ExtraModMod

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Assert Failed

File: CvCity.cpp
Line: 8114
Expression: getBonusGoodHappiness() >= 0
Message:

Assert Failed

File: CvUnit.cpp
Line: 12868
Expression: getCargo() == aUnits.size()
Message:

try to load hawk on hunter..

Assert Failed

File: CvGame.cpp
Line: 5675
Expression: getBuildingClassCreatedCount(eIndex) <= GC.getBuildingClassInfo(eIndex).getMaxGlobalInstances()
Message: Index is expected to be within maximum bounds (invalid Index)

on dropping crown of akharien
 
Minor bug: All membership civics other than crusade state in their tooltip/civilopedia text they they do not allow a state religion, when they all clearly do.
 
[to_xp]Gekko;13022644 said:
Terkhen, you could consider changing remnants of patria from metamagic to stone, it's a bit weird to see those statues generate mana :lol: was ancient patria really that attuned to Oghma? we'd have to ask MC here :D

I think that it is in MagisterModMod where the Remnants provide Metamagic mana. Although I agree that Stone is more fitting, I liked this feature because as a result of the addition of extra Magic Spheres, the players are usually lacking mana when trying to pursue Tower of Mana victories.


I have ckecked that that assert is thrown by Wilderness, so it has been reported here: https://bitbucket.org/lfgr/barbsplus/issue/102/no-spawninfo-chosen-assertions


The first issue is already known by Tholal (https://sourceforge.net/p/tholalsffhaimod/bugs/177/).

try to load hawk on hunter..

I tried to load a hawk on a hunter, two hawks on a single hunter, a hawk into a stack with two hunters and I wasn't able to reproduce this issue. Can you give me more details on how to reproduce this?

on dropping crown of akharien

Since I'm unsure on the best way to fix this problem, I have created an issue report for this (https://sourceforge.net/p/tholalsffhaimod/bugs/228/). Thank you for all the reports! :)

Minor bug: All membership civics other than crusade state in their tooltip/civilopedia text they they do not allow a state religion, when they all clearly do.

Thank you for the report, this issue has been fixed :)

I'm still trying to fix the Multiple Production CtD. While I was debugging it I found an unrelated issue with unhappy production, which was being ignored in some information text and in some of the production related calculations of the AI (for more details see https://sourceforge.net/p/tholalsffhaimod/bugs/226/). I had to create and provide a MNAI fix for this issue before continuing with the Multiple Production CtD, but I'll continue with it as soon as I include and test the fix in ExtraModMod too.

The amount of reports in last beta (for now!) about issues that have been present and unnoticed for a long time (some of them since FFH2 itself) has been quite big. It makes me happy to know that 0.4.0 will be way less buggy than any other previous ExtraModMod releases. Thanks everyone for testing, and keep those reports coming :)
 
tried to load a hawk on a hunter, two hawks on a single hunter, a hawk into a stack with two hunters and I wasn't able to reproduce this issue. Can you give me more details on how to reproduce this?

Maybe...beastmaster and hawk, maybe loading something on the ship..I dunno ... ...maybe enemy satyr tried to capture(via capture animal promo) a hawk somewhere ???? I twice had this assert failure with hunter and hawk and it was just a coincidence...
 
Maybe...beastmaster and hawk, maybe loading something on the ship..I dunno ... ...maybe enemy satyr tried to capture(via capture animal promo) a hawk somewhere ???? I twice had this assert failure with hunter and hawk and it was just a coincidence...

Okay, I'll try those too. I have created an issue to check the cause of this assertion: https://bitbucket.org/Terkhen/extramodmod/issue/203/hawk-assertion

Terkhen, will the next version care about save-breaking? The clean fix for the "no spawninfo" assert involves adding an info type.

My idea is that betas will not care about savegame compatibilities, while different versions of the same major release will keep it (0.4.0, 0.4.1 and so on). So yes, it would be possible to include that savegame breaking fix in 0.4.0 :)

The only pressing issue remaining is the infinite loop in Multiple Production, but I'm in no hurry for a release. Drop me a line when you consider that Wilderness has reached a stage in which it can be merged again and I will play a few test games with development versions.
 
pay attention to AI shade...

Spoiler :
n28k.jpg
 
Drop me a line when you consider that Wilderness has reached a stage in which it can be merged again and I will play a few test games with development versions.

Wilderness revision 5f47a73 contains only contains a few bugfixes and should be quite stable.

I'm currently testing a rather nice AI change (AI will only explore lairs if has a chance of >50% of getting something good), but that will naturally require more testing.
 
cannot load logs, uploading autosave...

Thanks again :)

I have created an issue to check this problem: https://bitbucket.org/Terkhen/extramodmod/issue/204/ai_issneakattackpreparing-assertion

pay attention to AI shade...

Do you have a savegame and/or BBAILog? More information would be helpful in order to reproduce the problem.

Wilderness revision 5f47a73 contains only contains a few bugfixes and should be quite stable.

Great, thank you! I have pulled the Wilderness branch into ExtraModMod already so that development can continue without problems. I won't merge what I pulled into default until I finally manage to debug and fix the Multiple Production CtD, though. That will be also when I'll start the testing games :)

I'm currently testing a rather nice AI change (AI will only explore lairs if has a chance of >50% of getting something good), but that will naturally require more testing.

That sounds great. I wonder if the AI should also consider using cheap units for exploring lairs, even with bad chances, as long as they are nearby other player's borders. It is what a human player would do, but maybe it is too evil for the AI... If it is not too complicated to implement it could be considered as an extra behavior when the Aggressive AI option is enabled.
 
Another error for you!

Assert Failed

File: CvDLLButtonPopup.cpp
Line: 2719
Expression: false
Message: EVENT_DEBUG - ABORTED! No available Event.

----------------------------------------------------------


*edit*

This one came up after I gifted a great engineer to another player. All players recieved the assert error.

Assert Failed

File: CvPlayerAI.cpp
Line: 16677
Expression: iChange > 0
Message:

----------------------------------------------------------
 
Assert Failed

File: CvGame.cpp
Line: 5675
Expression: getBuildingClassCreatedCount(eIndex) <= GC.getBuildingClassInfo(eIndex).getMaxGlobalInstances()
Message: Index is expected to be within maximum bounds (invalid Index)
Gotten that a few times. FWIW it doesn't crash the game.

Additionally, I noticed that when I am neutral, but the Mercurians (my teammates) are good, I have the option to upgrade my priests to Paladins while in Mercurian territory. Not sure if that's new to extramodmod, but I just noticed it for the first time.
 
Its not new to Extramodmod .... its also in EitB (upgrading based on the alignment of your team-mate rather than your own while in his borders).

I assume then that it originated either in Naval AI mod (source of both) or even in FFH2 before it.


My bet would be that its always been that way tbh ... and just hasn't come up enough to be fixed yet.
 
I was following the wrong lead with what I was calling the "Multiple Production CtD". It should have been called the "Memory Allocation Failure when Loki tries to flee but it has no place and he is killed instead" CtD. This issue is now fixed, and therefore nothing is preventing the release of 0.4.0 anymore. I'm currently playtesting it, and if no more grave errors pop up the stable version of 0.4.0 will finally be released this weekend.

Blakmane: I have implemented the version check I mentioned in an earlier post. If the TXT_KEY_VERSION string (found in CIV4GameText_Version.xml) is different between two clients, they will automatically desync. The version appears in the OOSLog file so it should be pretty obvious to debug what is happening. If you modify TXT_KEY_VERSION in your patch and someone in your playing group forgets to install it, you will have an OOS error right at the beginning of the game instead of having random, unexplainable OOS errors later on. 0.4.0 will include this change.

This one came up after I gifted a great engineer to another player. All players recieved the assert error.

Thank you for the report! I have reported it (along with a suggestion for a fix) in https://sourceforge.net/p/tholalsffhaimod/bugs/232/.

but this is weird - GG attached to adventurer... and instead of adventurer's name...

Spoiler :
og3s.jpg

Thank you, I will tackle this issue for 0.4.1: https://bitbucket.org/Terkhen/extramodmod/issue/205/attaching-great-generals-to-adventurers

Gotten that a few times. FWIW it doesn't crash the game.

Thank you for the report. It should not cause any issues in the game; it's just the counter of Wonders of the World counter going above 1 when a wonder such as the Crown of Akharien is "rebuilt" at a new city.

Additionally, I noticed that when I am neutral, but the Mercurians (my teammates) are good, I have the option to upgrade my priests to Paladins while in Mercurian territory. Not sure if that's new to extramodmod, but I just noticed it for the first time.

I wasn't aware of this, it sounds more worrysome but I will still leave it for 0.4.1 as it is not something which happens frequently. I cannot reproduce it with just WorldBuilder, though. Do you have a savegame?
 
0.4.0 has been released!

0.4.0 is the first stable version after a few betas which have been quite helpful for squashing a lot of bugs. Thank you all for the amazing feedback!

Since this version is stable, the game will be silent about FAssert errors again. Temporarily enabling them allowed to fix many previously unknown bugs, though :)

For those who have been following the betas, 0.4.0 includes no new features in comparison with 0.4.0-beta3, but it includes many important bugfixes such as the solution to a MAF error when a unit was able to withdraw but didn't have any valid tile to move to. You can find the changelog in comparison with 0.4.0-beta3 here:

Spoiler :
ExtraModMod 0.4.0

More Naval AI version: 2.52 with additional fixes and features.

Fixes

  • Version check for multiplayer games.
  • Sign of Oghma event fix.
  • Replaced Assert on "no available event" error with informative message.
  • Memory access violation error when a unit cannot withdraw.
  • Membership values were showing No State religion in their description.
  • All mana types now require the Knowledge of the Ether technology to be traded.
  • Rally and Crusade were not working correctly.

BarbsPlus Changes

  • Epic Dungeon spawns are now correctly stronger.
  • Goblin forts not spawning.
  • Prevent "NO Spawninfo" assertions.

More Naval AI Changes

  • AI should no longer disband units with UNITAI_INQUISITOR.
  • Inquisitors should no longer double up.
  • Improved calculation of gold in hand when valuing a spell that has a gold cost.
  • Tweaks to feasting AI.
  • It is now possible for the AI to make more than one peace deal per turn.
  • The AI will now seek non unique lairs to explore.
  • Unhappy production is now taken into account in all parts of the GUI and by the AI.
  • AI will no longer value buildings that give bonuses to food when the city is unhealthy.
  • Units should not receive messages about being affected by spells if they are immune.
  • Fix for EVENT_ENEMY_CITY_CRIME not working.
  • Removed UNITAI_CITY_DEFENSE as an allowed UNITAI type for Hyborem.
  • Wandering Barbarians will no longer try to guard lairs.
  • Infernals will no longer cause an OOS after capturing a city.

In the first post you can find the links for downloads, wiki, feedback, plans and other useful information.

For those who have not been following the betas, you can find a short summary of new features since 0.3.1 below:

  • Wilderness: Created by lfgr, this component greatly enhances barbarian spawning, lair appearance and lair exploration by making them depend on the Wilderness value, which gets higher as the distance from Civilization's starting points increases. The odds of getting a good result after exploring a lair will improve if you use experienced units. You can check more detailed information about it in this link. Bear in mind that only the TerrainFlavour and Wilderness components are currently included in ExtraModMod.

  • MapScriptTools: A few MapScripts (supported by MapScriptTools) now use an improved resource balancer and include additional features such as different options for team starts, and the random appearance of special terrain features in the maps. Certain maps will have additional options they previously didn't have. For example, in Erebus it is now possible to use the MapScripts' starting position method or to disable it, and it includes additional world wrapping options. This version of MapScriptTools differs from the original one created by Temudjin. It is still in development (it has not been tested yet in the other mods which it should also support) and is using this development page: https://bitbucket.org/Terkhen/mapscr...ivilization-iv

  • Multiple Production: Created by Denev, this ModComp allows to use overflow production in order to finish more than one of the queued production elements in one turn.
  • The Kuriotates and the Infernals will no longer trigger OOS errors. The only known OOS error issue which remains unfixed is the one triggered by creating a Puppet State (providing a multiplayer savegame for either MNAI or EMM in which a civilization will be able to create a Puppet State immediately would be very helpful!).

  • Many new Unique Features, and modifications to existing ones.

  • A few new civics, and tweaks to existing civics.

  • The Warrens no longer duplicates living units produced. It increases the production of living units by 100% instead.

  • Changes to the starting civics of a few civilizations.

  • Plantation resources have been improved.

  • Bison as a new food resource that appears in cold areas.

  • Tweaks to victory conditions.

  • A lot of AI improvements from More Naval AI.

  • A huge amount of fixes.

You can check the detailed changelog since 0.3.1 here: https://bitbucket.org/Terkhen/extramodmod/wiki/Changelog

In the first post of this thread you can find the links for downloads, wiki, Features, future plans and other useful information.
 
Hi Terkhen!

I really appreciate you (and Tholal, of course) keeping the FFH mod-modding and modmod-modding alive. It warms the cockles of my heart that there are still skilled modders showing an interesting in this brilliant game.

I wish you godspeed with this gem of a modmodmod.
 
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