Fall Further 051 Bug Report Thread

Your third item there is an art issue, despite what it may seem. I'm guessing there are a few things missing from our compiled fpk. Will look into it. Both of those buildings got new art in the last FFH version.
 
I downloaded .51 and installed it. FF crashes as soon as I try the Play Now option. I tried the Custom Game option and none of the onscreen items (AC, turns, mana, etc.) are there.

The file I downloaded is 443,212 KB.

I have a slow connection and this took almost six hours to download.

Is my problem that the file I downloaded is not 432,xxx K as specified (how could it be more?) or could it be something else? I'd hate to have to spend another six hours downloading again only to find that was not the problem.

I downloaded and ran 3.19 and am able to play BTS and FFH2 without a problem.

Thank you.

Which civilizations did you try playing as? And could you turn on Python Exceptions in your .ini? It is almost certainly a python issue, I saw the same with the Dural once while testing them out. Bannor and Chislev should be capable of the same issue.

Hi there and thanks for 0.51! Just browsing the changelog made my day!!!

I recently started a game as Svartalfars (sp?) and found some strange things...

1) I started on a relatively large peninsula, in the south were ice and tundra and about 7(!) Diakonos have spawned in 15 rounds (!!!) however, in the unlikely case this is a feature and not a bug (ahem, in this case... maybe tone it a bit down...)

2) I found Brigit outside of the ring of carcer, she was held (0 movement) but I was able to free her with a level 2 scout, found also the ring of carcer, some 8ish tiles to the west, empty...
Brigit was also acting strange... While fighting one of the many, many, many diakonos that had spawned, I am pretty sure she died during combat and the animation (!!!) showed her coming back to fight DIRECTLY FROM THE CAPITAL in one nice (if a bit long...) combat sequence, so it was like she died and came back as part of a single combat.... Cannot stress this enough, I've actually SEEN her run all the way back from the capital to the fight she was into when she died, the same fight!
1 turn later I attack again (this time a lizardman) and she died again, got a message about her being reborn in the capital, but that actually never happened, she died once and for all!

Should I post a savedgame?

Thanks again for the update guys, all your work is really apreciated!

Yes, savegame of Brigit please. Daikonos: Not sure they should be quite that fast, but possibly. The important question is, did you choose the gameoption to make them appear? If so, you asked for it, and it is a balance issue from there. If not, then it is a bug and please let me know that they did indeed appear without option being enabled.

Finally, (and this is more of a nitpick than a bug) many buildings that 'cannot be built' have no description/background telling you how to get them, or why they appear (such as from a spell, or an event).

Unfortunately figuring out nobody can build them is quick and easy. Figuring out how else you are expected to get them is a very lengthy and slow process which is most likely NOT worth the time to auto-parse. But if you generate a list (in a seperate thread) of various buildings and how they are acquired, we could make <Help> text keys for them, or at least flesh out the <Strategy> section, to state how they are acquired.
 
vivictus: Where do the TXT_KEY_LEADER_CUALLI (and others) texts show up for you? I cannot find anywhere that those strings are used anymore, I changed them to actually use the leader name a while ago (TXT_KEY_LEADER_KOLSEVAHN).


Ah, ok, thats what it is then, I'm using a premade map. Not a bug then, just something to update with maps/scenarios.
 
Daikonos: Not sure they should be quite that fast, but possibly.

Can UnitInfo's "UnitCreateFromCombatChance" create a unit from combat when no unit has been destroyed in combat? (Diakonos have a 75% withdrawl probability.)
 
It's too bad. I still hang on 3.17 because I still played 0.40z (0.41 just seem too buggy for my taste). Well, it seems I have to satisfied with 0.50 N then.
 
Which civilizations did you try playing as? And could you turn on Python Exceptions in your .ini? It is almost certainly a python issue, I saw the same with the Dural once while testing them out. Bannor and Chislev should be capable of the same issue.

Well, I downloaded the file again (another 6 hours) and came up with the same file size. I deleted Complete Civ and reinstalled it with the 3.19 patch. I reinstalled FF .51.

Same problem. No matter which civ I select, I cannot enter the Options screens or see anything in the game itself except for the units. No AC, mana, civ banner, etc.

I'm sorry, I don't understand what you mean about "turning on Python Exceptions in an .ini."

Which .ini and how do I turn them on?

I also installed FFH2 with patch d and it is fine.

Thank you - I'm looking forward to playing.
 
As Jotnar, a couple of my cities seem to be missing 1 citizen. For instance:



The displayed pop is 6, but only 5 tiles are being worked and there are no specialists.
 

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Can UnitInfo's "UnitCreateFromCombatChance" create a unit from combat when no unit has been destroyed in combat? (Diakonos have a 75% withdrawl probability.)

Not sure, you'll have to remind me to look carefully at that. Instinct tells me that they shouldn't create a unit on withdrawal though, as that counts as a win for the other unit.

Well, I downloaded the file again (another 6 hours) and came up with the same file size. I deleted Complete Civ and reinstalled it with the 3.19 patch. I reinstalled FF .51.

Same problem. No matter which civ I select, I cannot enter the Options screens or see anything in the game itself except for the units. No AC, mana, civ banner, etc.

I'm sorry, I don't understand what you mean about "turning on Python Exceptions in an .ini."

Which .ini and how do I turn them on?

I also installed FFH2 with patch d and it is fine.

Thank you - I'm looking forward to playing.

In your BtS folder there is a shortcut called "_Config" or something like that. Click on it and you'll open up a .ini file in notepad. Search for "Python" and you'll come to an option which, if set to 1, will disable python exceptions. Set that to 0.
 
Thanks again for the update guys, all your work is really apreciated!

:agree:



Cosmetic annoyance more than anything: The Jotnar unit Mouth of the divine ought to have its name capitalized properly (making it Mouth of the Divine). Also, the civilization column in the Custom Game screen displays a TXT_KEY if you select a Random Alignment Leader.

:l

Also: The Calabim Palace, Luchurip Palace and the Mercurian UU Seraph are all red blobs; Gibbon Goetia has a pink... uh... portrait in the Civilopedia. You know, the image that would be shown along with his background when he's built.

Plus: the Bannor UU Captain, the Dural UU Tactician, the Chislev UU Warchief and the Jotnar Settler UU... Jotnar Settler have a TXT_KEY for a background description; the Sheaim unit Minotaur has a TXT_KEY for a strategy description, plus its background description is completely blank; the Malakin UU Dervish has a TXT_KEY for both the background and the strategy descriptions.

Lastly: the Jotnar UU Jotun (Phalanx replacement) has literally no strategy for it. (Strategy: NONE) :lol:


Finally: ... Warriors!
Nevermind, I've discovered something even more shocking... :faint:
 
i get those non-pythonexceptionthrowingcrashs every game :(

so ill have to wait for the patch :( (again)
 
In your BtS folder there is a shortcut called "_Config" or something like that. Click on it and you'll open up a .ini file in notepad. Search for "Python" and you'll come to an option which, if set to 1, will disable python exceptions. Set that to 0.

I looked in the shortcut Civ4Config.lnk and found the following line:

; Set to 1 for no python exception popups
HidePythonExceptions = 1


I changed that 1 to 0 and got tons of error messages when I tried to start up the game. It just didn't work.

All my starting game screens regardless of the civ used look like the attached.
 

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As Jotnar, a couple of my cities seem to be missing 1 citizen. For instance:

...

The displayed pop is 6, but only 5 tiles are being worked and there are no specialists.

I was having this same problem Friday in 050 N didn't mention it since we were so close to release.
 
look outside cityscreen.

the cities work another tile that isnt in their 1 - tile radius.

had this 1 time aswell

this will of course only happen to newly conquered cities
 
I looked in the shortcut Civ4Config.lnk and found the following line:

; Set to 1 for no python exception popups
HidePythonExceptions = 1


I changed that 1 to 0 and got tons of error messages when I tried to start up the game. It just didn't work.

All my starting game screens regardless of the civ used look like the attached.

Yes, you were supposed to get tons of error messages, because something is certainly going wrong. I need you to report what all of those errors are so we can figure out what precisely that is though. I know it'll be a bit of a PITA because of how they appear, and the worst thing is that a lot of them will actually be useless. But there is at least 1 of them that tells us how to fix your interface.
 
I've just found a major exploit: Stackable promotions (Regimental Discipline) can only lose one instance at a time, which means that if more than one unit with the Corporal promotion leaves an army, their commander only loses one instance of the Regimental Discipline promotion.
 
How are you having more than 1 leave an army at a time? Grouped units leaving all at once from the same commander, or a unit with followers leaving his commander? There isn't a limit of losing one at a time built in, but there may be a way to get around the methods which control the loss of promotions I haven't quite accounted for.
 
It seams I can not get 3.19 to install so I am unable to play .51. When I get to the final step where you tell it to install it just disappears nothing happens. I have downloaded it from four different places(Downloaded from Civfanatics, Fileplanet, Firaxis & did the lobby patch) and it does the same with them all. Any ideas?

I am running:
8800 Vid
6 gigs of ram
Quad Core
Vista 64


*Beyond the Sword*

Civ Version 317
Save Version 301
Build Version 3.1.3.1 (104717)
Build Date Mon May 19 9:20:10 2008
Build FINAL RELEASE
Mod Name: None


****EDIT: I got this fixed. Apparently I had to get the Digital Download version of 3.19. Forgot that I had the Digital Download version of Beyond the Sword.****
 
How are you having more than 1 leave an army at a time? Grouped units leaving all at once from the same commander, or a unit with followers leaving his commander? There isn't a limit of losing one at a time built in, but there may be a way to get around the methods which control the loss of promotions I haven't quite accounted for.

Grouped units leaving all at once is the less problematic way (it's easy and you still keep the units if you want to exploit it, easy to avoid doing if you don't), but you can also simply use grouped units to attack with (though I don't know if that only works if you've got Stack Attack on).
 
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