8.3x Bugs Thread

8.33 clean install from 8.0 and latest patch. Custom Multiplayer, options for equipment and houses turned off. I still get the "house .... incorperated" and equipment is for sale.

I much like this Houses 'bug' and hope it stays as it is. Just a bit of added flavour and some limited bonuses. Not a game-braker like the full House system often is.
 
Patch 8.33. When multiple units in a stack are selected, treasure chests can be opened and looted multiple times. Quite lucrative. This was fixed in FFH2, patch 0.41m.
 
Bug or an odd irregularity, for Sephi to decide:

Mana Guardian holding onto a spellbook. You capture him (Command IV Sphener in a recent game caught both a "spirit" Monk and a "nature" Fawn). He has a spellbook promo on him, but since he's not an arcane unit, he can't read it, can't drop it either.

How do you get the spellbook off him? Suicide him somewhere and pick up the dropped equipment, or what? May have to reload a saved game and find out if that works... still, these are often valuable highly promoted units, though under your command they seem to start at level 1 again (though may still have combat 5 and other nice things).
 
Having multiple Spirit Mana is not correctly applying the Great Person bonus.

See attached image.

I have 3 Spirit Mana.
This should make my bonus = 265% which would give me 80 GPP.
Instead I am getting 255% giving only 78 GPP :(

I second seizer's comment. Yay bugfixing :goodjob:

actually it does. I made the same report, but then tested it. Got out the calculator, pressed end turn, and looked, and sure enough, I had gotten the extra GPP. It just doesn't show in the mouseover. So calculate how many GPP you should be getting, note how many you have, end turn, then check, you will see you got them.
 
Request: No living units as mana guardians or spawns. I am too greedy, and use body/mind nodes to farm vampires/mimics using Command promos or Domination. Would also solve the problem above. Replacing fawn with treant would be my idea.

Bugs! (all from 8.3x, number corresponds to pic)

1) Cosmetic bug: Hunter demonized from event, looks like a hellhound on the field, but some sort of imp in the lower left.

2) Received city from Clan, barbarian unit just stayed in the city for a while until I got a unit over there. Same game, there was a necropolis north of the Sheaim city to the north. North of that was their capital. Sheaim spent no effort to eliminate it, which ended up destroying the city when they conceded it to me. Don't know if the specters were pillaging or worker killing.

3&4) Worker bugs. Captured Clan workers can't cut jungle, captured Malakim workers can't build roads on previously Malakim terrain, but are fine on my own territory. They can build on some tiles, but I have no idea what lets them. It is not Illian auto-terraforming or culture.

Requests:

5) Flesh Golem on turn 14, game breaker. How about crafting/construction as tech requirement?

No pic: Can the dragon heros (Abashi, Acheron, Drifa, Eura) be given the same abilities that the spawned dragons have, such as black dragons getting acid breath? The dragon race used to give a fireball ability, I don't know if you meant to replace that on the heroes when dragon barbarians were added.
 

Attachments

  • Civ4ScreenShot0073.JPG
    Civ4ScreenShot0073.JPG
    278.8 KB · Views: 60
  • Civ4ScreenShot0074.JPG
    Civ4ScreenShot0074.JPG
    219.2 KB · Views: 142
  • Civ4ScreenShot0075.JPG
    Civ4ScreenShot0075.JPG
    217.8 KB · Views: 87
  • Civ4ScreenShot0067.JPG
    Civ4ScreenShot0067.JPG
    257.4 KB · Views: 61
  • Civ4ScreenShot0052.JPG
    Civ4ScreenShot0052.JPG
    183.1 KB · Views: 101
I got a rather nasty ctd here.

It keep happening around turn 456 (i think). But i have managed to go a few turns past that before it happens.

Im playing on 8.3X (newest).

Curious as to what might be the cause here. It makes it rather hard to play a new game knowing that a game ending crash might occur again.
 

Attachments

Patch 8.33:

I'm not sure whether this is a bug or a feature: Currently I play as the Grigori, and one of my recently produced Phalanx was created as an Stoneskin Ogre (due to the Diverse trait, I suppose). This is really good for me, but I'm not exactly sure if this was intended...
Later I also got a Myconid instead of a Beast Master, not bad.

Edit:
Also on this game, I got an exception. This seems to occur every turn now... ok, this error was only about ten turns.
 
Patch 8.33. I'm getting a CTD whenever I try to take the Amurite capital of Cevedes. If I relocate the Amurite palace in World Builder, then the game doesn't crash. Taking either of the alternative capitals doesn't crash the game either.
 
8.32
Playing as Austrin's Ech and Sorah and completing the Joining in a precarious city, the new civilization's capitol immediately revolts (culture vacuum?) and it's units are pushed out of the city. Their units never attempted to return to the city, either.
Save attached.
Even if the newly founded capital doesn't retain some culture of the founding city (I don't think the Basium city does, for example) the units shouldn't have been stranded outside their own gates nor fail to return.
Thanks,
 
The Lifeward Civilopedia text indicates that it both gives the "Lifeward" promotion but also fulfills the same function as "Sanctuary" by clearing Hell terrain/clearing City ruins, etc.

In practice it does the former but does not clear Hell terrain.

Adding this line to FFH Wild Mana\Assets\Modules\NormalModules\SpellsPlus\SPELLSPlus_CIV4SpellInfos.xml seems to solve the problem:

Code:
            <PyResult>spellSanctify(pCaster)</PyResult>

I didn't add this line to the file because you still might want to cast Lifeward to add the promotion even if no Hell terrain/city ruins are around:

Code:
            <PyRequirement>reqSanctify(pCaster)</PyRequirement>
 
I noticed that the Poisoned promotion indicates that it will be removed when the unit is fully healed.

I fully healed a unit with the Sirona's touch spell, but the Poisoned promotion wasn't removed from the unit. I think it probably should be, I modified the code for Sirona's touch in CvSpellInterface.py to make this happen (only removes the Poisoned promotion if the unit is fully healed by Sirona's touch, not partially healed.)

I also modified reqSironasTouch to allow a unit to use it that is fully healed but still has the poisoned promotion. In that case just the Poisoned promotion will be removed.

Spoiler :

Code:
def spellSironasTouch(caster):
	pPlayer = gc.getPlayer(caster.getOwner())
	pPlayer.setFeatAccomplished(FeatTypes.FEAT_HEAL_UNIT_PER_TURN, false)
	caster.changeDamage(-15,0)
	if caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_POISONED')) and caster.getDamage() == 0:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_POISONED'), false)



Spoiler :

Code:
def reqSironasTouch(caster):
	pPlayer = gc.getPlayer(caster.getOwner())
	if pPlayer.isFeatAccomplished(FeatTypes.FEAT_HEAL_UNIT_PER_TURN) == false:
		return False
	if caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_POISONED')):
		return True
	if caster.getDamage() == 0:
		return False
	if pPlayer.isHuman() == False:
		if caster.getDamage() < 15:
			return False
	return True
 
Wolf riders don't have the goblin race. Also, looking at the civilopedia, goblins seem to have both the orcish and goblin races, but in game they're only goblins.
 
I noticed that the Poisoned promotion indicates that it will be removed when the unit is fully healed.

I fully healed a unit with the Sirona's touch spell, but the Poisoned promotion wasn't removed from the unit. I think it probably should be, I modified the code for Sirona's touch in CvSpellInterface.py to make this happen (only removes the Poisoned promotion if the unit is fully healed by Sirona's touch, not partially healed.)

I also modified reqSironasTouch to allow a unit to use it that is fully healed but still has the poisoned promotion. In that case just the Poisoned promotion will be removed.

Spoiler :

Code:
def spellSironasTouch(caster):
	pPlayer = gc.getPlayer(caster.getOwner())
	pPlayer.setFeatAccomplished(FeatTypes.FEAT_HEAL_UNIT_PER_TURN, false)
	caster.changeDamage(-15,0)
	if caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_POISONED')) and caster.getDamage() == 0:
		caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_POISONED'), false)



Spoiler :

Code:
def reqSironasTouch(caster):
	pPlayer = gc.getPlayer(caster.getOwner())
	if pPlayer.isFeatAccomplished(FeatTypes.FEAT_HEAL_UNIT_PER_TURN) == false:
		return False
	if caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_POISONED')):
		return True
	if caster.getDamage() == 0:
		return False
	if pPlayer.isHuman() == False:
		if caster.getDamage() < 15:
			return False
	return True

The poison promotion is removed at the start (or end ? I'm always a bit confused there) of turn if the unit is at full health. If you want that behaviour to change, you have to check each and every spell giving health. Sirona's Touch and Heal from the top of my head, but there may be others, and you'll have to do this for every healing spell added later. Much simpler the way it is now.
 
If an archer that is set to auto range attack is stacked with other archers they will all do range attacks.
 
The poison promotion is removed at the start (or end ? I'm always a bit confused there) of turn if the unit is at full health. If you want that behaviour to change, you have to check each and every spell giving health. Sirona's Touch and Heal from the top of my head, but there may be others, and you'll have to do this for every healing spell added later. Much simpler the way it is now.

The poisoned promotion also gives a 10% combat penalty (or something like that.) Normally healing itself takes place at the end of every turn (or beginning of new, I am not sure either) but the whole point of Sirona's Touch is instantaneous, convenient healing when one would normally have to wait a turn. Also, a lot of the time I heal a unit to be able to turn around and use it immediately for attacking again. Really annoying that the poisoned promotion stays around again because the unit gets wounded again in the second attack and then the healing is even slower because they are still poisoned.

It took 5 minutes to fix Sirona's touch to work correctly, it wouldn't be a big deal to fix the Heal spell either. I guess I don't see how it is such a pain.
 
This is especially evident at Deity level, where those demi-god AI Scouts terrorize the lands from the start. The result is that the map gets littered with these immobile captured animals. There are no apparent restrictions to their movement, they just remain on the spot they were captured (unless kicked out of my territory when borders are shut).

It seems many (if not all) AI civs do this, and I've noticed it in the past dozen games dating back at least a month.

The AI can probably absorb the upkeep hit at this difficulty level, but it will be missing some city bonuses. Not that it is doing so badly as it is ..

Latest patch. Fresh install of everyting just a few days ago after an upgrade to Win7.

EDIT:

Their health is at full - bound to be after 100 turns of staying put.

It also is of no relevance if they stand in the wilderness or inside my borders. But I don't see them idling inside AI borders!? Perhaps that is a clue?
 
@iffi
captured animals have next to no health maybe the ai is just parking them so they can heal?
 
You guys probably already know about this but I found an odd visibility bug when founding my starting city on top of an ancient tower.

I attached the initial start-up save and the save on turn 16 after I've already founded the city and its borders have expanded once.
 

Attachments

friend om mine gets a program crash after he presses turn. Just now, he couldn't even could load the save. Included also an auto save from a few turn earlier. Only memorable is that the luchs lost control of a house of erebus.

the (I) save turns normally. ending the (II) save crashes the game. Perhaps the entry of the HoE?
 

Attachments

Back
Top Bottom