Fall Further 051 Bug Report Thread

Thank you, it was strange to see it because it's the first time I use the modular python (which is great).

It began to happen ~120 turn (Epic speed). Is the bug with Arcane Lacuna because of the modular python too?

Another question: will the fix break the saves? I've recently started this game (Deity, epic, standard) and I wouldn't like to start it over, but the error bugs me :D.
 
The errors occurs because Civ starts asking if the Scion player may build Temple of the Gift, Imperial Cenotaph or Vacant Mausoleum, and turn 120 sound about right for the tech unlocking Temple of the Gift or Imperial Cenotaph.

In general, I'd say changing python will never break a saved game, though it can change behaviour pre and post patch. In this case, scions will be able to build some buildings they shouldn't until you patch. The patch wont remove any buildings, so any forbidden buildings built before the patch will remain.

About the arcane lacuna issue, it sounds more like unfortunate timing. Getting an event that causes revolt in your city the came turn the AI casts lacuna. In any case, unless you have a module that changes arcane lacuna, modular python doesn't touch the spells.
 
Stasis Curse (Divine Ice spell) has "TXT_KEY_SPELL_STASIS_CURSE_HELP" in its mouseover tooltip. Also, it shares its icon with the Illian World Spell, Stasis... which is sort of confusing.

Edit: Also, Larry (The Ritual-made Hill Giant with HN) which is owned by an AI Lanun in my game has upgraded to a Boarding Party. Seems sorta silly, but I think it's just a side-effect of the Jotnar changes. The Boarding Party is currently sitting on a mountain tile - as a result of the Giant racial promotion. Maybe upgrading the Ritual Hill Giants should be prohibited? :l
 
Hi:

I don't know why this happen, but wen I pass the turn, the game closes and I see the tipical "Send e-mail reporting errors to Windows".

I uploaded the savegame to the next link: http://www.megaupload.com/?d=BN9GVRDY

I hope u can help me, because I was preparing an assault to acheron's city... I need this dragon's treasure!

Mmm... has someone errors after adding units with the "World builder tool"?
 
Stasis Curse (Divine Ice spell) has "TXT_KEY_SPELL_STASIS_CURSE_HELP" in its mouseover tooltip. Also, it shares its icon with the Illian World Spell, Stasis... which is sort of confusing.

Edit: Also, Larry (The Ritual-made Hill Giant with HN) which is owned by an AI Lanun in my game has upgraded to a Boarding Party. Seems sorta silly, but I think it's just a side-effect of the Jotnar changes. The Boarding Party is currently sitting on a mountain tile - as a result of the Giant racial promotion. Maybe upgrading the Ritual Hill Giants should be prohibited? :l

I had Mazatl upgrading 3 of their giants into lizardman chamions and killing some of my units while I couldn't strike back because of the lack of Open Borders :D.

Giant Lizardmen... What? :D
 
I had Mazatl upgrading 3 of their giants into lizardman chamions and killing some of my units while I couldn't strike back because of the lack of Open Borders :D.

Giant Lizardmen... What? :D

I had the same thing with Vampires. Curly the Vampire. ;)

Not sure it makes sense, but whatever.
 
Hello:

I get the same problem that in the post #826. When I pass turn the game closes without reason.

I was Hippus, 4 cities, goblin's arrows rainning over one, 12 workers, 12 archers, 1 acolyte... I don't have any problem while playing... I don't know what it happen! :wallbash:

Savegame

Why? This didn't happen in BTS, or FfH.

:yuck: Also there is no name in the hippus building that train calvary until 20xp and gives 2xp free to new calvary created in that city.
 
Indeed, I saw " / ", but it was in english.
 
You mean a TXT_KEY, or it is just blank?

EDIT: Ah, someone imported a text file without reading it. All the non-English text keys are a simple "/" for some insane reason.

That's Iceciro's handiwork.... Freshly aggravates me every time I merge from his mods. :lol:
 
I got an issue where the cities are in fear and wont work stating that an enemy unit is near when there is no one there. As the archos, the 4th horseman came so I'm not if that is impacting this or not. Let me know.

Thanks.
 
I modified the python for the lizard jungle creep so that plains hills would autoterraform to grasslands, and that jungles could spawn on grasslands. In the process of doing so, I noticed that it stopped working entirely. The problem was in customfunctions.py. iAreThereLizardsHere takes a count of cualli civs plus mazatl civs. The condition to execute the relevant code in doFFTurn asks:

Code:
if iAreThereLizardsHere:

I changed it to this:

Code:
if iAreThereLizardsHere > 0 :

And it started working again. What strikes me as strange is that it used to work in the very same game, so really, WTH python.

Thought I'd share!
 
Also, woodsman 1, the promotion that is supposed to remove obscured line of sight, isn't available to archery units.
 
Spoiler :
I modified the python for the lizard jungle creep so that plains hills would autoterraform to grasslands, and that jungles could spawn on grasslands. In the process of doing so, I noticed that it stopped working entirely. The problem was in customfunctions.py. iAreThereLizardsHere takes a count of cualli civs plus mazatl civs. The condition to execute the relevant code in doFFTurn asks:

Code:
if iAreThereLizardsHere:

I changed it to this:

Code:
if iAreThereLizardsHere > 0 :

And it started working again. What strikes me as strange is that it used to work in the very same game, so really, WTH python.

Thought I'd share!

Did you change the count in any way? If you happened to change iAreThereLizardsHere to, for instance, an empty string or an empty tuple it would have the effect you described.
 
Strange, any non-zero value in a boolean location is supposed to be treated as a True.

I think Woodsman 1's bonus is intended specifically for the elves. All elves (even archery) have access to Woddsman promotions.

Elves already have an exclusion. it was more for the austrin recurve archers that start off with Woodsman II for free.
 
Did you change the count in any way? If you happened to change iAreThereLizardsHere to, for instance, an empty string or an empty tuple it would have the effect you described.

Here are the relevant bits of code, plus all the stuff I changed:

Spoiler :
Code:
def doFFTurn(self):

		iLizCiv1 = gc.getInfoTypeForString('CIVILIZATION_MAZATL')		
		iLizCiv2 = gc.getInfoTypeForString('CIVILIZATION_CUALLI')

		iAreThereLizardsHere = CyGame().getNumCivActive(iLizCiv1) + CyGame().getNumCivActive(iLizCiv2)

		[I]iWetlandChance = 75
		iPlainsChance = 50
		iJungleChance = 50
		iSwampChance = 75[/i]

		for i in range (CyMap().numPlots()):
			pPlot = CyMap().plotByIndex(i)
			iBonus = pPlot.getBonusType(-1)
			iFeature = pPlot.getFeatureType()
			iImprovement = pPlot.getImprovementType()
			iTerrain = pPlot.getTerrainType()

		#### Lizard Terrain Section
			if iAreThereLizardsHere [i]> 0[/i] :
				if pPlot.isOwned():
					pPlayer = gc.getPlayer(pPlot.getOwner())
					if pPlayer.getCivilizationType() == iLizCiv1 or pPlayer.getCivilizationType() == iLizCiv2:
						if pPlot.getRouteType() == gc.getInfoTypeForString('ROUTE_ROAD'):
							if CyGame().getSorenRandNum(100, "Trail") < 20 :
								pPlot.setRouteType(gc.getInfoTypeForString('ROUTE_TRAIL'))
						iFeature = pPlot.getFeatureType()
						if iTerrain == iGrassland and pPlot.isHills() == False and pPlot.isPeak() == False:
							iChance = iWetlandChance
							if pPlot.isRiverSide() == True:
								iChance = iWetlandChance * 5
							if CyGame().getSorenRandNum(1000, "Wetlands") < iChance :
								pPlot.setTerrainType(iWetland, False, False)
						[i]if iTerrain == iPlains:
							iChance = iPlainsChance
							if CyGame().getSorenRandNum(1000, "Plains") < iChance :
								pPlot.setTerrainType(iGrassland, False, False)[/i]
						if iTerrain == iWetland :
							if iImprovement == -1 and iBonus == -1 and pPlot.isCity  () == False:
								iChance = iSwampChance
								if pPlayer.isHuman() == False:
									iChance = iChance * 2
								if CyGame().getSorenRandNum(1000, "Swamp") < iChance :
									pPlot.setImprovementType(iSwamp)
						[i]if iTerrain == iGrassland or iTerrain == iWetland:
							if iFeature == -1 or iFeature == iForest or iFeature == iAncientForest:
								iChance = iJungleChance 
								if iFeature == iForest or iFeature == iAncientForest:
									iChance = iJungleChance * 5
								if CyGame().getSorenRandNum(1000, "Jungle") < iChance :
									pPlot.setFeatureType(iJungle, 0)[/i]

					if (iImprovement == iSwamp) and (pPlot.getTerrainType() != iWetland) :
						pPlot.setImprovementType(-1)

So, all I did was make the terraforming go a lot faster, plus a few changes within the if statement itself. As an added cosmetic bonus, jungles now spawn on mountain tiles, and I think it looks kinda neat imo.

Before I changed the if statement, I had 12 tiles of roads that weren't turning into trails, so it wasn't even getting to the parts I changed, though.
 
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