Bug Reports and Discussion

I was playing as Bannor and Sphener (with a chariot and horseman which rapidly died) were defending the capital against a massive Doviello force. Sphener had all 4 command promotions. Sphener captured one enemy chariot after defeating it in combat but didn't capture any other units (he was attacked by dozens of units before dying so the Command promotions should have captured many more units!).
 
I was playing as Bannor and Sphener (with a chariot and horseman which rapidly died) were defending the capital against a massive Doviello force. Sphener had all 4 command promotions. Sphener captured one enemy chariot after defeating it in combat but didn't capture any other units (he was attacked by dozens of units before dying so the Command promotions should have captured many more units!).

loyalty spell nullifies command promo, maybe that was the reason...
 
I can't seem to get the AI autoplay function to work anymore...
 
I took screenshots and opened worldbuilder. 1x Circle of Urd, 3x Battlemaster, 1x chariot, 1x horse archer, 3x sons of asena, and 6x ritualists have the loyalty promotion (rest of stack doesn't). I dunno, maybe it is working properly?

It will also only work on Alive units. Any unit with the Demon promotion is considered NotAlive.

Secondly, captures via the Command promotion (<iCombatCapturePercent>) are calculated a little differently. They don't all stack together. Instead, each one is assessed individually. So, with Command IV, after combat, you first check the Command I promo (10% chance), then the Command II, III and IV (20% chance each) each separately.

I can't seem to get the AI autoplay function to work anymore...

CTRL-SHIFT-X -- possibly it requires that you have debug enabled in the .ini file. I'm not sure.

It seems that when the AI casts the lightening spell the game freezes until you left click on the mini map or something.

I assume that you mean Maelstrom. Works fine for me. Possible related to a graphics setting?
 
The frostling promotion currently gives +1 cold. AFAIK the only unit that can get frostling without having it as a free promotion is slave, resulting in 1-combat slaves. Therefore I think the +1 cold should be stripped from the frostling promotion and added to the frostling units (also, I think there are no other races giving combat strength like that).
 
In my first quick test game after merging MNAI v2.51 with MagisterModmod, I came across this bug which I then confirmed is also present in MNAI by itself.

When you are in the 'pedia and you try to go to the Index, it is blank.

PythonErr.log reveals this message:
Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 1293, in handleInput

  File "SevoPediaMain", line 1172, in handleInput

  File "SevoPediaMain", line 423, in showIndex

  File "SevoPediaIndex", line 46, in interfaceScreen

  File "SevoPediaIndex", line 73, in buildIndex

TypeError: getLeaderList() takes exactly 2 arguments (1 given)
ERR: Python function handleInput failed, module CvScreensInterface

When I searched all the python files for getLeaderList(), I found that it appears in both SevoPediaMain.py and SevoPediaIndex.py.

In SevoPediaMain.py, you commented out self.list = self.getLeaderList() and replaced it with self.list = self.getLeaderList( SevoScreenEnums.TYPE_MAJOR ), but you did not make the equivalent change in SevoPediaIndex.py

After I made this minor change, everything seems to work fine.
Code:
	def buildIndex(self):
		if self.index: return

		techList = self.top.getTechList()
		unitList = self.top.getUnitList()
		unitCombatList = self.top.getUnitCategoryList()
		promotionList = self.top.getPromotionList()

		buildingList = self.top.getBuildingList()
##--------	BUGFfH: Deleted by Denev 2009/10/09
		"""
		nationalWonderList = self.top.getNationalWonderList()
		greatWonderList = self.top.getGreatWonderList()
		"""
##--------	BUGFfH: End Delete
		projectList = self.top.getProjectList()
		specialistList = self.top.getSpecialistList()

		terrainList = self.top.getTerrainList()
		featureList = self.top.getFeatureList()
		bonusList = self.top.getBonusList()
		improvementList = self.top.getImprovementList()

		civList = self.top.getCivilizationList()
[COLOR="Red"]##		leaderList = self.top.getLeaderList()[/COLOR]

	[COLOR="Blue"]	leaderList = self.top.getLeaderList( SevoScreenEnums.TYPE_MAJOR ) + self.top.getLeaderList( SevoScreenEnums.TYPE_MINOR )[/COLOR]

		traitList = self.top.getTraitList()

		civicList = self.top.getCivicList()
		religionList = self.top.getReligionList()
		corporationList = self.top.getCorporationList()

		conceptList = self.top.getConceptList()
		newConceptList = self.top.getNewConceptList()
 
Hello,
I've just downloaded 2.5.1 version :goodjob:
just a minor nuisance: vampire lord and elohim horseman units have the art corrupted.

For the first one, I found esvath's original post with the the vampire and vampire lord models, installed them and that fixed it (by the way it would be a good idea to include also esvath's vampire model since it is so cool).
But for the elohim horseman I didn't find anywhere the original unit art.
 
In my current game (of my modmod), I had a crash when a unit (Basium) with the Boarding promotion captured a fort that had been guarded only by 2 enemy Triremes and 3 enemy Workers.

(Edit: I have confirmed that this crash also happens with regular Boarding Parties attacking other ships in superforts in my unmodified copy of MNAT v2.51.)

I assumed that this issue would have been fixed in the Version 2.51 release, since the changelog says "fix for crash when Boarding units attack cities where the only defenders are naval units" and I assumed the issues had the same cause.
 
In my current game (of my modmod), I had a crash when a unit (Basium) with the Boarding promotion captured a fort that had been guarded only by 2 enemy Triremes and 3 enemy Workers.

I assumed that this issue would have been fixed in the Version 2.51 release, since the changelog says "fix for crash when Boarding units attack cities where the only defenders are naval units" and I assumed the issues had the same cause.

OK. I'll look into it.
 
Unable to replicate this issue. I need some more info. Can you post screenshots of what you're seeing and what you are expecting to see?

I just started a "play now" game with elohim and placed the units with worldbuilder.
 

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A seemingly random error (python exception) came up when I was playing as the Sidar. I did notice a red flash on screen just before the error (although I've noticed a few red flashes occurring when I get attacked).
http://tinypic.com/r/2qu2ik0/5
 
My ghost has not been able to attack or cast hide for several turns now. It can move however. EDIT: The ghost hasn't been working properly for a while now. I'm not 100% sure but it may be able to attack after it has defended a combat round.
http://tinypic.com/r/50ptuh/5
 
I just started a "play now" game with elohim and placed the units with worldbuilder.

Still unable to replicate. You might have a corrupted installation. I would try uninstalling FFH and reinstalling from scratch.

A seemingly random error (python exception) came up when I was playing as the Sidar. I did notice a red flash on screen just before the error (although I've noticed a few red flashes occurring when I get attacked).
http://tinypic.com/r/2qu2ik0/5

Strange place to get an error. That's telling me that someone is casting Inquisition on a city with no owner?! A savegame showing this error would be appreciated.

My ghost has not been able to attack or cast hide for several turns now. It can move however. EDIT: The ghost hasn't been working properly for a while now. I'm not 100% sure but it may be able to attack after it has defended a combat round.
http://tinypic.com/r/50ptuh/5

So you have a savegame I can look at?

I'm not sure if it's because the Svaltfar have so many units but their turn is merging with my turn. While they are still attacking me I can cast revelation and destroy their units to suddenly stop their attack!

Very weird. Maybe your system can't keep up with the attack animations?
 
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