However, he is able to attack multiple times per turn. Is this a bug?
3) I managed to capture Acheron the Red Dragon but after maybe 100 turns, he left my army to become Barbarian again. I managed to capture him again (with great difficulty because I had made him gain lots of levels!) but almost right away, he left my army again. If I had managed to cast Loyalty on him, would that have kept him in my army? I didn’t have any law mana available at the time so I could not verify this.
xienwolf Oct 03, 2008, 01:28 AM 1 is because you have Nox Noctis (or cast Chosen of Esus), that won't happen anymore after next release.
2, does he have Orthus's Axe?
3- From what I understand, with Loyalty on him he should die instead of going barbarian. From what I have read, he just would stick around and belong to you. However, it is VERY odd for Acheron to be Crazed. Loyalty cannot be cast on him anyway since he is magic immune
birdspider Oct 03, 2008, 08:36 AM Dunno if anyone noticed or if maybe already fixed (patch-confusion :) )
but it seems that "Calabim" can cast River of Blood multiple times
this occours both to the AI as well to human players
Mamamia Oct 03, 2008, 09:59 AM 2, does he have Orthus's Axe?
3- From what I understand, with Loyalty on him he should die instead of going barbarian. From what I have read, he just would stick around and belong to you. However, it is VERY odd for Acheron to be Crazed. Loyalty cannot be cast on him anyway since he is magic immune
Thanks for your reply.
Yes, my Beastmaster did have Orthus's Axe. Good catch. I didn't think of that. :)
But what do you mean that it is "VERY odd for Acheron to be Crazed"? Do you mean it was very unlikely for him to leave my army and turn back to being Barbarian?
xienwolf Oct 03, 2008, 11:26 AM Yes. I can't think of how Acheron can ever flip side outside of Beastmasters or Command promotions, both of which are rare on a barbarian
[to_xp]Gekko Oct 03, 2008, 11:57 AM not sure if it's a bug, but I've seen a deer tile with a tribal village.
Annex Oct 03, 2008, 01:30 PM Dunno if anyone noticed or if maybe already fixed (patch-confusion :) )
but it seems that "Calabim" can cast River of Blood multiple times
this occours both to the AI as well to human players
Same thing happened to me. The fix was part of patch M, but i guess it didnt work
xienwolf Oct 03, 2008, 01:38 PM Yeah, I"m still working on it. Short story is, never load a game, and everything will work just fine :p
Gedwyn Oct 03, 2008, 03:05 PM So...Hyborem pops with the usual message in the event window 'Hyborem has been created blah blah blah'.
I was busy at the time, so filed that away for later. I do like to go after him fairly quickly to help keep the AC down, stop the hellfire terrain spread and get his Gela for one of my heros.
Maybe 20 25 turns after the pop message I'm ready to go find him and see if I can take him out. I buy maps from just about everyone, but he's nowhere to be found. I scroll back to his pop message and double check that I didn't miss a death message...figuring someone took him out already. Can't find that either.
Anyways, maybe another 20 turns after that, I find the city of Dis, about 15 tiles north of my border in Barbarian control.
No hellfire terrain, no Gela in the city spot, no barbs running around with Gela that I've found - and I've been busy tracking and killing them...and no death message in the event logger - I triple checked for that.
So as far as I can tell, Hyborem popped and then...died to a Barb? Disappeared? Not sure what. His - it's? - impact on the world was extremely minimal however. Can't figure out what happened. Any ideas out there?
Even if he was taken out by Barbs - which I doubt - there should have been a death message in the event window right?
Really missed out on saving a game for this, so apologies for that. Next game I play, I'll keep a better eye on things and maybe post a saved game or two.
Anyone else noticing any issues with him?
axeaxe Oct 03, 2008, 03:34 PM Got a weird one, which I suspect is BUG related.
Every time I hit end turn, the option "Right click menu" becomes enabled for the next turn. [The option makes it so that when you right click on a square, you get a context menu rather than moving there.] It's not enabled in options, just in-game; going into options and enabling and then disabling disables it.
I think it's toggling enemy moves, also, but I'm not sure about that.
Probably not enough information here to troubleshoot; the save is on a different computer or I'd attach it (I can do it later if someone really thinks it would be useful).
[Nevermind ... Xienwolf has spotted this as related to OOS testing (http://forums.civfanatics.com/showthread.php?t=292817)]
xienwolf Oct 03, 2008, 05:03 PM I have the options/Feats issues solved for the most part. Just need to finish compilation to see if it will still show the proper text on Promotions with Feat Prereqs. Of course, now instead of making it EASIER to add Feats, I have managed to make it HARDER.... /sigh. That Prereq field better get used in a damn cool way!
Valkrionn Oct 03, 2008, 05:54 PM Hmm... Don't know if this is a base FF bug that no one's noticed before, or if it's something new introduced by the Scions farm fix... Just in case, I'm posting it both here and in the Scion thread.
For some reason, any time I pillage a farm, a town pops out from underneath... I'm not complaining, since as the Scions food is bad and money is great, but seems like it should be fixed lol.
Annex Oct 03, 2008, 06:16 PM Yeah, I"m still working on it. Short story is, never load a game, and everything will work just fine :p
Ah no problem, I can resist the temptation :thumbsup:
xienwolf Oct 03, 2008, 06:59 PM Valkrionn, you have a modular installation of the Improvement don't you? Modules and Improvements do NOT work together.
Valkrionn Oct 03, 2008, 07:38 PM I don't believe it's modular... posted more in the Scions thread already as it seems the new fix started it.
[to_xp]Gekko Oct 04, 2008, 07:23 PM civilopedia -> mercantilism ( tech ) : there is a link that's supposed to open the "mercantilism ( civic )" page, but it doesn't work.
edit: mouseover info for the spell granted by force2 (can't remember the name right now) has a txt_key_blabla in it :D
MagisterCultuum Oct 04, 2008, 08:01 PM I noticed that temporary buildings (specifically inspiration) made by Puppets last longer than the puppets do, but sine it is only 1 turn longer it probably doesn't matter than much.
MaxAstro Oct 04, 2008, 08:10 PM Gekko;7314031']civilopedia -> mercantilism ( tech ) : there is a link that's supposed to open the "mercantilism ( civic )" page, but it doesn't work.
It's a problem with the civilopedia in general: Multiple entries of different types with the same name have linkage issues.
xienwolf Oct 04, 2008, 10:28 PM I noticed that temporary buildings (specifically inspiration) made by Puppets last longer than the puppets do, but sine it is only 1 turn longer it probably doesn't matter than much.
Guess the check for City DoTurn happens before Units DoTurn then. Kinda cute bug, could be dodged by placing a check to ignore a validating unit with a duration remaining of 1.
arkham4269 Oct 04, 2008, 10:54 PM Playing a game of Bannor w/Decius.
Killed off the Sheaim and could build Planar Gates but nothing has ever come through even though I have Mage Guilds and so should have seen a Moebius Witch by now.
Almost wiped out the Luirchirp and was able to build Gridlines and Sculpture Studios, but couldn't build any golems.
Took many a Calabim city, built Governor Manors and was able to start pumping out Vampires.
I took a Lizard unit (the evil ones whose name escapes me) and he turned into a Javelin Thrower which is fine, but it does remind me that in my last game I couldn't build them in a Doviello city I captured.
I know someone else mentioned this, but I'm getting the "You have 5 million people in your empire" pop-up every turn even though I'm far bigger than that now. No problems; it's just annoying.
Also, shouldn't their be a way to drop the pieces of Barnaxus? I made the Luirchirp a vassal but I had to kill off my Flagbearer carrying the pieces because after I brought it to the capital, I couldn't drop them. I don't recall seeing a blurb stating he was remade so I don't know if the pieces were destroyed when I killed the unit.
BTW, is there any chance of have the Revolution mod being able to be attached to this mod? I sort of like having the Barbarians mature into bigger Civs if left alone, especially on maps where sometimes the Barbarians are left alone for a very long time.
xienwolf Oct 05, 2008, 12:11 AM Planar Gates are a specifically Sheiam capability. It isn't just having the Planar Gate + other building results in creatures spawning. Same thing with the Khazad Vaults, it is a mechanic which will only happen for the specifically identified Sheiam player. Though re-writing it to work for all Sheiam cities would probably not be too difficult to accomplish. Same with the Vaults for all Khazad cities. Would make it a bit of a risky endeavor to take a Khazad city since chances are pretty good you don't have enough cash to keep them happy :)
Not able to build golems is a bit of a wierd one, should have worked, so I'll have to check out precisely why it didn't. You are using the latest patch, yes?
The 5 Million pop-up is a nuisance bug that is completely fixed in the next release. That is actually one of the least game-impacting manifestations of it.
No equipment can be dropped anymore. Unit holding it has to die for the item to exist as a unit itself. Next release of base FfH allows you to rebuild Barnaxus for the Luchuirp though.
Pretty unlikely that we will do anything like the CivRev mod anytime soon. Tons of things on the design docs already which are continually being pushed aside for other ideas that swarm in. Main reason we don't tell people what our plans are for the future of the mod are because we keep on revising and expanding on ideas and haven't the time to develop them all.
MaxAstro Oct 05, 2008, 02:51 AM Not sure if this is a Scions issue of a plain FF issue, but my guess would be FF. Is civ-based upgrading working right? I captured a Goblin using a Doomsayer, but couldn't upgrade it into a Warg Rider. Instead it upgraded into a Horseman. Kinda odd to have a human-looking horseman with the orc race... (Why aren't goblins their own race, anyway?)
Valkrionn Oct 05, 2008, 03:12 AM As far as I'm aware, captured units always upgrade into the capturing civ's units... Never seen it otherwise, at the least.
MagisterCultuum Oct 05, 2008, 03:29 AM As far as I'm aware, captured units always upgrade into the capturing civ's units... Never seen it otherwise, at the least.
There is an <UpgradeCiv> tag that makes units upgrade to a specific civ's version instead of the owner's, but this is rather underused.
Valkrionn Oct 05, 2008, 03:36 AM Ah, never noticed it before. Would think that would be used more often...
xienwolf Oct 05, 2008, 11:24 AM Yeah, Kael placed the UpgradeCiv tag on a few units which don't make sense to have it, and missed a ton of units that do make sense. Just have to find them as they come up and make the appropriate adjustments I suppose.
arkham4269 Oct 05, 2008, 12:41 PM Pretty unlikely that we will do anything like the CivRev mod anytime soon. Tons of things on the design docs already which are continually being pushed aside for other ideas that swarm in. Main reason we don't tell people what our plans are for the future of the mod are because we keep on revising and expanding on ideas and haven't the time to develop them all.
Well in some respects it's too bad that it couldn't be worked that if barbarians are left to themselves long enough, they might become a separate Clan of Embers race. Or maybe if fiddle around so they join the game as Sheaim if the Clan is already in the game (due to Archeron) or Doviello depending on who is or isn't in the game.
AlMackey Oct 05, 2008, 12:45 PM In the new version, I'm getting advisor pop-ups ("this city wants to build a settler", "you've claimed your first food resource", etc) all the time even though I've got them turned off in options. I'm running FF 42L on FfH 33G.
xienwolf Oct 05, 2008, 12:54 PM New version is patch O, and should solve that issue.
EDIT: For those of you not aware, we don't release patches through the bug thread like FfH, patches are released in their own thread (http://forums.civfanatics.com/showthread.php?t=292120) with the Changelog
Jean Elcard Oct 05, 2008, 02:17 PM I was thinking about something like Revolution for FfH/FF lately too, because I really like this mechanic, but FfH/FF is very different to BtS in many respects, not only from a lore perspective:
One problem: At the moment it makes only sense to let the barabarian cities become the Clan of Embers "civilization". You could get around this by adding dwarven, human and elven barbarians, but then you would have to take care that a barbarian city stays with a certain race and is not producing a potpourri of units from different races.
Another problem: There are some civs which are very likely to split in two civs. Take the Ljosalfar/Svaratalfar or Amurites/Khadi for example. For most of the other civs it is more difficult. Why the hell should an elven race revolt in the middle of Clan of Embers territory, if they never lived there or how likely would it be that the Bannor found their own state in Khazak? You could around this by allowing the same civ under different leaders, but you are limited by the number of possible different leaders then.
[to_xp]Gekko Oct 05, 2008, 03:37 PM patch N : I captured a giant spider, and in its mouseover info it says "hidden on DECODE" and "can see DECODE" , not sure what "DECODE" means though.
also, on patch N barbarian world setting leads to A LOT of sea monsters, not sure if it's intended or if it was an issue already solved in patch O ;)
edit @Jean Elcard: actually the limited number of leaders is an issue easily solved by doing what Revolution does: spawn a new leader with the same traits and a different name :D
Mailbox Oct 05, 2008, 03:42 PM I was thinking about something like Revolution for FfH/FF lately too, because I really like this mechanic, but FfH/FF is very different to BtS in many respects, not only from a lore perspective:
One problem: At the moment it makes only sense to let the barabarian cities become the Clan of Embers "civilization". You could get around this by adding dwarven, human and elven barbarians, but then you would have to take care that a barbarian city stays with a certain race and is not producing a potpourri of units from different races.
Another problem: There are some civs which are very likely to split in two civs. Take the Ljosalfar/Svaratalfar or Amurites/Khadi for example. For most of the other civs it is more difficult. Why the hell should an elven race revolt in the middle of Clan of Embers territory, if they never lived there or how likely would it be that the Bannor found their own state in Khazak? You could around this by allowing the same civ under different leaders, but you are limited by the number of possible different leaders then.
It wouldn't be hard to make "culture groups" where new civilizations would have a preset race, some civ from that race's tech tree, and a random leader.
xienwolf Oct 05, 2008, 04:06 PM Sorry about the DECODE bit, I got a tad overzealous in cleaning up my text keys. If you add this chunk to any of the GameText XML files it'll work properly.
<TEXT>
<Tag>DECODE</Tag>
<English>%s1</English>
<French>%s1</French>
<German>%s1</German>
<Italian>%s1</Italian>
<Spanish>%s1</Spanish>
</TEXT>
And the tons of sea monsters is a feature waiting on feedback from playtesting. Previously water creatures were VERY restricted in how many could ever spawn, I thought that was a bit harsh, so cut the restrictions back quite considerably.
arkham4269 Oct 05, 2008, 06:19 PM Another problem: There are some civs which are very likely to split in two civs. Take the Ljosalfar/Svaratalfar or Amurites/Khadi for example. For most of the other civs it is more difficult. Why the hell should an elven race revolt in the middle of Clan of Embers territory, if they never lived there or how likely would it be that the Bannor found their own state in Khazak? You could around this by allowing the same civ under different leaders, but you are limited by the number of possible different leaders then.
I am more interested less of your own cities revolting than barbarian cities becoming minor/major civs later on. I mean in a way if barbarians have cities, large territory with roads, farms and the like, then they aren't barbarians anymore, right?
However, in regards to your other point, I have always wished every civ, regardless of BtS or FfH/FF had a minor civ associated with it so if there was a rebellion, there would be a preset group w/a leader(s). In some ways, it would seem easy to have these leaders be the opposite of the current leader so if you have a Agg/Ind leader, the counter leader would be Phil/Fin for example to show that certain elements of the Civ don't want to go where the current leader is leading.
Another idea is to put a twist on the Minister Kohn idea. In Sid Meier's Alpha Centuari: Alien Crossfire, they had a Civ that represented slaves that through off their chains. While you could play them from the beginning, they had a mechanic that if a Civ's city got bad and revolted, it always went to this Civ. So maybe you could have a minor Civ that comes about due to unhappy cities and if left alone, this Civ would grow as other cities revolted.
Niveras Oct 05, 2008, 06:33 PM Not sure if this is the thread for cosmetic issues, but I find the Order's custom religion-based interface makes it difficult to read certain text. Specifically, the amount of gold I have and how much gold I am gaining per turn. Actually, pretty much all the white fonts are difficult to read (time, turn, unit stats, etc).
Obviously I can just play without that option, but I'm curious whether it can change the font color too, or maybe just darken the background a bit.
xienwolf Oct 05, 2008, 06:42 PM Can probably change the font pretty easily, not entirely certain on that one though. Ideally they will all get a nice overhaul sometime to match better with seZereth's new default HUD, but I lack the time (and skill) to do it myself any time soon.
City screen stuff mostly readable? If the only issue is the gold/GPT then I could make that change for the next version easily.
Niveras Oct 05, 2008, 09:59 PM City screen's pretty bad too, specifically buildings and number of resources the city has (although that information isn't exactly important). Not quite as terrible since you can mouse over most things in the city screen and get a detailed tooltip that uses the default HUD interface colors.
xienwolf Oct 05, 2008, 10:42 PM That's what I kind of figured. So a complete redesign would be needed, or going through and deciding on precisely which elements need the font color changed and which font will be the most visible/least distracting.... Something I tend to prove horrible at doing ;)
I'll mark it on my list of things to do at some random point though to maybe just make the current skin all a bit darker.
xienwolf Oct 05, 2008, 11:26 PM Due to a misplaced semi-colon, you'll notice that Mana Surge is able to be cast at any time you so desire until you run out of uses. It is intended that you cannot construct it unless someone you are at war with has a project with some production invested. I've fixed it for the big Scions release post-FfH 34.
[to_xp]Gekko Oct 06, 2008, 05:54 AM a couple cosmetic issues: the new hud is great, but I still feel it makes it very difficult to see the helth bar under units' portraits. the religious interfaces are cool, but for now I'm playing with those switched off cuz sometimes they make it difficult to see the info ( the OO interface is a nightmare for example with all those tentacles :D )
Sarisin Oct 06, 2008, 08:12 AM I am more interested less of your own cities revolting than barbarian cities becoming minor/major civs later on. I mean in a way if barbarians have cities, large territory with roads, farms and the like, then they aren't barbarians anymore, right?
.
This is something I have been complaining about in FFH for several versions now. I think the main cause of the problem is that the AI NEVER razes any cities anymore - except for the those with a pop. of 1. EVERY city is captured now despite the location. This includes the barbarians too, and I think it is not with what you might think raging barbs would do. They truly become squatting barbs vs. raging barbs.
They get plenty of cities through spawning, and if you select the Barbarian World option. I would like to see them raze every city they take. Of course this would move the counter along faster too unless you had Adepts running around sanctifying all the ruins to help lower it a bit.
It just doesn't make sense to me either having barb cities building all those improvements, having beaucoup Workers, Wonders, Great People, Forbidden City, etc.
xienwolf Oct 06, 2008, 08:50 AM From what I remember in Kael's notes for 34 he has made the AI begin to raze cities again, so this will potentially cease to be an issue.
shrike2005 Oct 06, 2008, 03:28 PM This is a weird bug: in the attached screenshot, i can see a piace of the map, eventhough i have no unit or city near it. it guess it happened after i explored a dungeon on one of the nearby hill tiles, but not to sure about that.
190666
xienwolf Oct 06, 2008, 03:34 PM Did the exploring unit die?
shrike2005 Oct 06, 2008, 03:37 PM Did the exploring unit die?
no. the exploration spawned hill giant and the unit got killed by another hill giant 2 or 3 turns later
edit: forgot to say that i'm playing patch o
shrike2005 Oct 06, 2008, 03:41 PM here is a savegame: 190667
[to_xp]Gekko Oct 06, 2008, 06:22 PM patch O, I moved over Foxford with a stack of 10 units , and the event pop-up for Foxford came up 10 times . now I've got a lot of "hero of foxford" units :D
edit: btw, foxford's civilopedia page has a txt_key_foxford_something in it.
xienwolf Oct 06, 2008, 07:52 PM no. the exploration spawned hill giant and the unit got killed by another hill giant 2 or 3 turns later
edit: forgot to say that i'm playing patch o
It was just a guess that one of my new features wasn't working properly. I went in after the post and tested it out, my stuff worked fine (or at least didn't break when I tested it).
Looking like it is the same base Civ4 issue which was popping up horribly for FfH a little while ago. It'll take some serious code digging to find precisely where/why it is happening. Or I might be able to just add some debug information for myself and be lucky enough to spot it sometime.
Valkrionn Oct 06, 2008, 09:48 PM Gekko;7320063']patch O, I moved over Foxford with a stack of 10 units , and the event pop-up for Foxford came up 10 times . now I've got a lot of "hero of foxford" units :D
edit: btw, foxford's civilopedia page has a txt_key_foxford_something in it.
Yeah, had the same thing happen in my last game as the Ljosofar. Didn't effect me much as my stack was made up of the Baron, the Treant hero, and my godly beastmaster.... Got him up to 700xp that game:mischief:.
[to_xp]Gekko Oct 07, 2008, 03:15 AM also, Foxford was in Calabim territory there, so it appears they have just ignored it, not recognizing it as a place that should be visited :D
another issue: does the AI understand the logic of ranged attacks ? ( i.e. archers and the like ) I had a stack sitting next to an enemy city full of archers for a couple turns, and I was expecting them to use ranged damage to weaken my units, but they never did. doesn't seem quite right..
xienwolf Oct 07, 2008, 09:06 AM In AoI they sure understood them. I would hope they still do. Reasonably certain I have seen them make ranged attacks before, but there might be a fault in the logic where they think some risk is involved in doing so.
AI wll not actually take the gamble of Foxford. They all think that the risk is simply too great.
Vehem Oct 07, 2008, 09:18 AM Gekko;7321214']
another issue: does the AI understand the logic of ranged attacks ? ( i.e. archers and the like ) I had a stack sitting next to an enemy city full of archers for a couple turns, and I was expecting them to use ranged damage to weaken my units, but they never did. doesn't seem quite right..
They can use them, but I've noticed that city defense archers seem to prefer not to use it and maintain the fortify bonus - not sure whether that's a preferable behaviour against a human or not.
Gedwyn Oct 07, 2008, 11:08 AM Sea monsters! Everywhere! Aaaaaahhhh!
Hehe, someone misplace a decimal? I forgot to take a screenshot before I opened up the world builder and erased about 200 sea monsters...but is there really a need for 1 sea monster every 3 tiles or so?
Haven't noticed this before, so I'm assuming it's a glitch with patch o, or I got some very strange random seed attached to the Barb spawn rate.
They are respawning anyways, I'll post a screenshot when I get back into the game.
arcticnightwolf Oct 07, 2008, 12:28 PM I send worker to build road trough Foxford village (accidentally) ... Now I have worker adventurer ... lol
Jean Elcard Oct 07, 2008, 12:49 PM Sorry for posting this announcement in the Fall Further bug thread but we had a discussion about Revolution and Barbarians settling down here earlier. I've successfully merged the Revolution mod with Fall from Heaven 0.33g and posted an alpha version of Revolution for Fall from Heaven here:
The FfH Rev Thread (http://forums.civfanatics.com/showthread.php?p=7322380)
[to_xp]Gekko Oct 07, 2008, 01:02 PM guys, this FFH Revolution HAS to be in FF sooner or later. :D
@Gedwyn: xienwolf has said that raising the number of sea monsters in patch O was intentional. I do agree that they needed to be more common, but it seems like it has been overdone in patch O. they are everywhere! :D
Valkrionn Oct 07, 2008, 01:30 PM An FFH Rev mod would make a great game option.... -cough cough-
Gedwyn Oct 07, 2008, 03:02 PM Gekko;7322473']
@Gedwyn: xienwolf has said that raising the number of sea monsters in patch O was intentional. I do agree that they needed to be more common, but it seems like it has been overdone in patch O. they are everywhere! :D
I'm stubbornly sticking to my misplaced decimal theory.
Huge map, Monarch difficulty, Marathon game, Turn 46:
Attaching 2 images: First is a screen of an area of ocean, second is a blowup of the minimap in the Worldbuilder - check out all the black dots. Those are all sea monsters! (and maybe a Griffon or 3).
Agreed in that more were needed, but this seems over the top to me :)
xienwolf Oct 07, 2008, 07:21 PM The old approach was that if the water area was smaller than 20 tiles, no animals in it. If there were more than 3 animals already, no more can spawn. Regardless of the size of the water area.
I removed both of those checks and simply set it to spawn 1/5 the normal number of units per area. Wasn't sure how much that would wind up being really, but seeing as there are only 2 options, it is easy to see it as "Too Many."
Anyway, I adjusted it now so that there shouldn't ever be more than 1 critter for every 8 tiles of water in the area. See how well that works and tweak more if needed for patch A.
Sarisin Oct 08, 2008, 08:02 AM I am still a little unfamiliar with the new features of this mod and wanted to check a couple of things:
1. If I come upon a 'stack' of enemy workers, I can attack them - only one at a time. However, if a barb Wolf Rider comes upon my 'stack' of Workers he kills all of them by landing on their tile. Is this correct?
2. How do you prevent a unit from a unit from a civ with the Raider trait from pillaging tiles? Specifically, I am playing as Tasunke/Hippus and send units to take an enemy city. I want to capture the city and keep the improvements. However, when I land on a tile with a Town, for example, that improvement is automatically pillaged. I would certainly like to keep that Town for my newly captured city. How to prevent this automatic pillaging?
Thank you
[to_xp]Gekko Oct 08, 2008, 08:23 AM @Sarisin: 1) is probably cuz the AI likes the "hardy" promotion for its workers which gives them 1 defense strength, which means they are able to put up a fight --> you can only attack 1 time per turn without blitz promotion. but your workers probably don't have that promotion, which makes them unable to fight back, which means that a unit can merrily land on the tile they're on and capture them all without a scratch ;)
2) you make a good point here. it would be great to be able to toggle the "raider" effect on/off like it is with the nox noctis now. :)
xienwolf Oct 08, 2008, 08:50 AM Gekko is right for the first one. AI most likely had some defence strength on them workers.
For the second, it is as much a drawback as advantage. Not sure if it SHOULD be something you can simply turn off. It reflects your men being a bit less controlled, and more ambitious in battle because they gain the "spoils of war." Common issue that many generals in history have faced is trying to get their men to be a little bit "more civilized" while pummeling the enemy to death.
shrike2005 Oct 08, 2008, 09:14 AM My scout explored a lair and gained the spirit guide promotion, but when he died many turns later due to close encounter with a giant, a warrior in my capital gained a big xp boost. Is'nt only supposed to grant xp to other units in the stack?
[to_xp]Gekko Oct 08, 2008, 10:38 AM @shrike2005: I think it's working as intended. I'm not really sure about the details of how spirit guide works, but AFAIK, when a unit with spirit guide dies, 50% of its XP is given to another one of your units.
@xienwolf: I can see your reasoning about the "raiders" trait being a benefit AND a drawback. but I really think it should be just a benefit. and that new mechanic you gave to the Nox Noctis is so awesome that it seems only natural to apply it to the "raiders" trait as well ;)
xienwolf Oct 08, 2008, 11:05 AM Spirit Guide grants the 50% XP to any unit in your empire, randomly selected. There isn't even a weighting factor to make it more likely to hit a unit in your stack, or even a combat unit. You can easily wind up having all of your lovely Guide XP landing on a Great Prophet.
It is a valid point about Raiders. I'll leave it to Vehem overall though, since with the tools in the SDK such a change is pure XML to accomplish (you make the trait grant an EffectPromotion which enables a spell to activate the Raider Ability (and remove the free promotion from the trait), and the Raider Ability enables a spell to remove itself (and re-apply the promotion from the trait)
Locust-71 Oct 08, 2008, 01:16 PM Me think Great Persons should get no Spirit Guide XP. Me think that wrong. :nono:
Locust-71 Oct 08, 2008, 03:37 PM Python Exception after a quickload (F8).
Not repeatable. I quickloaded the same quicksave 3 times to see if I could provoke the same PE to come back, but it didn't. :sad:
xienwolf Oct 08, 2008, 03:45 PM Well, it is worse in base FfH where your workers can quite often wind up with the bonus XP, and they cannot gain any promotions either. Unless you are the Luchuirp it is pretty hard for the XP to be totally wasted in FF (equipment, golems, loki, GP are about all I can think of with no UnitCombat)
The python exception is just a minor updating glitch I would imagine. Coincidence of having hit the quickload at just the right moment in the processing of files or somesuch.
Locust-71 Oct 08, 2008, 04:42 PM The python exception is just a minor updating glitch I would imagine. Coincidence of having hit the quickload at just the right moment in the processing of files or somesuch.
Ok, no biggie then. (I quickloaded after my druid was "lost without a trace" when searching a dungeon).
But I have another mysterious case:
When I capture a Svartalfar Worker with the spell Domination, the worker keeps the elven race promotion.
But when I capture whith the promotion Command, the worker drops his race promotion. Why? :confused:
And sometimes I get TWO workers.
xienwolf Oct 08, 2008, 06:54 PM Because when you kill a worker it will spawn a new worker under your control. It is a completely and totally new unit, hence not having the same promotions as the one you captured did. The occasional second worker is you actually managing to capture the worker by Command, and that one WILL retain the proper race and promotions.
It is a throwback to base Civ4 because there a worker is JUST a worker (for the most part), so rather than bother with transfer of ownership, it just creates a new one out of the mold. Same thing is actually done for capture of equipment. It is a function I had intended to rewrite a while ago when I did Workermod, but I hadn't ever sat down to do it.
Sarisin Oct 09, 2008, 08:11 AM In my game playing as Sheaim I was incredibly lucky (so I thought) and the first goody hut I hit on Turn 2 changed my Scout to a Werewolf.
I thought this would be great defeating animals and barbs and turning them into werewolves. Uh, no.
First, no werewolves from killing wolves (ironic, huh?). Then, I got the Capture Animal promotion. The animals I captured were not turned into werewolves - this might have been a good thing as I wanted them for my carnival.
Then, I started killing barb Goblins and an occasional Warrior. Again, no werewolves.
The Scout clearly has the 'werewolf promotion' but he is not creating any werewolves when he kills a unit.
Problem with FF, FFH or am I missing something?
Thanks.
Sarisin Oct 09, 2008, 08:16 AM Gekko is right for the first one. AI most likely had some defence strength on them workers.
For the second, it is as much a drawback as advantage. Not sure if it SHOULD be something you can simply turn off. It reflects your men being a bit less controlled, and more ambitious in battle because they gain the "spoils of war." Common issue that many generals in history have faced is trying to get their men to be a little bit "more civilized" while pummeling the enemy to death.
Thanks to you and Gekko for the response on the first question. This mod takes a bit getting used to with the Workers. I had a Hunter killed by a defending worker the other day - that really surprised me! Yes, I use that defense strength promotion last on my workers preferring the others.
On the second question, sorry, but I don't buy that explanation. I think in this case FFH has it right in giving you the option to pillage or not if you are playing a civ with the Raiders promotion. This automatic pillaging is very annoying when you are trying to preserve the improvements of a city you want to capture. You have to rebuild the automatically pillage improvements, and in the case of Towns, Villages, etc. it is especially bad. I try to avoid the improvements as much as possible when I approach the city, but that is a little silly IMO. Either have a choice, or just revert back to the way FFH does it.
Thanks again for your response.
[to_xp]Gekko Oct 09, 2008, 08:30 AM about the werewolf issue: did you get a "random event style" pop-up when you moved over that goody hut, or was it just a regular goody hut? it was probably Foxford, a unique improvement added in patch L ( IIRC ) . it has the same graphics as a normal goody hut and the tags for unique improvements have been disabled for the time being ( they were causing issues in multiplayer IIRC ) , so it looks like any other goody hut :D but it should stay even after popped afaik. so this is a FF issue I guess. it looks like Foxford has a couple of bugs, maybe that's why those villagers are so angry :lol:
xienwolf Oct 09, 2008, 08:57 AM Actually the Werewolf promotion has never been responsible for creating new Werewolves. It is the Werewolf Units that are able to make new units (hence different odds for creation of a werewolf based on level of progression of the werewolf attacking).
MaxAstro Oct 09, 2008, 06:48 PM Actually the Werewolf promotion has never been responsible for creating new Werewolves. It is the Werewolf Units that are able to make new units (hence different odds for creation of a werewolf based on level of progression of the werewolf attacking).
So then what is actually the point of giving the werewolf promotion? XD
MagisterCultuum Oct 09, 2008, 06:57 PM To prevent the units from getting some other race?
Actually, I'm pretty sure that the promotion used to be responsible for creating werewolves--but that was before the move to BtS.
xienwolf Oct 09, 2008, 07:16 PM Flavor, or the same mistake you made in trying to use the promotion, an assumption that it would perform the mechanic associated with being a werewolf :) It can be coded to work, and was on my initial list of things to move from UnitInfos to PromotionInfos, but by the time I got to being able to do String statements, I had beed distracted by a lot of new things instead of simple imports.
Sarisin Oct 10, 2008, 07:32 AM Yes, the goody hut remains after getting my Scout the werewolf promotion. I moved a different unit on it, and nothing happens.
Honestly, it appears the werewolf promotion in this case does nothing. A unit like the Baron, Greater Werewolf or Blooded Werewolf has a CHANCE that it will convert a living unit to a Ravenous Werewolf when it kills it - not a sure thing.
My Scout had killed many units and zippo. Also, I have upgraded the Scout to a Hunter and he still has the werewolf promotion. He has 100 XP. No werewolves produced, though, so the event/goody hut seems useless and not worth the risk of losing the unit (one of the options) unless fixed. ;)
arkham4269 Oct 10, 2008, 08:12 PM Not sure if this is a bug or intended, but in the last two games of mine, I've taken over as Hyperborem and found Dis being founded at the hind-end of Knowne Space as it were.
I'm playing with the faction start on a Tectonic map. Each time the Infernals have spawned in a corner of a icy waste. What is odd about this is there was (in the first game) a sub-continent that was mostly empty except for Barbarian cities; you'd think Dis would be found there. In my current game, I play Sheiam and rushed Infernal pact pretty fast so the world is still pretty empty (play with 6 players on a small map with the Tectonic/Lakes 30% water map so there's plenty of open land, even for 6 players) and still the Infernals spawn in this icy waste.
Is this intentional? :confused:
BTW, I'm suprised there aren't any wandering zombies. I'd think that zombies that infect creatures that they kill would be a real nasy 'barbarian' to have to deal with!
Sarisin Oct 11, 2008, 08:52 AM BTW, I'm suprised there aren't any wandering zombies. I'd think that zombies that infect creatures that they kill would be a real nasy 'barbarian' to have to deal with!
Creatures that are killed...are dead! No need to worry about being diseased/infected. ;)
However, I like the idea of having Barb Zombies - the worry there would be if you kill THEM you get diseased. You'd need Priest/Medic units which can come later in the game, Aqua Sucellus, or the Poor of Tears.
arkham4269 Oct 12, 2008, 01:15 AM However, I like the idea of having Barb Zombies - the worry there would be if you kill THEM you get diseased. You'd need Priest/Medic units which can come later in the game, Aqua Sucellus, or the Poor of Tears.
Actually, being infect by a zombie could be like getting the crazed promotion except when the 'infection' kicks in, the unit not only becomes a barbarian, but one that also has the zombie promotion and can pass it on.
Have an issue here; not sure if it's a bug. I was under the impression that razing cities was supposed to hike up the AC. I'm playin Sheaim and I've struggled to get the AC to 50. I'd go around and having Ritualists build AV temples and sometimes that would raise the AC, sometimes not. Now, I just razed 4 cities and the net gain was a loss of 2 on the AC since I had two units built with the Prophecy promotion killed. What gives? I was sort of hoping to build Meshabber Dis since I haven't built him since about...oh FfH ver 2.3-ish.
It seems that the AC either goes crazy fast up the scale or really slow. this game almost everyone is evil (although folks like the Calabim ar FoL - which I've noticed the vampires seem to like) and right now even though the Infernals got wiped out, I wiped out Basium and so there are no Good Civs and no race with Order or Empyriam. So why is it so hard to get the AC up? :confused:
[to_xp]Gekko Oct 12, 2008, 07:46 AM @arkham: the number that is shown in the AI display is a percentage based on map size and number of civs, so it can be confusing to look at ( sometimes you expect it to change but the number displayed remains the same )
arkham4269 Oct 12, 2008, 10:52 AM Gekko;7338561']@arkham: the number that is shown in the AI display is a percentage based on map size and number of civs, so it can be confusing to look at ( sometimes you expect it to change but the number displayed remains the same )
Okay, so my question is this. I tend to play on a small, tectonic map w/Lakes so there is plenty of land, but not enough to cause my systems graphics to conk out. (I had to quit a game playing on a standard map of the same type with 8 Civ's + Infernals/Mercurians) because around turn 500ish, the game just kept crashing). So from what you say, it might take two events to raise the AC by one, but the % will change. That's fine, but if anything, I would think that a small map would accrue changes faster since there is less of everything to affect. I mean at this rate I'll haze to raze 1/2 the cities on the map to get to 70 and by then who needs Meshabber Dis? :sad:
Maybe there already is, but shouldn't the break down of stuff like this be in one of the setting screens with all the other statistics? I've noticed these have been expanded of late, to which I'm thankful since in many mods it seems almost impossible to find out what the exact cultural number is needed to go legendary.
Oh, not a bug per se, but a question. In vanilla BTS, there are spearmen to counter mounted units, but these don't really exist in FfH/FF. Yet the counter-mounted promotion is a third tier promotion. Can't this be moved down one so it's available with counter-melee & counter-archery? I mean if I'm up against the Hippus, it puts one at a big disadvantage that their horses can get a counter-melee promotion one step faster than a defender can get the counter-mounted promotion.
[to_xp]Gekko Oct 12, 2008, 11:02 AM well in 0.34 if you hover the mouse cursor over the AC display, it will show both the percentage and the raw number, so it will be easy to find out if something is not working correctly :)
btw I agree that some more variety for melee troops would be fine, like in the Orbi mod. right now it's all a bit streamlined imho.
arkham4269 Oct 12, 2008, 11:57 AM Back in the Day, I couldn't finish a game of FfH/FF because my system would crash. Usually this happened when there was a lot of burning sands showing in the view. After a few patches, this finally went away.
However, I've been having CtD's again late in the game but they are a bit different. When I get the crash, it is always between turns. The little "I'm thinking globe" is still turning, but the screen goes blank and then I get a Microsoft error pop-up. I used to get an error sound, but not with these CtD's.
I'm playing on a HP Pavillion laptop with Win-XP. The crash for this game came on turn 476 and to my knowledge nothing odd was supposed to happen like a wonder being built. The AC was at 51.
This is all the info I have:
App Name: civ4beyondsword.exe
App Ver: 3.1.3.1
Modname: cvgamecoredll.dll
Mod Ver: 0.0.0.0
Offset: 00218a26
I have up to date patches for both FfH 0.33 and FF 0.42. Of course I just notice Kael has FfH 0.34 up so I'm sure they will be a flurry of patches and the like so who knows what will change. :rolleyes:
Psycho_Ivan Oct 16, 2008, 01:33 PM Playing FF .42, no patches (they won't install, another matter entirely though.)
I researched Octopus Overlords early on in a game with the Khadi and didn't get a disciple to spread the religion, nor the holy city, though I was experimenting about that one.
It's turn 239 (normal speed) and Octopus Overlords randomly was established in one of my cities, and more so, it's the holy city.
I'm guessing that someone else must have researched it finally and that triggered the founding of it. Very interesting.
Valkrionn Oct 16, 2008, 02:48 PM That would probably be an issue with the Feat system, or something like it. Was fixed in the patches.
xienwolf Oct 16, 2008, 06:10 PM Honestly no clue what happened on that one. Nor why the patches won't install for you.
Psycho_Ivan Oct 17, 2008, 12:05 AM My guess is it's Steam. I installed Civ through it, and it's made the directories all funny (I can't load either FfH or FF from my desktop because the directories don't link to the 'correct' source.)
It's not to big a problem though, just a minor nuisance. ;)
andrew_yaweb Oct 21, 2008, 12:36 PM I did not one odd behavioral bug. After a lair-exploration, when I get a promotion like the diseased skin one or the whithered-one, I see a funny behavior having to do with the space bar.
Once a unit get that promotion when you hit the space bar, even though other units still have moves to make, the next unit wouldn't not cycle into focus to be able to move it.
I would have to manually click on another unit for the normal space-bar cycling to work.
As long as that unit it not cycled thru with the space bar, it would not be an issue, but as soon as it was reached, the space bar would no longer advance to the next available unit.
With FFH, I had never encountered that. Fall further was the first time I encountered that.
FFurther Version 0.42 FFH 033g
xienwolf Oct 21, 2008, 06:18 PM Same basic bug has been reported for base FfH, so hopefully there is a simple typo in that particular Marnok result which happened to get copied over into both other mods. I'll take a look at it sometime and see what comes up.
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