Fall Further 050 Bug Report Thread

I enabled units fleeing while defending cities a while ago for Loki, but since then have done many other things, and then finally fixed him properly, making all those previous changes useless. However, fleeing in defense of a city is still in teh defender's better interests in the majority of cases, so that one I wouldn't mind leaving in the code as a possibility.

I'll run some tests tomorrow to see about units doing withdrawal properly outside of cities.
 
The Attackers do not move away from the tile they are when fleing.Only defenders do that. AFAIK, however, units are not supposed to flee when defending a city..

I enabled units fleeing while defending cities a while ago for Loki, but since then have done many other things, and then finally fixed him properly, making all those previous changes useless. However, fleeing in defense of a city is still in teh defender's better interests in the majority of cases, so that one I wouldn't mind leaving in the code as a possibility.

Aye - the withdrawing unit flees when it would normally take the killing blow, so if it didn't flee when defending a city it would simply be dead and lose the city rather than flee and lose the city.
 
The Attackers do not move away from the tile they are when fleing.Only defenders do that. AFAIK, however, units are not supposed to flee when defending a city..

I'm sorry, but does that make sense to you? I was referring to defending units in my example of the Archos. They sent 6 Tribesmen on to one of my tiles with a Town improvement on it.

I attacked with 6 units - all I had available. 3 were killed, but 3 'fled' and stayed on the tile with the Town...and naturally pillaged it at 0 strength when their turn came before mine. I killed them when it was my turn, but my town was now a cottage. ;)

A defending unit flees but stays put? I'm almost certain defending units in FFH move when they flee rather than staying in the same tile.

At least for consistency, shouldn't you either have units stay in the tile defending/fleeing or move? As it is now, they flee out of cities, yet stay put when not in cities. :confused:

If this is an FF feature I apologize for bringing it up and just have to get used to the fleeing mechanism as is.
 
The Attackers do not move away from the tile they are when fleing.Only defenders do that.

I'll run some tests tomorrow to see about units doing withdrawal properly outside of cities.

I'm sorry, but does that make sense to you? I was referring to defending units in my example of the Archos.

Aye - that's the issue Xien was going to look into. It should be consistent across the board...

Attacker Withdraws - returns to his original tile.
Defender Withdraws - retreats to another available tile.

So far as I've seen, that does seem to be happening - but we're going to check it anyway. It may have to do with withdrawal in enemy territory not working correctly.

Cities are no longer a factor - there used to be issues with a single defender withdrawing pulling the whole stack along with him (which is bad for defending cities) but now just the near-dead defender will flee the city and the battle (which is a little wussy, but very sensible).

EDIT: Confirmed - defensive withdrawal in enemy territory doesn't flee the tile. Defensive withdrawal elsewhere seems to be fine.
 
I'm seeing some worrying problems with games failing to start.

Since I first installed patch J, I started 2 single player games with no trouble.

Playing a hotseat game the other day with my cousin, it started fine the first time, but we got poor starting positions, and decided to re-roll.

The second time, the game stalled indefinitely at Initializing.
And the third
and the fourth
and the fifth
and the sixth
and the seventh
and the eighth
Finally, we got it to work again, on the ninth try. Took us over an hour and a half just to start a game

Now I'm having the same issue trying to start a new single player game. tried twice so far, and it stalls permanantly at initializing. Had to terminate Civ via process manager.

Always use Huge worlds. 12-16 civs, depending. Generally used options are:
  • Blessings of Amatheon
  • No culture flipping
  • Living world
  • All unique features
  • Broader Alignments
  • Flavour Start
  • New Random Seed on reload
  • Permanant Alliances

Right now, I'm also trying to start a game with Last Days, in addition to the above. And it just doesn't want to work.

The mapscript that's used, varies. In the big run of failures trying to start a hotseat game, we went through Erebus, Highlands, Tectonics, and Continents. Eventually, Erebus was the one that worked. But it didn't work the first two times we tried it.


One thing that really, REALLY exasperates this problem, is that many of the settings in the Custom Game window aren't saved. Most notably, the number of Civs, and what you select for those civs to be. At the moment, I'm trying to start a 14 civ game with only Good and Evil civs, (no neutrals), and every time it fails, I have to reselect 14 options before I can try again. I'd really like to see those saved between attempts, at least. Not to mention several map options aren't saved properly, like the Peak Softening on the erebus mapscript.


When I say Stalled Indefinitely, obviously this isn't fully tested. I didn't have the time to leave the PC on for several centuries to see if it would finally load. But we gave each attempt an average of 5 minutes to load, before calling it a failure. From my experience, even the largest maps usually finish setting up in under a minute, if they're going to work.

I noticed in recent patch notes, that there have been a lot of changes to flavourmod. As far as I understand, that mainly governs setting up the map, and starting positions of civs. So perhaps it would be a good place to look for this kind of problems relating to starting games. Maybe there's an infinite loop condition in there or somesuch.

-------------------
PS: As a side note. I've noticed, worryingly, that Civilization has a habit of refusing to give up focus while it's in a loading screen. And Even the task manager, which is supposed to be Always on Top, doesn't show. Luckily, I'm experienced enough just to work with the keyboard, and the audio feedback. The following Key Combination works
  • ctrl+alt+del (brings up process manager. I always have it set to that, because the task manager never does what it's told without considerable delay)
  • C (selects civ4beyondsword.exe)
  • tab (switches focus to buttons at bottom)
  • E (presses End Process)
  • Enter (answers yes to confirmation message)

But I'm really worried of what will happen if I ever have another program beginning with C running at the same time.
I have a gut instinct that this refusal to give up focus is hardcoded, but if it's at all possible, is it something you guys could change?

PPS: I've just noticed, I have a habit of seperating my posts into excessively small paragraphs. This is mainly due to there being less text space in the editing window, and paragraphs thusly look longer than they do on a full page.
 
I'm seeing some worrying problems with games failing to start.

Since I first installed patch J, I started 2 single player games with no trouble.

Playing a hotseat game the other day with my cousin, it started fine the first time, but we got poor starting positions, and decided to re-roll.

The second time, the game stalled indefinitely at Initializing.
And the third
and the fourth
and the fifth
and the sixth
and the seventh
and the eighth
Finally, we got it to work again, on the ninth try. Took us over an hour and a half just to start a game
[/LIST]

But I'm really worried of what will happen if I ever have another program beginning with C running at the same time.
I have a gut instinct that this refusal to give up focus is hardcoded, but if it's at all possible, is it something you guys could change?

Was this with a Huge Map by any chance? I had the same thing happen twice during testing earlier, but it didn't repeat when I changed the mapsize...

If it is that, it'll need looking at...
 
Flavor Start does drastically increase the time it takes to set things up. I've never had it take as long as you mention, though - but there is a hefty increase.
 
Withdrawal failing to relocate the defenders when deep in enemy territory is most likely due to considering the enemy territory itself as a hostile location. In that situation, the unit sees that there is no available tile to flee into, and remains where it is.


If you want to "save" your number of players for a mapsize, you can edit the XML to make that the default number of players. Unfortunately there is no way to control the selection of leaders/civilizations longterm.
 
I run Large too. I prefer Huge, but it just isn't doable currently.
 
I manage Huge by generating a single load, complete with unreasonable load time, and then i save the game in the world builder as a Scenario, which essentially renders the load time from then on for new games to the level of a saved game.

It is especially usefull if you use Custom Scenario, which lets you change the pace of the game as well as the optionals, such as barbarians presence or to use the Challenges.
 
oh by the way, remember to save it in world builder on turn 0, so that you save it while all the civ's are still able to move their starting settler. nothing sucks more than having a sub-optimal starting position for your capital...except for being on an island that is all tundra.
 
As the Scions I regularly expect to have to spend the first 1-5 turns looking for a great starting position for my first town.

--ontopic--

Honestly, the load time for Huge maps is significant, but I don't have it hang at initializing. It does seem to cause me no end of issues with MAFs, especially if I try to complete Dousing. Most recent playthrough had dousing crash on completion, so I loaded it up again, and dousing worked fine on this fresh load, until it came time to revert back to normal - during which it would MAF crash repeatedly, even from a fresh load.

But yeah, around 250 a huge map starts to get very long load times, and becomes MAF-crazy unplayable in the high 300s.
 
I'm on the attack with a small stack led by two of the Stooges. I thought they lost the ability to bombard. However, I looked closer and I am running into a number of cities with a NEGATIVE defensive number. It the screen shot Van Gosam's is -74!

Never saw that before. How could one come up with a negative number there?
 
I'm on the attack with a small stack led by two of the Stooges. I thought they lost the ability to bombard. However, I looked closer and I am running into a number of cities with a NEGATIVE defensive number. It the screen shot Van Gosam's is -74!

Never saw that before. How could one come up with a negative number there?

Does that show up in the combat odds calculations?
 
they glow in the dark and are easy to shoot at. probably because of the gas from eating those hundred kilo's of 'dimensional burritos' that the mage's give the giants to eat before the assault.
 
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