Fall Further 050 Bug Report Thread

What happens when the engine reports a error when trying to change one plot? Will that plot never be changed in the whole game, or might it be adressed afterwards again? Will ice remain on areas it shouldn't be after 1/3 of the game, or will it eventually be gone?

It will change, just not visually. If you mouseover the plot, you will see, what terrain it really is.

Would it be possible to do the all at once change, but somehow slow it a little down? If that would work, it might be a mix of both versions, too.

Sorry, impossible.

What makes me wonder is - why do some people have this problem and some don't?

Good question! Next question ... :)

I'm hoping that it is something else that is messing up the memory location of some plots under certain circumstances, not the engine itself. In this case, the error you get would be just an aftereffect, that would vanish, as soon as this other imaginary bug is fixed. What makes me think so is, that I noticed some other strange quirks, while I was checking out your save game.
 
I have seen others mention this, and some people say it is not happening to them, but I was playing scions, about 150 turns, and never had any awakened pop.

Is this considered an event? I know, at least in FFH, that only some events are a possibility in each game. Is it possible that in some games, the awakened event is not an option, and that is why some people have no problems while others never get any?

I was seeing the same problem. After installing the quick fix in the first post of this thread, I started receiving awakened again.
 
I've tried this one - did you mean "Broken Sepulcher"? In any case, it didn't CtD with Patch D on my machine, but there shouldn't be any difference between PatchC+Fix and PatchD.

Yeah that was the one :)
I may have stuffed something up, so I'll try installing Patch D clean, and see if there's any difference.

edit - still able to reproduce it from the start save but only if I take specific actions.

Just in case it was something weird to do with graphics upgrades from the FFH2 patches, I uninstalled FFH2, and FF, then reinstalled FFH2 without the patches, to ensure that when I installed FF it would copy the FFH2 files as they were in the original installation. Then installed patch D. It makes no difference, as I can still reproduce the crash, by taking the following actions exactly:
1. Don't move the starting goblin, set it to autoexplore.
2. Build the starting settler, on its own tile.
3. Move the starting warrior on to the new city, and fortify.
4. Queue up a warrior.
3 turns later, the goblin will be on the Broken Sepulchur, and the game will crash.

The weird thing is: if I move the goblin manually onto the Broken Sepulchur, it doesn't have any issue, even though the moves taken are in theory the same. So I thought it might be some problem in the code waking itself up from the automation. However - having moved there manually, I can set it back to automate explore from that square - and it will proceed to move, then move back to the Broken Sepulchur, and wake itself up without any issue.

edit - okay: I've tried a number of things - and if I follow the 4-point sequence above exactly, it will crash, every single time.
However if I vary it - even by move the goblin one space before I set it to automate - it is fine. It's also fine if, instead of hiting end turn on turn 3, I save, and reload - it then does not crash the following turn.
I think its some internal weirdness due to how the game handles random seeds. I also get the 'Year of the Coin' event on turn 2 every time I play the game out in the crash sequence, whereas if I do any other move, that event doesn't happen.
 
I'm pretty sure that the new features from flavourmod 2.4.0 are missing in FF... jungle and tundra starts are as crappy as they've always been before that :D
 
If you have to make such specific actions, it means that it is something the AI is doing, and it depends on a random number somewhere along the lines. If you move manually that means there isn't a random check made by your unit each turn, so the sequence is different.


Try going into worldbuilder at turn 2 and deleting some other civilizations, see if you can figure out the real culprit.
 
1 of 3 gargoyles spawned from a dungeon was mine. Patch D. I'm under the impression this is a bug that should have been fixed?
 
If you have to make such specific actions, it means that it is something the AI is doing, and it depends on a random number somewhere along the lines. If you move manually that means there isn't a random check made by your unit each turn, so the sequence is different.


Try going into worldbuilder at turn 2 and deleting some other civilizations, see if you can figure out the real culprit.

There's a Calabim scout who's about to enter Foxford on the turn it crashes and I expect that's probably it - when I deleted the scout, the problem didn't re-occur.
Mind you, I deleted one of the other civ's scouts, and the problem didn't re-occur either - as you say, the random sequence is different. If I just go into world builder, and then exit without changing anything, it will still crash.
 
No. It's part of some python that runs each turn, not the Events. OTOH, arrival of the Scion hero units are all Events.

Are you seeing the little spawning chance readout by the mana display?

Yes, it was usually between 6 and 7.1%.

Mindlar mentioned a quick fix from the first post, is that the patch D or is it something else?
 
There's a Calabim scout who's about to enter Foxford on the turn it crashes and I expect that's probably it - when I deleted the scout, the problem didn't re-occur.
Mind you, I deleted one of the other civ's scouts, and the problem didn't re-occur either - as you say, the random sequence is different. If I just go into world builder, and then exit without changing anything, it will still crash.

Deletion of any unit or civ or city will shift the random checks and bypass the crash. So it'll be a VERY tricky one to isolate. I finally replicated it (possibly the same one), so I'll see what I can find out.
 
Delete! I need to read around more often before blindly posting, my apologies.
 
Yes, it was usually between 6 and 7.1%.

Hmm - if the display is running that generally means the rest is running.

Mindlar mentioned a quick fix from the first post, is that the patch D or is it something else?

Patch D is C + the fix.
 
Hey, going to test out if the Patch D (Patch C + Quickfix) fixes my Awakened problem, will report back in a few minutes about it.

Edit: Yup, that did it. Strange. I didn't think anything in the Quickfix would mess with that. For the sake of completion, I had the percentage bar next to my mana the whole time both when it did and didn't work.
 
The catch is that the percentage is displayed from CvMainInterface.py, calculated from CustomFunctions.py, and actually USED from CvEventManager.py. If any of those files has an error in it, then the entire file won't load, and one portion of the Awakened system will break down
 
after loading game from autosave civmain intrerface.py exception pops up on every turn. Did not before loading autosave. Patch D
 
Scions of Patria - the Patrian Bazaar gives +500% to foreign trade routes.
I'm presuming its a bug :D
 
Scions of Patria - the Patrian Bazaar gives +500% to foreign trade routes.
I'm presuming its a bug :D

I wouldn't be surprised if it was intended.
 
Getting this error about 12x at the beginning of the game and then whenever something seems to cause a barb (orc or animal) to spawn.

Civ4ScreenShot0003.JPG
 
After multiple years of just lurking, I have a reason to register...

I have found the problem causing unsolved bug #7 Improvements clearing Features. In CvPlot::setImprovementType is the following code snippet:
Code:
if (getFeatureType() != NO_FEATURE)
	if (!GC.getFeatureInfo(getFeatureType()).isTerrain(getTerrainType()))
		setFeatureType(NO_FEATURE);

Since Ancient Forests have no valid terrain types and Forests do not have Ice as a valid terrain type, they get cleared when an improvement is built or upgrades on the terrains in question. Adding in the terrain booleans does fix the problem.:cool:
 
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