Fall Further 050 Bug Report Thread

Got something strange going on in my current Svart CoE game...will post this in the Fall Flat thread as well as I'm playing that modmod...mod.

Anyways...I'm in turn 668 of a Marathon game which is just starting to heat up. 3 evils including myself, 1 neutral civ and the other 7 are all good (god was the 'ding' noise when they all adopted Liberty due to the overcouncil annoying :lol: ).

I just got invaded for the first time, and I dragged 6 extra swordsmen and Gibbon into the nearest city, and waited for the horde to arrive. I pulled an extra Adept in who had earth 1 as well (got that from founding RoK as well and building the holy wonder).

So the stack is next to the city, I click on Gibbon to cast Domination...hrm it's not there. Strange.

I click on the Adept to cast Wall of Stone...that's not there either.

I start looking around and realize: I can't cast any spells of any kind whatsoever.

Even the Svart world spell is missing.

Now, I swear that earlier in the game I saw the option to cast Veil of Night. But no clue when I lost that option. I tend to ignore it as I don't use it much.

In fact the only thing I can seem to cast probably isn't a spell, but it's the 'Declare Nationality' on my Stooges and my Nightwatch.

Is this some new mechanic I'm not aware of? Is there some new ritual someone did (I checked the message log and the civopedia) that I'm not aware of? Is this a huge bug? Gah!

If it helps any, the Scions are invading with about 8 Doomsayers...and there's a few Balseraph Freaks otw through to go reak havoc on Capria on my other border...I'm really not familiar with the Scion Civ at all (been meaning to get to them...). Do they have some sort of spell blocking mechanic?
 
Ooh. Hrm...yep that's it. I have never seen that before. What timing :(

I thought that was just xp per upgraded mana node effect. Guess I should look into that. I've actually never used it even though I've played a few Amurite games. Seems like a very late game spell as I wait for the AI to get around to upgrading all their mana nodes.

Well that's that. Sorry for the bug post...ignore that :p
 
It's easy to make them Archos specific, but I don't see a big need to.

With the free promotions and bonus strength that cernunnos gets, plus the invisibility...

One spider can already eat an escorted settler caravan. Usually, you have to send out hunters to deal with them.

But a sword spider eats even hunters for breakfast. And I can see it not having too many problems with early heroes like harmatt, gilden, or just about any of the jotnar units.

With regards to HN spiders showing as savages, my main concern is multiplayer games. It would be pretty obvious for another human player to tell apart archos and barbarian spiders.
 
With the free promotions and bonus strength that cernunnos gets, plus the invisibility...

One spider can already eat an escorted settler caravan. Usually, you have to send out hunters to deal with them.

But a sword spider eats even hunters for breakfast. And I can see it not having too many problems with early heroes like harmatt, gilden, or just about any of the jotnar units.

Aye - the Sword spider is a "Recon-Counter" - they're not as weak vs recon as any of the other types.

Which free promotions/bonus strength does Cernunnos get though? If you're meaning through Nature's Revolt, then we're probably a little beyond Hunters anyway in terms of tech...

With regards to HN spiders showing as savages, my main concern is multiplayer games. It would be pretty obvious for another human player to tell apart archos and barbarian spiders.

Giant Spiders are HN as well now, so you shouldn't be able to tell the difference too easily.
 
Can you get me a savegame with this stack still set up and confused? I want to see if my fix worked, or broke things.
:( sorry, my save games don't last long since I am modmodding stuff into the game. But I haven't changed the dll yet or python that deals with units so I guess it wasn't something I created that caused the AI to do weird stuff with their units that have no ranged strikes but are grouped with units that have them.
 
Is it necessary that awakened have UnitAis others than UNITAI_SETTLE? dunno if it is a feature or a oversight.
 
This.

The spider in question, is level 7. It has combat IV, and both Mucro promotions.
It just seems a bit much for a barbarian unit.

Ah. That. I hadn't forgotten about that at all. Honest. :mischief:

===

Are they appearing in large numbers or just the occasional beasty?
 
just the one that I've found for now.

It really wouldn't be so bad if they weren't invisible, too.

With any other superpowered beastie, you can at least throw cannon fodder at them and wear them down. But the spiders just strike from the shadows, and vanish again instantly. And they seem to be smart enough to not keep attacking when they're too injured.

To stand against it, the only real hope is a unit powerful enough to take it on single handedly. And that doesn't really happen until rangers. Incidentally, rangers pretty much make spiders obsolete. As far as I can see so far, the new spider promotions have the effect of making the spiders even more horribly powerful in the early game, but they still peter out and become near useless once Tier III units start rolling out. But that's a seperate issue.
 
Forget what I said about just one.

Opened the worldbuilder, and counted 7 high level giant spiders wandering around just outside my borders. I lost 2 hunters in an expansion attempt, before I could finally settle my third city.

Also, these spiders are actually severely affecting my expansion. It's only on prince difficulty, but I'm way behind the AIs. Most of the AI civs have 6-8 cities.
 
Forget what I said about just one.

Opened the worldbuilder, and counted 7 high level giant spiders wandering around just outside my borders. I lost 2 hunters in an expansion attempt, before I could finally settle my third city.

Also, these spiders are actually severely affecting my expansion. It's only on prince difficulty, but I'm way behind the AIs. Most of the AI civs have 6-8 cities.

This sounds cool :D. Makes you try a bit harder to avoid those pesky animals eh?
 
This sounds cool :D. Makes you try a bit harder to avoid those pesky animals eh?

It can be downright obnoxious. I've wasted hours because I was surrounded by Griffons, or Spiders. You can't "avoid" them, you just started there.

The worst part is, that up to a point, Animals seem to gain a promotion for each and every unit that they kill. So a Spider who gets lucky gobbling up a few Scouts can be +80% strength in the blink of an eye.
 
so dont expand, wait until you have hunters with 'subdue animal' and then send out hunting parties to capture spiders. Spiders are my favorite creature and i go out of my way to make sure that i capture them. They are even better than griffons at force harrasment since they never leave hide.
 
All buildings that normally give great commander points instead give neutral GP points, allowing you to fill up your gp bar and then switch to the specialist you want for one turn to pop that type of gp.
 
I've had three game crashes in a row while attempting to allow the comps to have both Infernals and Mercurians, and the try before that as soon as the game started, before any units were even placed, I "lost" the game. Time played: 0:0... Yeah, that's a score funny enough that I'm proud of it. XD Lost before it even began.

I DO love the Jotnar on the ten games I've played as them in the past two hours [figure that out. :(], they have a sort of "Dwarf Fortress" appeal to playing them. XD And that spider thing? Yeaaah... Right before my last game crashed a few spiders, I was about to check how many before it crashed, tore up thirty of the thralls, four citizens, a Troll, my Founder, and three workers. One right after another. The invissibility thing is ANNOYING because then you can't end up hunting them down unless you have some unit that can see invissible... And I don't think the Jotnar even HAVE a unit like that.. Unless you can get it through the tower of eyes?
 
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