Fall Further 051 Bug Report Thread

OT :D Seconded, I discovered only some months ago it doesn't create actual lakes. I like the proportions between sea/land and to have some meaningful mountain ranges, without the valley frenzy of Erebus mapscript (wich I still like, from time to time) OT

Experimenting with some werewolves, It appears that sometimes you do get 2 animals when using a WWolf scout with subdue animals, as far as I can tell it only happened with gorillas in my game, 1 gets subdued and the other is a wwolf.

Also noticed some minor glitches with Alzakan (sp?), it appears that sometimes I'm able to "Level up" his illusionary double mid-turn. I noticed that sometimes I'm able to level up any unit immediately after combat, without having to wait next turn (probably due to how great commanders work? Just a guess..) and this minor glitch is shared by the illusory double too.

As stated, side-effect of gaining/losing promotions by other means most likely. Not sure how worthwhile it'll be to fix, depends on how complicated it looks to be :)

I think there's another CTD-causing bad art tag on one or more of the mid-late-game units somewhere. It's civ-specific and not Svartalfar. Unfortunately, that is all I know for now.

It's somewhere in this savegame. Try entering the worldbuilder. I'll spend more time looking for it tomorrow.

You are certain that you already had ALL of the art problems on the first post fixed?

The insert key doesn't zoom to your closest city, it does a ctd.

Bugger, thought I had caught all of them. Still haven't figured out why it refuses to select a city properly, so I re-wrote HOME and END to select (and zoom) your Capital city. INSERT will wind up with the same fate unfortunately. I really did like having a key to tell me which city was closest to random locations too :(

Played my first game last night, and noticed a small bug: The 'pedia was working fine (looking at units) until I clicked 'Top'. I then got an "unidentified C++ error" in placeUnit (I believe). After that, I got the same error every time I opened the pedia.

Can you remember specifically which unit you were looking at when you clicked Top?
 
Nearly finished a game as the Svarts, 312 turns, normal speed, tectonics medium.
Very nice game so far, only 20 turns of all out wars left (I have to finish building ToM) and the only Ctd I experienced was when I moved Alzakan's double trough calabim lands (Move 4 + Commando) and auto-pillaged along the way about 7 tiles in a row (Are Illusion supposed to pillage anyway? Feels like a bit overpowered...). The game simply vanished without messages, but did fine upon a reload.

Also, the Building model for the shrouded wood looks like a red blob in the city screen.

Apart from those 2 issues everything went smooth, I gladly noticed that turn time went down also! All in all I'd say that for the amount of things this update brought us it's very clean and stable!

Nice work!

As stated, side-effect of gaining/losing promotions by other means most likely. Not sure how worthwhile it'll be to fix, depends on how complicated it looks to be :)

Well, the only cheesy way I found I could use this is giving the Double the Sentry promotion in order to explore a bit farther, you could also use the glitch to take some specialist promotion in order to avoid taking it on the Original, nothing gamebreaking realy...
 
my game crashed when my austrin command IV sphener attacked a ranger (i believe) so it might be sort of tracker issue

i can buy trackers and the game doesnt crash so its not the unit itself

hmm
 
Two things i noticed in a game today,
1. The art for the "button" to pick up the travelers cloak is just a purple square, do not know if that is intended.
2. My great 2nd general could not recruit units to his cause until i moved a new unit into the stack. I had three warriors in the city, moved the general into the city, none of the warriors could join the general until i moved a horse archer into the stack.
 
AV worshiping Sheiam were at peace with demons, but their last city was destroyed by demons. Even though they don't have anything on the map I can still open diplomacy with them and other players can declare war on them too.

Here's a saved game even though it been aboout 40 turns since they died.
 

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I tried a few units, couldn't get anything to bug out. Were you currently playing, or did you access from the main menu? If from the main menu, had you modified any python files since loading the game?

ushram: After moving the archer in, the warriors were able to join properly as well as the archer?
 
I tried a few units, couldn't get anything to bug out. Were you currently playing, or did you access from the main menu? If from the main menu, had you modified any python files since loading the game?

ushram: After moving the archer in, the warriors were able to join properly as well as the archer?

Yeah, after i moved the archer in, i could then join all the units, it was a good 20 turns or so until i moved the unit into the city, the whole duration i could not join up the warriors.

I might be able to dig up a save from that time of the game if you need it xien
 
It wouldn't hurt if it is easily located. Will be tricky to reproduce the issue otherwise.

So you had 2 warriors in the city. You moved the GC into the city from outside somewhere, and nobody was claiming that they could join for the next 20 turns when selected. If I got that clear, then something certainly went wonky. I know that placing a GC with the worldbuilder will result in coming back out of WB to see no spell available, but that is solved by just re-selecting the unit each time. Haven't had any luck with making the spell fail to show up when I moved the unit in.

To be clear though: You weren't attacking anything with those units before trying to join, and they weren't joined to someone else already, correct? Cannot join/leave after any attack. And I highly doubt they were already following someone else, but have to ask to be complete.
 
You are certain that you already had ALL of the art problems on the first post fixed?
I haven't fixed those because I haven't needed to- I can live with red blobs. Those don't cause the game to crash. I'm pretty sure it's a unit and not a building anyways, since I wouldn't need to open the world builder for a building to crash the game.

I've identified the turn the unit was introduced (738), looked at the production and found that it's not something being built, and given the available techs, I can tell you it's not a disciple or arcane unit.

Austrin longbowmans (not their UU recurve archers) crash the game, but I'm not sure if that's it.

edit: it's not.
 
If you are comfortable with python, modify the OOS Logger so that you can trigger a log dump with a hotkey command. That will tell you a LOT about what is going on in the world so you can figure out what is out there to potentially cause an issue.

I know that a few people have had crashes they reported up to this point which were the Adularia chamber, so they crashed only when gaining maps of that area (worldbuilder opening or trading maps, one guy happened to explore into range). So the buildings CAN cause a crash on Worldbuilder open.
 
Yes they can, I'm just saying you don't need to open the worldbuilder to cause a building crash. Since I have no problems trading for a map of the world (and I already fixed the chamber and the dwarven smithy), I'm certain it's a unit.

I'm pretty comfortable with most computer languages, my only problem is that I haven't spent long looking at civ4, so I don't know where most things are. :o

My fear, however, is that a log dump like that would tell me a lot of information and it would take years to sort through it. So I loaded the turn before the unit was introduced and set myself up with 8 sight range, 410 move shadows so I could run around the map looking for the problem. 10 turns later, whichever civ is responsible still hasn't decided to repeat their actions, but I have gotten Gaelan for the first time ever.
 
Art for Dancing Bear is purple square.

/ lest you think it's all complaints, I'm in my first game and all in all, my comment is "brilliant!"
// Except when I saw a barb vampire, and noticed it was Curly. Got a :lol: off that one.
 
Well that plan didn't work out. Either artwork isn't loaded when a unit isn't at the top of a stack, or the crash is from something else entirely.

Bonus knowledge: Amurite archers currently consist of a head, a bow and a quiver.
 
The following problems have been in 050, changelog indicates that they did not change:

Every now and then when loading a game the game crushes with an error (I havn't kept track on which number)

When Lokie(sorry for typo) is trying to convert a barbarian city with 0 culture, he bugs the game- the barbarian city culture will fly off the roof, jumping to a whopping ((2^31)-1)/100, or in other words the maximum possible number that can be wrote in integer ((2^31)-1). The barbarian's city culture range will change accordingly to legenedery (think it's 5 tiles, I didn't count). This doesn't bug the game in any other way, as far as I noticed. The spell does convert enemy cities.

I'm not sure if it's a bug, but I believe it is. Jotnar casters are unable to build certain nodes such as force, dimension and ice. This pravent them from aiming for the tower wonder thingie that wins the game (if turned on), as the only way for them to recieve the mana is either convert and adept, find a random node (luck, generally), or get from a different player. Though the last seems possible, in many cases the AI is too dumb to create nodes, and even then usually refuses to trade.

Another bug is priority (or so I believe, I'm not certain if this is a bug or inteded)- usually the computer gives money the least value, meaning if you ask a computer for a fair trade, he will ask for money(if you have enough first) and then for resources/discoveries. I found out that when trying to buy iron(or other resources for my corporations) from a pc, it will often try to pick fire mana, pigs or the likes instead of giving him money(note- I had excess of resources, as well as over 5000 gold/turn).

I do not know if this is intended or a bug, but jotnar cities keep trying to get over 8 populace. Will it be possible for automated workers and the city itself not to try to get the city that high(auto "no overexpend" at size 8, less farms)? (I am aware of the option to tell the city not to overexpend)

My last issue is a problem I found both in FF and Orbis mod(not the latest version). After some time (usually turn 200-300) the game starts to slow down considerbly.
In the last FF game this happend to me when there was no hell terrain, low AC counter(just got to 40), and killing a computer player did not help(might have even gotten worse after). It was played in a huge map (I believe) on a continent type, meaning there are lots of water. I believe it gotten slower after I got to know the second continent, and the rest of the world. The time between each turn is roughly 5 minutes per turn. I can upload the save if requested.
 
Bonus knowledge: Amurite archers currently consist of a head, a bow and a quiver.

I know this.

It may not be fixed by Patch A, it's a lot more complex to fix than any of the other art issues.

I'm not actually sure why it broke in the first place, but the important part is that fixing it is impossible. Doing pretty much anything with it is impossible. I have to disassemble the unit, and re-rig it to make it functional.

I believe the amurite archer was one of seZereth's early works. It's a broken nif, and refuses to open in blender. It also has two heads, and two scene roots.

The only way to get it into blender was to delete the skininstances, paste the geometry into another nif, and import that. Without skininstances though, it has no bone weights, which is easy, but slow and annoying to fix.
 
I'm not sure if it's a bug, but I believe it is. Jotnar casters are unable to build certain nodes such as force, dimension and ice. This pravent them from aiming for the tower wonder thingie that wins the game (if turned on), as the only way for them to recieve the mana is either convert and adept, find a random node (luck, generally), or get from a different player. Though the last seems possible, in many cases the AI is too dumb to create nodes, and even then usually refuses to trade.

This is a bug, and I'm 99% certain I already fixed it. Perhaps I screwed up somewhere.

Checking the unitinfos now, Skald and Vala (mage and archmage UUs) both have Dimensional, Force, Creation, and Ice in their build list. So I'm not sure what the problem is. What unit exactly are you trying to do it with, and are you sure you have the appropriate tech ?

I believe the jotnar have no adept level unit.
 
i think i keep having haunted lands ctd ill play it with no scions on c if it quits ctds if it does any1 know a fix?
 
Well that plan didn't work out. Either artwork isn't loaded when a unit isn't at the top of a stack, or the crash is from something else entirely.

Bonus knowledge: Amurite archers currently consist of a head, a bow and a quiver.

I don't get the crash. But after downloading your "notapatch" file, I didn't notice any difference in the no. of red blobs as art. And the bear is still a pink button.

Although, I suspect that the crash might be from the haunted lands. The fix comes courtesy of Tarq...


CvSpellInterface.py, at line 484
Spoiler :



Code:
if pPlot.getFeatureType() != iHauntedLands:

if pCaster.isHasPromotion(iHaunted):

pCaster.setHasPromotion(iHaunted, False)

if pCaster.isHasPromotion(iUnwholesomeAddiction):

pCaster.setHasPromotion(iUnwholesomeAddiction, False)

if pCaster.isHasPromotion(iSpooked):

pCaster.setHasPromotion(iSpooked, False)


The lines in bold, add them.
 
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