Fall Further 050 Bug Report Thread

Ok, I'm running into something strange.

When I'm playing as Scions, my music seems to be screwed up.
The background music ingame, is one AND ONLY ONE track, looping endlessly, and it never changes. I can't even find that track in the sounds folder, so I'm not sure what it's called.

But worse still, is that I can't hear any diplomacy music. Any faction I talk to, I just hear the same background music.

This only happens when I'm playing Scions. It's a bit odd
I've been using patch H, and getting the issue there. I finally updated to patch J today, after a clean reinstall of FF, and I'm still having this issue. It makes playing scions much less fun :(
 
Ok, I'm on turn 59, and there's a barbarian Lich somewhere to the south of me.

I know, because one of my Centeni was just killed by a Wraith, and now there's a skeleton in sight.
"Summoned by: Lich"

I thought this kind of thing wasn't supposed to happen in the early turns?

Oh, I just opened the worldbuilder and had a look...

Does Agares have the Summoner trait? This lich has no less than 3 wraiths under it's control.

I think my fledgling scion empire is doomed.
 
I didn't notice that there was a change made to prevent strong bad guys from emerging from lairs, etc. early on.

In my first game, my Scout was killed by 2 Gargoyles that emerged from the first lair it explored.

I've also seen a Treant, Pit Beasts, and a Wraith early on.

Not much you can do with these until later in the game, you just hope they don't make their way over to your only city with a single Warrior defender.
 
The Lich is the only REALLY awful thing. The Treant can be nasty but it's tied to the animal faction and can't walk inside your borders.

Agares does have summoner, and that lich has killed far more of my empires than Orthus ever has.
 
Ok, I'm on turn 59, and there's a barbarian Lich somewhere to the south of me.

I know, because one of my Centeni was just killed by a Wraith, and now there's a skeleton in sight.
"Summoned by: Lich"

I thought this kind of thing wasn't supposed to happen in the early turns?

Oh, I just opened the worldbuilder and had a look...

Does Agares have the Summoner trait? This lich has no less than 3 wraiths under it's control.

I think my fledgling scion empire is doomed.

Agares lost Summoner in this patch (along with Raiders and a couple of others). Liches are going to need to be smacked with a stick again I think - they're less common in general than they used to be and there should be a grace period in which the really nasty results don't happen, but not sure it's currently long enough...

My first thought however is limiting them to Channeling 2 in their Barbarian form. Or possibly adding a couple of Lich-only, Barb-only summoning spells to make them walking minor-undead spawners (5 turn duration Skeletons, Diseased Corpses etc - meaning he should always have a little group of undead with him)...
 
What's up with the sound when playing Scion? No diplo music, "half" soundeffects and only one song. :confused:

I am experiencing this as well.

I am getting the rising AC sound whenever I open diplomacy with anyone (I don't know if they music plays or not, I play with the music turned off). I am also getting probably half of the normal sound effects, for example winning or losing combat, buying a promotion, etc. It seems to be somehow related to ghostwalkers and mend nature? Just a guess though since it was fine until I had those guys.

Ok, I'm running into something strange.

When I'm playing as Scions, my music seems to be screwed up.
The background music ingame, is one AND ONLY ONE track, looping endlessly, and it never changes. I can't even find that track in the sounds folder, so I'm not sure what it's called.

But worse still, is that I can't hear any diplomacy music. Any faction I talk to, I just hear the same background music.

This only happens when I'm playing Scions. It's a bit odd
I've been using patch H, and getting the issue there. I finally updated to patch J today, after a clean reinstall of FF, and I'm still having this issue. It makes playing scions much less fun :(

Soo soo... I though't I was the only one experiencing this. :crazyeye:
 
Perhaps you took care of the units withdrawing on fireball attacks, as well?

The Fireball or the target?

If the Fireball is withdrawing, then something is definitely wrong as they should never be able to gain withdrawal chance.

If the target is withdrawing, I don't see it as a problem. The unit was quick enough to dodge the worst of the blast and escape with its life (barely).
 
If the target is withdrawing, I don't see it as a problem. The unit was quick enough to dodge the worst of the blast and escape with its life (barely).

No problem? Hmmm...At least if you make the fireball explode even if the target manages to withdraw? Having it stay there is so...unnatural...
 
No problem? Hmmm...At least if you make the fireball explode even if the target manages to withdraw? Having it stay there is so...unnatural...

Ah - that bit should be changed. I couldn't find the original post so was guessing at what you meant (that units can run away from fireballs). Don't think anything can be changed XML side for that though - everything already points to it going Boom! in combat (Suicide, ExplodeInCombat etc)
 
I enjoy this mod-mod, but it crashes to desktop every turn or two. Failed to allocate memory or something. is there any fix coming?
 
As far as i can tell, if the game crashes to desktop frequently when you are running the mods, its because the mods load so much information each turn that it gives your memory a heart attack. But thats my interpretation.
 
Pretty much. How much RAM do you have, how many civs in the game, is it a Huge map....
 
It's a little OT, but I know RTS games limit the number of units you can have at one time.

Would having such a limit in FFH/FF help to solve this memory problem?

I mean sometimes the AI churns out hundreds of units and seems to move ALL of them each turn. ;)
 
I don't want to hamper the AIs - but setting a hard cap on low-tier units seems to help a little.

Also, Aggressive AIs seems to help the overload issue because the AIs keep less units around, since they're always bashing them into each other.

Also also:
BUG: The Scion's Draw Strength promotion (from Corpus I) gives them resistance to Death damage. However, being undead makes the Scion units IMMUNE to death damage >_>
 
I was unaware that Purge the Unfaithful could be built by more than one civ. I thought it was a 'one of only' ritual like Nature's Wrath or whatever that is.

In my game it was built by two AI civs within perhaps 10 turns of each other raising the AC 5 quick points.
 
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