Fall Further 050 Bug Report Thread

The 'Make a Brood Chamber' ability that Archos Giant Spiders can use has no icon (it's pink) and the tooltip for the ability, as well as the ability name itself... confuses me.

Using FF patch N.


Again, I apologize in advance if this issue has been posted before.
 
Playing jotnar on patch N, they started out without the citizen and the three stooges still didn't get the giantkin promotion.
 
In the Technology Advisor, in the tech map. Traidtions is appearing where Seafaring should be. And pesenting its self as a prereq (visualy only) to Fishing.

Note: It does NOT say it is a prereq elcewhere... Just being silly in the TA map.

I mean, its mostly cosmetic. But...
 
Lemminkäinen;7972734 said:
I stood on a peak next to a Bannor city with a HN Wild Troll. I killed all the defenders in the city (quite slowly, I might add :lol:), but couldn't conquer it with a HN unit (as normal). Then a barbarian goblin conquered the city and its size shot up to eight (from two) and a staedding was built in it (or the graphic at least).
This happened again though without me killing the defenders this time. It seems that (at least when playing as Jotnar) every city conquered by Barbarians becomes size 8 and gets a Staedding inside them.
 
In the Technology Advisor, in the tech map. Traidtions is appearing where Seafaring should be. And pesenting its self as a prereq (visualy only) to Fishing.

Note: It does NOT say it is a prereq elcewhere... Just being silly in the TA map.

I mean, its mostly cosmetic. But...

It should be moved from 1,10 to 1,14. It's a blank spot, where I have Dunespeakers in Malakim+.
 
In the Giant wants your Pigs event, the option to give him the pigs is not available.
only the options to share your larder or fight the giant are selectable.



The jeweled Mask constellation event (esus) has two options which do nothing. "Continue" and "These signs mean nothing"

The former should be removed, I'd say,
 
Okay, I got an OOS error when an awakened spawned when trying to play multiplayer. From 2 OOS logs, when differenced:

Spoiler :

Next Soren Rand Value: 6306
Player 0 Assets: 74

Player 0 Num Units: 9
Player 0 Num Selection Groups: 9

Player 0, Awakened, Unit class count plus training: 1

Player 0, UNITAI_SETTLE, Unit AI Type count: 1


Spoiler :

Next Soren Rand Value: 4302
Player 0 Assets: 73

Player 0 Num Units: 8
Player 0 Num Selection Groups: 8

Player 0, Awakened, Unit class count plus training: 0

Player 0, UNITAI_SETTLE, Unit AI Type count: 0


I have another OOS log from vanilla FFH, but the differenced two log files shows nothing other than the next-rand value. Now that I remember, that took place when one of the players lost his capital to an AI, and then tried to take over that AI by quitting and rejoining. We had to save and recreate the game to get past it.
 
Regarding the Imperial Cenotaph, my game I'm using latest FFH2 build (patch z), ran the FF050 installer, then patch N.

No option to build cenotaphs, just courthouses, this is known?

Should be fixed next patch.

The 'Make a Brood Chamber' ability that Archos Giant Spiders can use has no icon (it's pink) and the tooltip for the ability, as well as the ability name itself... confuses me.

Could have sworn that was already fixed...


Okay, I got an OOS error when an awakened spawned when trying to play multiplayer. From 2 OOS logs, when differenced:

Arg, and I really thought the OOS spawning errors had been cleaned up. Xienwolf will have to take a look at this if he can get past his new oriental vegetable obsession. :crazyeye:
 
Patch N starting at trun 171 playing 2 player multiplayer I started getting memory allocation errors. Then it went 30 more turns before the next one now we are down to every 5th turn.

No OOS even on world spells so far, not a single OOS error the whole game. We have stopped playing now due to the persistant CTD. One observation is My friend is hosting the game on VISTA 64 I am on VISTA 32. Mine is always the one that crashes. I have a little over 3 gigs of memory he has 8, even though the 32 bit game will only use up to 4 gig addressable.
 
Two games in a row CTD at turn 170. Playing two player multiplayer I was the client friend was the host. played flawlessly to turn 170. Then started getting memory allocation failures consistantly during my city build screens. It didn't matter what building I was building. This happend every other turn. Then he had the brilliant idea to save to another file name on each crash, that allowed it to go 4 or 5 turns before the memory allocation error. This never happened on the host only on my client machine, in every case he was able to save and we could continue.

As soon as I clicked on a building to build it would crash, on reload I found his machine accepted the build order. In every case I was just using the pop up drop down never entering the city screen. In every case it crashed as soon as I clicked on the building to buy. This seemed to be the only place it would crash.

Side note a couple of odd things, the AC counter pop up would appear and have to be manually removed by clicking on the AC counter itself a couple of times. Also one time in a city build screen on the pop up not in the city screen a pop up of a great person overlaid the drop down and had to be closed first before picking a building to build. I was thinking this or somthing like this may be causing the crashes.

We are both using patch N of course. Hope this helps nail down this annoying crash. Plus is there anything hardwired to happen around turn 170 - 171 ish? Like increase in inflation code or another event?
 
Hopefully something useful this time...
Python error when sanctifying haunted lands (with hell terrain nearby to allow casting), offending code is in cvSpellInterface, line 3128

Code:
    if pPlot.getImprovementType() == gc.getInfoTypeForString('IMPROVEMENT_GRAVEYARD'):
        pPlot.setImprovementType(-1)
        CyGame().changeGlobalCounter(-1)
        pPlayer = gc.getPlayer(caster.getOwner())
        newUnit = pPlayer.initUnit(gc.getInfoTypeForString('UNIT_EINHERJAR'), pPlot.getX(), pPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
           for iiX in range(iX-1, iX+2, 1):
                for iiY in range(iY-1, iY+2, 1):
                        pPlot = CyMap().plot(iiX,iiY)
                        if pPlot.getFeatureType() == gc.getInfoTypeForString('FEATURE_HAUNTED_LANDS'):
                pPlot2.setFeatureType(-1, -1)
It seems to pass the graveyard check at least when on a desert with incense and a plantation, and the last two lines are obviously a bit off. Seems to be a tab/spaces issue(tabs got converted when pasting here).

Fixing the indentation and changing pPlot2->pPlot should do the job (tested). However sanctify is still only usable when near hell terrain, plain HL doesn't allow it to be casted.
 
so haven't played fall further since one had to do a manual install of it (way back when?).

downloaded FF 050, patched to N. install seems fine. mod loads fine. but then i get no title screen. i do have a navigable main menu:

Spoiler :
title screen.JPG


if i hit play now, screen remains black with coloured line down left-hand of screen:

Spoiler :
play now.JPG


i can keep hitting return to get into a game. "custom game" option works ok.

when i start a new game, "initialising screen" comes up with buboes-background, but when game starts, most of screen is black, with ugly bad-graphics-smudges when i try to scroll:

Spoiler :
in game.JPG


sound works fine.

i have NO issues with BTS, FFH2 vanilla (patch z), nor other modmods eg. orbis. problem only happens with fall further :(

basic system specs:
win xp sp2
1.6ghz, 1gb RAM
graphics card: ati mobility pro radeon 9600

any ideas? i've found no similar problems in the forums so feel like this could just be me...

(i've reinstalled FFH and then FF with all patches. i've also checked and rechecked install paths for FF and patch are correct.)
 
Hopefully something useful this time...
However sanctify is still only usable when near hell terrain, plain HL doesn't allow it to be casted.

Thanks. Replacing reqSanctify with what's below should allow Sanctify's use properly in your present game.

Spoiler :

Code:
def reqSanctify(caster):
    pPlot = caster.plot()
    bValid = False
    if pPlot.getImprovementType() == gc.getInfoTypeForString('IMPROVEMENT_CITY_RUINS'):
        return True
    if pPlot.getImprovementType() == gc.getInfoTypeForString('IMPROVEMENT_GRAVEYARD'):
        return True
    iHauntedLands = gc.getInfoTypeForString('FEATURE_HAUNTED_LANDS')
    iX = pPlot.getX()
    iY = pPlot.getY()
    if not gc.getGame().isOption(GameOptionTypes.GAMEOPTION_NO_PLOT_COUNTER):
        for iiX in range(iX-1, iX+2, 1):
            for iiY in range(iY-1, iY+2, 1):
                pPlot = CyMap().plot(iiX,iiY)
                if pPlot.getFeatureType() == iHauntedLands:
                    return True
    if gc.getGame().isOption(GameOptionTypes.GAMEOPTION_NO_PLOT_COUNTER):
        iBrokenLands = gc.getInfoTypeForString('TERRAIN_BROKEN_LANDS')
        iBurningSands = gc.getInfoTypeForString('TERRAIN_BURNING_SANDS')
        iFieldsOfPerdition = gc.getInfoTypeForString('TERRAIN_FIELDS_OF_PERDITION')
        iShallows = gc.getInfoTypeForString('TERRAIN_SHALLOWS')
        for iiX in range(iX-1, iX+2, 1):
            for iiY in range(iY-1, iY+2, 1):
                pPlot = CyMap().plot(iiX,iiY)
                if not pPlot.isNone():
                    iTerrain = pPlot.getTerrainType()
                    iFeature = pPlot.getFeatureType()
                    if (iTerrain == iBrokenLands or iTerrain == iBurningSands or iTerrain == iFieldsOfPerdition or iTerrain == iShallows or iFeature == iHauntedLands):
                        bValid = True
    else:
        for iiX in range(iX-1, iX+2, 1):
            for iiY in range(iY-1, iY+2, 1):
                pPlot = CyMap().plot(iiX,iiY)
                if not pPlot.isNone():
                    if pPlot.getPlotCounter() > 0:
                        bValid = True
    if bValid == False:
        return False
    pPlayer = gc.getPlayer(caster.getOwner())
    if not pPlayer.isHuman():
        if caster.getOwner() != pPlot.getOwner():
            return False
        if pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_INFERNAL'):
            return False
    return True
 
Thanks. Replacing reqSanctify with what's below should allow Sanctify's use properly in your present game.

I'm actually pulling out the Haunted-Lands removing part of Sanctify for the time being - it's currently too easy to rob the Scions of a feature that takes considerable effort on their part using Sanctify. It's not considered a hostile action either, so you can go around cleansing Scion lands, costing them a lot of time.
 
I'm actually pulling out the Haunted-Lands removing part of Sanctify for the time being - it's currently too easy to rob the Scions of a feature that takes considerable effort on their part using Sanctify. It's not considered a hostile action either, so you can go around cleansing Scion lands, costing them a lot of time.

Oh. Well, good. I was surprised to see it in there. :)
 
Oh. Well, good. I was surprised to see it in there. :)

Seemed like a good idea briefly - but I think I was half-asleep whilst I was merging things from FFlat/Malakim+ (as certain other omissions will attest). Reasonably it makes sense that a spell should be able to reverse the "mending of nature" from the Scions somewhat unnatural state, but the effort required to use it should be equal to that needed by the Scions to do it in the first place and it should definitely be a hostile action if used in Scion territory.

In the end I figured there's not actually a great need for it anyway.
 
Is anyone else having these memory allocation errors playing patch N?
 
Lemminkäinen;8024982 said:
This happened again though without me killing the defenders this time. It seems that (at least when playing as Jotnar) every city conquered by Barbarians becomes size 8 and gets a Staedding inside them.

I see the same thing when I play as the Jotnar... In MP it caused us OOS errors every time I took a city. N patch
 
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