Fall Further 050 Bug Report Thread

Looks like a bad lair result caused a foul up in the code. Why it causes exceptions that don't crash the game, which is the whole point of an exception, I don't know.
 
The issue with that one is in checking if a result is allowed, since there is an error it just claims it isn't allowed and move along. If it tried to actually apply the result then things would probably go haywire.

Lots of good reports, and hopefully helping to isolate things when we get time to look over things. Going to be quite busy the next 2 weeks though, so reports may not get much response or service from my end of things. Just letting you all know you aren't being ignored, just set aside on the priority scale ;)


And yes, there is a serious issue with trying to start a game after already running one. I am pretty sure it has to do with the new Barbarian Civilizations as there is a LOT of code designed on the assumption there is only 1 Barbarian, and much of it is in the EXE, so we have to try and guess at what it is failing to do and then invent a method for covering up for what should have been handled automatically. Just always exit to the desktop before you start a new game or load a save and you should be fine. Hopefully we find where the issue is, but the best lead we have so far would require about 5 hours of sitting at the screen pressing one button repeatedly (but paying attention to what happens between each press) to HOPEFULLY spot where the issue shows up. Not something I'll be able to sit through for a little while sadly.
 
Very minor one here...

In Civ4BonusInfos.xml you have bNormalize set to 1 for BONUS_PATRIAN_ARTIFACTS which is used by Civ4 to normalize an otherwise bad starting position, since they can only be used by one civ it's pretty useless for everybody else and resulting in lower quality starts.

Reagents and Pearls also have this set to 1 (carry-overs from FfH). The Perals have the same issue as the artifacts and with Reagents this will explain why some people complain about too many of them and others say they never have any.
 
And yes, there is a serious issue with trying to start a game after already running one. I am pretty sure it has to do with the new Barbarian Civilizations as there is a LOT of code designed on the assumption there is only 1 Barbarian, and much of it is in the EXE, so we have to try and guess at what it is failing to do and then invent a method for covering up for what should have been handled automatically. Just always exit to the desktop before you start a new game or load a save and you should be fine. Hopefully we find where the issue is, but the best lead we have so far would require about 5 hours of sitting at the screen pressing one button repeatedly (but paying attention to what happens between each press) to HOPEFULLY spot where the issue shows up. Not something I'll be able to sit through for a little while sadly.
When testing my map script (over and over and over ... ) I found that I could safely exit to the main menu and restart if I didn't end the first turn, the crash only seems to happen after ending the first (or subsequent) turns. Still a vague one for you, but I thought you'd like to know that tidbit.
 
And I will also keep an eye out for things. And any Python Exception that shows up I'll be sure to nag, er, tell you about it. :) Going to have to change your title to "Hero the Chaotic bug hunting."

OH, that reminds me, do you have to be a developer of a mod to get a custom title here?
 
And I will also keep an eye out for things. And any Python Exception that shows up I'll be sure to nag, er, tell you about it. :) Going to have to change your title to "Hero the Chaotic bug hunting."

OH, that reminds me, do you have to be a developer of a mod to get a custom title here?

No, you should be able to change it. If not, then it wants 100 posts or something.

The option is in the my account area, underneath edit profile.
 
Regarding the pseudo-random CTDs:

in most of my games in which frequent CTDs happen, I was able to find via Worldbuilder a "boss monster" (eg. a lich) somewhere on the map, occasionally as early as turn 15. Loading up an autosafe, and deleting something on the map usually can get me to the next turn, sometimes it seems necessary to delete the boss itself. But this never resolves the problem permanently, it will crash again after some time.

I have the feeling that actions which occurs the first time for the respective game have a chance to trigger a crash it, like spellcasting, combat animations, meeting a new leader etc.

But then some games run without a hickup well beyond turn 100.
 
My Amurite druids can not learn Creation II after Geovannon teaches them Creation I, Stonewardens do not have this problem.
 
hi

i can't get adepts with archos bug or feature ?

thanks

Bug. Archos adepts shouldn't require any structures to build, but the way things worked have been changed so now they just don't have adepts at all.

If you give Archos access to mage's guilds again it is a quickfix for the problem, IMHO what really needs to happen is a copy-over of the Archos mage to a new entry.
 
When trying to run the modmod, I receive "GFC error: failed to initialize primary control theme" - and it just won't launch. (Btw, FfH 2 runs perfectly). Please, anyone, what shall I do to run the modmod? :)
 
Ah! I see! It was essential to install mod into the default folder, without renaming it during the installation.
 
I'm playing as Decius of the Calabim, just conquered some Cualli cities, & built some warriors. However, I dont get the green skin lizardmen warriors, I just get simple warriors with lizardman production. The button is vanilla warrior button. Not sure what causes it. Running patch G.
 
I played a game to about turn 150 quick speed yesterday, no CTDs nor python exceptions so far. :goodjob: I only noticed a couple oddities:


1) I had a stack of 4 morois, and only one of them had the button for "explore (automated)" . I guess he was the only one that was built outright while the other 3 were upgraded from bloodpets.

2) I was able to build the Deruptus brewing house in a city that was not riverside. landscape was as follows:

LG
CG

with L being a freshwater lake, G being a grassland tile and C being my city. a river was flowing between the 2 grassland tiles and ending in the lake.
 
Don't know if these have been mentioned before, but (1. it seems the Malakim aren't affected by Flavor start anymore (i.e. they don't start in the desert like they're supposed to) and (2. barbarian lairs are erasing flood plains and oasis. I just saw this in one game as the Luchuirp (Tectonics map), and I'm not sure if this is an issue with FF or with vanilla FFH.
 
[to_xp]Gekko;7766252 said:
2) I was able to build the Deruptus brewing house in a city that was not riverside. landscape was as follows:

LG
CG

with L being a freshwater lake, G being a grassland tile and C being my city. a river was flowing between the 2 grassland tiles and ending in the lake.
That 'diagonal' tile is a riverside tile. if there is a river passing between any two of the 8 surrounding tiles it's a riverside.
 
The diagonal tile (where his city is placed) is normally not a river tile.
But sometimes rivers flow one tile into lakes/oceans in the driections they had before. Look for it, you can see that behaviour really often on coasts.
 
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