Fall Further 050 Bug Report Thread

Any idea why, regardless of what FfH mod I play, that I often can play a long time and not have any graphic issues what so ever. Yet if I save the game, turn off my computer, I often then get a "You don't have enough graphic memory" type error?

I'm using an 2005 HP laptop with the full keyboard with Win-XP.
 
The diagonal tile (where his city is placed) is normally not a river tile.
Sure it is, replace all three land tiles with deserts in his example and they'd all have floodplains, which only occur on riversides. Rivers run on the tile borders so if a river occupies any combination of 1-4 of a tile's corners it's a riverside tile.

Edit: Unless that point is the start (not mouth) of the river. So I guess the easiest way to think of it is that if a tile requires you to cross a river to enter any of the adjacent tiles than that tile is a riverside tile.
 
it's more of a river mouth than a river side then :D

otoh are riverbends considered riverside for buildings that require it? that would be nice. rivermouths are a little weird imho.

edit: attached screenshot
 
What i mean is this:
Rivermouths ( i mean the part where the river ends when inland) normally don't give freshwater to the fields they end in. In your screenshot the mana to the right of your city shouldn't have freshwater.
But, sometimes if a river ends in the ocean, this happens:
Spoiler :
Civ4ScreenShot0000.jpg

The circled ice field shouldn't have fresh water, but apparently the river flows in the ocean adjacent to that field so it gets freshwater too.
So maybe that field would counts as a riverside for the Brewing House.
I haven't tested it, but it would make sense.
In your case it would be the same, only that it is a lake and not the ocean.
 
hi
interface not working and civileopedia too and game interface too
i'm using vista please help

That usually means that the mod hasn't been installed correctly. It will work on Vista or XP fine.
Try these things:

first prepare
-uninstall both Fall Further & Fall From Heaven 2
-make sure you have a clean Civ 4 installation, with the Beyond the Sword expansion pack and the most recent official patch (3.17 I think it is)

now do the following
1) Install Fall From Heaven 2 0.40 (you don't need to worry about patches if you're going to be playing Fall Further)
2) Install Fall Further 050 (make sure you select the directory you installed FFH2 040 to copy the files from)
3) Install the latest Fall Further patch

You should be right to go - make sure you're using a shortcut that's pointing to the right directory (the one you installed Fall Further 050 to). Good luck!
 
I suppose, that new barbarians system breaks barbarian civilizations games, if you have permanent war as a game option - as soon, as you meet any of the orcish savages, you automatically declare war on Bhall.
 
Got a python exception playing as the Mazatl, in the spring spell.... All I've touched is the reqSpring, not spellSpring, so I don't THINK it was anything I did. ;) The exception says line 3291(should be 3276 for you, not sure though), the line reads "startWar(caster.getOwner(), pPlot.getOwner())". Screenshot is attached. My first thought was that the code tried to have me declare war on myself, but it says 'startWar' is not defined.

Edit: Got a second bug. Deep Jungle isn't supposed to spread outside of Lizard territory, but I had a tile outside my borders spontaneously convert, and then a change back to normal jungle a few turns later. Screenshot is attached.
 
Got a python exception playing as the Mazatl, in the spring spell.... All I've touched is the reqSpring, not spellSpring, so I don't THINK it was anything I did. ;) The exception says line 3291(should be 3276 for you, not sure though), the line reads "startWar(caster.getOwner(), pPlot.getOwner())". Screenshot is attached. My first thought was that the code tried to have me declare war on myself, but it says 'startWar' is not defined.

Edit: Got a second bug. Deep Jungle isn't supposed to spread outside of Lizard territory, but I had a tile outside my borders spontaneously convert, and then a change back to normal jungle a few turns later. Screenshot is attached.

Thanks - startWar is now in CustomFunctions - so it should be cf.startWar on line 3276. Updated on my version and will be patched in. The Deep Jungle issue is most likely due to the feature naturally spreading (same way that forests do) - and it should be converted back at the beginning of the very next turn. Can be blocked fairly easily, but not sure it needs it...
 
Is there a way to get rid of the jungle and improve the land back to its original condition after conquering Mazatl lands? It should be possible with Engineering to drain swamps using workers, and reclaim that land.

Workers can clear jungle as normal, swamps/wetland can be cleared with Scorch. I don't think there's an easy way to allow a build order which can alter terrain/remove permanent improvements at present, though engineering does sound the right tech level for it. For the moment however, only magical options are available (as with conquering a large desert for instance).
 
I don't think there's an easy way to allow a build order which can alter terrain/remove permanent improvements at present, though engineering does sound the right tech level for it. For the moment however, only magical options are available (as with conquering a large desert for instance).

How awkward would the AI find a casting-delay spell (prereq: Worker, Engineering) that clears swamps/wetlands? I'm guessing "very", but just a guess.
 
How awkward would the AI find a casting-delay spell (prereq: Worker, Engineering) that clears swamps/wetlands? I'm guessing "very", but just a guess.

Unless taught otherwise, it would use it every time it happened to be on a swamp/wetland tile, or never at all. That would mean that eventually all the swamp/wetland would be removed, but might be somewhat inefficient for the workers involved (who also couldn't flee whilst "casting").

It also wouldn't be able to think "I'd like to build a farm there, better clear the swamp", more "Can't build a farm there because of that swamp" and then later on accidentally stands on the swamp and thinks "Hmm - better clear this up..."
 
The Archos can't build any adeps at all. Can't build mage guilds so can't build adepts. Makes it difficult to upgrade raw mana nodes to something the haruspex can use. Im new the archos but seems a little harsh for the poor crawlers.
 
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.

I can confirm this. don't know if it's of any use for you guys, but hopefully it is :)
 
You know, the Doviello Imortl, Phalanx and Beserker units apper to be very unique, so unique infact, that the Civopedia says that noone can build them!
In other words, the high level Doviello UU's are listed as "Not buildble by any Civilization', at least in the civopedia.
 
Take Healing Potion has a pink square as an icon.


also, an HN stooge entered my lands, and in the message box in the upper part of the screen popped a red alert "Dural have been spotted near cityx" , even though highlighting the stooge with the cursor showed him as a barbarian unit ( bhall )
 
Furia the Mad's ( great bard ) picture is a pink square.

attached screenshot of a python exception that popped up a few times during my current game.
 
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