Fall Further 050 Bug Report Thread

Hasn't been listed on the first page, but it is a side-effect of the EXE not liking us making multiple Barbarian factions. We are going to try a different approach soon to see if we can bypass that issue. Sadly it means starting almost from scratch on the whole process of having the extra Barbarians, so it'll take some time to sort out.
 
It was probably pre-emptive hopeful anticipation of the fix I mentioned working out for us. I did a quick test on it when I had time and it changed where the crash on reload happened from something mystifying to something I ran into at the start of the whole Multi-Barb project and thus is now being caused by what I had written to bypass the issue previously. However, this doesn't mean the other crash is gone, just that this one happened first. So I need some time to sit down and remove my work-arounds and put new ones in place and hope that they cover all of our bases (or at least do a better job than currently happens)
 
Regarding CTDs:

My newest game is again with the Scions. After reading this thread I disabled Unique Features and Lairs (regretfully, because I love both! :mad:) - lo and behold, I got up to about turn 200 without a CTD during the game! So the main problem really is in there somewhere... probably the lairs, because just turning off the Uniques hadn't helped much.
I still get the CTDs when reloading from within the game, however ... not every time anymore, but often.

Also, I finally had a CTD during the game now: I was trading tech with my vassal, and as I moved my cursor over a tech (Sailing, if it matters) the game crashed. Maybe a problem with the tool tip?
 
Regarding CTDs:
Also, I finally had a CTD during the game now: I was trading tech with my vassal, and as I moved my cursor over a tech (Sailing, if it matters) the game crashed. Maybe a problem with the tool tip?

I don't think so. Propably the price for running for so long without a CtD. :D
 
I don't think so. Propably the price for running for so long without a CtD. :D

Thanks for the response and the work around, I'll shut off lairs and see what happens.

Seriously though, the upgraded features are great; FF is fast becoming my favorite mod>mod
 
Hello every body,i am french hardcore player of FFH2 (my only installed game) and i recently discover the FF version and it is....WONDERFULL, more civs (and what civs !) guilds, amazing unique features.... But, the IA is so weak it is unplayable. By comparaison, in FFH2 my upper limite is immortal (the IA crush me 90% before turn 200); at FF50 (patch G) their is no challange, i win in divine mode even by making IA civs team two by two. One of the big difference i had observed is the light terran improvement the IA performs; for example she rarely build mine, even on gold or copper (darwen territory at turn 150). I think it's a bug, maybe linked to the low rate ammenagent possibility before main tech. If something could be done it would be great because for instance the game is un playable (and it's the greater game of the universe). And after the FF taste i won't go back to FFH.

I've noticed this too. I wonder if it has something to do with the fact that all improvements can be made without research. AI workers start putting down a cottage, which without Education can take 18 turns. Halfway through they change their mind and put up a windmill ... etc.

IA = Intelligence Artificielle? :)
 
The scions seem to have crash issues with Alcinius. Disabling them made the game somewhat more stable, allthough they are my favorite new civ :(
 
Hasn't been listed on the first page, but it is a side-effect of the EXE not liking us making multiple Barbarian factions. We are going to try a different approach soon to see if we can bypass that issue. Sadly it means starting almost from scratch on the whole process of having the extra Barbarians, so it'll take some time to sort out.

A thought on this.

There are already events which add new civs (mercurian gate, minister koun, infernal pact).

So how about implementing multiple barbarian races as extra civs. Could just be an event on turn 1, that creates the animal and demon factions, whose leaders cannot be spoken to. And preferably, don't appear in the score list.

Then the orcish savages could remain the only actual barbarians, as far as the game engine is concerned. Cerunnos and Agares would just be non-playable civs with special mechanics
 
That is essentially what the new system will do, move them down into the normal Player List. Barbarians exist outside of the usual counting range, and that is the source of the issues with the EXE, it wasn't written to be as flexible as the DLL was written to be about how many Barbarians you utilize. But cleaning out all of the references to the Barbarian Civs which shouldn't exist at all will be the main hurdle, and making things which attempt to count how many Civs are in the game skip them properly.
 
I take it a solid scrubbing with Find+Replace is going to be your friend?

By the way, in the FF.50 version we all have the Master's Hall gives an absurd amount of GPP. I know it's been brought up, but I have no idea what's CAUSING it. It clearly isn't in the buildinginfo list. Or I'd have fixed it :P

As far as my testing goes, Xien - I did one slightly further. I enabled lair exploration for all human players, and just not AIs. It was stable as a rock. The game is also stable when anyone can explore lairs but it only destroys them.
FYI, I see the code that checks for the barb civs to be enabled before it spawns things in Python, but it doesn't work with say, graveyards and barrows when they spawn "Specters haunt this area". So there is the fact that even with Demons disabled the game can still spawn them.
 
First bug for Patch H - Shamans can still not construct the nodes added by FF spellspheres and Ice nodes.
 
Change your Handicap/Gamespeed files so thar Lairs spawn every turn, and LOTS of them spawn. Then you'll have tons of lairs and might be able to isolate the instability (Disable anything worse than Neutral, compare against disabling anything above neutral)
 
Playing Scions. The awakened counter disappeared after a pop total of 14. The illians are not in the game.


EDIT: Looking over the code, I realize this is probably the land mass factor. I'm playing a tectonics, 70% water map.
 
EDIT: Looking over the code, I realize this is probably the land mass factor. I'm playing a tectonics, 70% water map.

Yep. Land/40 is based on Erebus and one other map type (Continents and Islands, probably) at Standard.
 
Is there a way to display the poplimit at the start of the game?

Hmm... try adding this after pTombchangePopulation(1) (line 1139 in CustomFunctions):

Spoiler :

Code:
				iTotalLand = int(CyMap().getLandPlots())			
				iTPopLmt = iTotalLand / 40

				message = "%0.2f" %(iTPopLmt)
				CyInterface().addImmediateMessage(message,"")


I think that'll have the spawn limit show up in the message area the turn after you settle your first city, and only then.

You could also put in
if pPlayer.getNumCities() = 0:
someplace, then the code above, and have it display every turn until you settle your first city.

There's probably a "If it's the first turn" function/call someplace, but I don't know where or what.
 
Patch H, playing as the Svartalfar. This one popped at the start of a turn but was easily possible to click past.


 
I dont know if already reported but Masters Hall building have a problem with great people rate

After looking at the file it should be like
Code:
            <GreatPeopleUnitClass>UNITCLASS_ENGINEER</GreatPeopleUnitClass>
            <iGreatPeopleRateChange>1</iGreatPeopleRateChange>

And not

Code:
            <GreatPeopleUnitClass></GreatPeopleUnitClass>
            <iGreatPeopleRateChange></iGreatPeopleRateChange>
 
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