Fall Further 050 Bug Report Thread

In first game, the AC was around 25. When I found the well, there had been some spread. I WB'd out the well and hell terrain to no effect.

The second time (most recently) the AC was less than 5 and the well was just outside my territory with no spread.

So, IDK.

I tried to run the turn again. This time a python error stops the action. Here is screen shot and save file.

PythonError.jpg
 

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My Elohim hunter can upgrade to a stonewarden.

That is standard in FfH. Elohim Hunters upgrade to Devouts instead of normal Assassins, and Devouts can upgrade to priests of the Good/Neutral Religions (I think FF added the Empyrean to this list while FfH hasn't yet), thus Elohim hunters can upgrade straight to priests.
 
Ah, ok, I saw that they upgrade to devouts, I just didnt look and see what devouts go to, thanks.
 
Hmm... Had to reinstall Civ, so I wiped all data relating to it from my computer, including content from the my games folder, so saves and trophies are gone too. Reinstalled FfH and the media pack, but didn't patch it, and installed FF. For some reason, FF is no longer crashing every time I try to reload without exiting the program... Anyone else willing to try it to see if it's just me?
 
Hmm... Had to reinstall Civ, so I wiped all data relating to it from my computer, including content from the my games folder, so saves and trophies are gone too. Reinstalled FfH and the media pack, but didn't patch it, and installed FF. For some reason, FF is no longer crashing every time I try to reload without exiting the program... Anyone else willing to try it to see if it's just me?

Let us know if this continues to be stable/safe for you on ability to load mid-game. And if anyone else tries a full wipe, also inform us please. It could be that there is some outlandish back-conflict with those of us who haven't cleaned the folders in quite some time. And for all I know there might be some error involving the loading of the Trophy data (never looked closely at that bit of the code, so no idea what problems it could cause or when it would be likely to come up. But many of the times when I check the dump-data it refers to an issue with python interfacing)
 
I'll pipe in here.

A few days back, I did a total reinstal of FFH and Fall Further just for the sake of ensuring I had no clutter in my files, since I do a lot of self-modding (even if it is copied to a new mod directory, there's always the chance of fouling something up because I'm a bit vapid sometimes.)

I was able to play some very small duel-sized maps and switch civs and map types, without crashing issues. That actually stopped this morning, and now I'm getting crashes on swap again.
 
It hasn't stopped for me, although I get an occasional ctd on reload if I do it too often... Of course, it's about the same frequency I had with 044, so it's still a major improvement.


Edit: One thing I should mention about the game, though.... Playing as the Mazatl, and with random civs managed to get Kuriotates, Ljosofar, Dural, Scions, Doviello, and Balseraphs. Perp started next to me and was taken out in the first hundred turns, so other than the Doviello there has been next to no war.
 
Found two potential bugs... One, Alexi the Red Lady is flat out impossible to kill if the scions are allowed to get Fanaticism. Her immortality is only supposed to apply after the weak promotion wears off, but it doesn't quite work that way... My Coatlinn has slaughtered her five times a turn for the last 20 turns, netting quite a bit of xp. Occasionally she will actually retreat from combat, abandoning the capital, which is the other bug. This IS allowing me to take out Pelemoc permanently, though... Gotta wait for her to do it again while I have attacks left so I can take out Melante, and then it'll finally be over.


Edit: Lost track of the number of times I killed her, but I finally wiped out the Scions. :D
 
Got a very unusual bug here. Playing Calabim I used Gibbon to take over the Cuali. Upon reverting and immedialy allying with the Cuali, my techs are all taking one turn to research. It's been about 8 turns now, and gotten 8 techs. First I thought something had gotten turned around, since it seemed the computer in my abscence had changed civics. So once the timer ran down, reverted to my old ones. However, it's still giving me a tech every turn.

Also, it's letting both the Cuali and I work on the Baron at the same time. I cleared him from my que, they were going faster. But you can click and readd him if you go in to look at things. :)
 
I changed it so that you can work on Wonders/Heroes at the same time as your ally a little while back. Only one of you can actually FINISH, but both of you can make the attempt quite happily.

The rest... well, looks like I'll be busy once I have freetime ;)
 
FF 050 G.

"Stucked" Trade Blocked by Enemy Ship. I killed the responsible pirate ship, but the blockade has been there for 10+ turns.

Sorry. No save game. :sad:
 
Just saw a Giant Spider "Hero of Foxford". Had the Adventurer promotion and everything. :lol: Gonna let him live until I can capture him.
The Clan used Their world spell and a freaking HN goblin beat me to foxford by 2 steps, I was sad when I killed him.
 
Another possibly stupid question: my Arcane Barges are allowed to cast 2 spells/turn. Is this intended? I checked in the 'pedia, but could not find any mention of this. Two Maelstrom or Fireball spells/turn is nice, but it seems to overpowering to me.
 
The clan world spell should have some prereq, in every game I've played so far, they have cast it on turn one, and explored/destroyed most all the goblin forts. Those that dont get destroyed are then unguarded because they take all the unit and make a b-line for their city.
 
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