Fall Further 050 Bug Report Thread

So, strangely enough, it would seem that the Kuriotates only build settlements instead of cities... I'm not sure if I've made some mistake, during the patching process or not, or if the most recent patch listed here is higher than "N", but I thought I'd ask/comment.
 
They build cities occasionally, but on a given map they will only be able to have less than 6 cities. I would think that the AI would have been trained to make settlements, and an occasional city every once in a while.
 
Well, I neglected to mention it happened in multiplayer games. Then I noticed the scout could cast a spell...I forget the name...That improved it from a settlement to a city.

Problem solved. Huzzah.
 
Not really a bug, but definitely an oddity: I happened to pick up a Goblin in the very late game through a Compelling Jewel, and was quite surprised to find that I could upgrade it to an Ogre, and Ogre Warchief, or a Stoneskin Ogre.

Captured animals do not convert to Undead like other units do. (An Elephant did become Undead when I upgraded it, however.)

The "dwarves fighting lizardmen" dungeon result can occur in a shipwreck.

Drown have a tendency to spawn from shipwrecks in the deep ocean, making them unable to move since there's no coast.

Wasn't there a change a while back that made the "your unit never returns..." dungeon results not happen to high level units? It doesn't appear to apply to shipwrecks, as I lost 5 different Arcane Barges at level 3 or higher.
 
That's odd. I've almost never hit the your unt never returns item. Maybe only Recon units can explore without that chance? And Hero units as well?
 
"Unfortunately, no one knows what is inside the lair, as your unit was never heard from again....."

Something like that. :P It certainly can happen to Scouts. It's not terribly common, but I've lost a few to it.
 
The forest under Mount Kalshekk seems to be impossible to cut down. I have 6 Scion workers on it, and the time to cut down the forest is stuck at 2 turns. It's been that way for 8 turns now.
 
Perhaps because Mt. Kalshekk is treated like volcano's? I dont really know, but perhaps it is "unworkable" terrain.
 
I think it has always been like that, or at least as long as I've been playing FF. I've been meaning to try using scorch, that fire spell, or genesis, but I keep forgetting.
 
casting Mend Nature on Mt Kalshekk doesn't work either.
It casts, and holds your ghostwalker for 4 turns. but when he's done, nothing has changed.
 
I thought it was Jungle? I chopped it 4 times before I gave up. Just figured it was meant to be that way, the unhealth being a drawback of the feature.
 
Not really a bug per se, more of an AI quirk, but is there some way we can get the AI to stop auto-exploring right up next to goblin forts with archers in them, whereupon said goblins keep firing at them, gaining experience for themselves, the scouts get locked into staying put until healed, and the cycle continues indefinitely? Makes the goblin forts rather annoying with their level 15 units and it makes the AIs stop exploring with their scout tied up permanently.
 
While I was at it, I fixed the hunter event to give myself one less reason to open the world builder. The EVENT_HUNTER_1 through 5 sections in Assets\XML\Events\Civ4EventInfos.xml were missing the following line:
Code:
			<bPickCity>1</bPickCity>



Thanks for the fixes :)

As for the above one, there's already a line in Civ4EventInfos.xml that says
<bPickCity>0</bPickCity>

Should I just change the 0 to 1? Or add the line <bPickCity>1</bPickCity> at the end of every event_hunter_1 through 5 section?
 
First the fiddly bugs, then the game stopper:

1) Govanan can't teach Creation I. He was standing in a square full of fully taught units. He got the Creation I promotion but the option to use his teach skill wasn't available. I moved him to a square with a freshly built Firebow, used his teach skill and Creation I was not conveyed. I suspect this might apply to some of the other FF mana types (Force, Dimensional, etc.) but I haven't tested it.

2) Smoking forests aren't cleared when chopped. Early on I started a lot of forest fires to clear out some jungle and many, many, MANY turns later, some tiles are still smoking. When I chopped a smoking forested hill the workers would complete the chop, my city would get the chop production bonus and the forest would remain, ready to be chopped again.

This one is less of a stated bug and more of a question:
3) Does the Cave of Ancestors really grant level 2 sphere promotions sometimes? I ask because I have created a LOT of adepts in a recent Amurite game and never saw a bonus tier-2 promotion, both as adepts AND after upgrading them to wizards.

By the way, I'm loving Fall Further. Keep up the good work freely and cleverly innovating the game I love (and love to write about).



And now for the big bug, copy-pasted from the FFH bug thread:

Hi everyone. I have been suffering from this bug for about 1.5 months. As I play a game, the game gets slower and slower until eventually it halts altogether. Specifically, it seems to be linked to rendering the terrain: the game runs fine when most of the world is unexplored but the amount of time I can go before it gets la-g---g----y and unstable decreases after I trade world maps or cycle through too many city views. Panning back to world view is right out!

Per the first post of this thread, I activated the Python Exceptions and nothing has shown up. Instead, the game crashes and I'm looking at my desktop in 16 colors at 800x600 resolution and I have the following error message:

"Runtime Error: Failed to allocate video memory. Please try reducing your graphics settings. File:\main\Civilizations4\SDKs\Gamebryo2_0\CoreLibs\NiDX9Renderer\NiDX9VBManager.cpp, Line:1019"

I realize that this could just be my computer sucking and might not reflect in any way on FFH or Civ4 at all. FFH and Fall Further succumb to this just the same. I am making this post mainly in case someone else has dealt with this before and has some sage advice.

For what it's worth, I have been playing FFH for a looong time and it wasn't until fairly recently that I started having this problem. No hardware has changed, nor have I changed any of the game's graphic settings. I have an XP system with 2.2ghz proc, 2gigs of RAM and an NVIDIA GeForce 6200 (so 256mbs of on board RAM).

Thanks in advance, folks; I owe ya one...
 
@Shatner:

The first post of the FF bug thread has a link to possible solutions for MAF errors for both XP and Vista. Check it out, it might solve your problem.
 
Thanks for the fixes :)

As for the above one, there's already a line in Civ4EventInfos.xml that says
<bPickCity>0</bPickCity>

Should I just change the 0 to 1? Or add the line <bPickCity>1</bPickCity> at the end of every event_hunter_1 through 5 section?

I don't see that line anywhere, so either you're looking in the wrong place or you're on a different version, and I therefore don't know.

And I saw the thing with the cenotaph the first time around, but since I know just about nothing about playing scions, I figured it might be intentional. Its entry is missing from CIV4CivilizationInfos.xml. Here's an updated file for you six people out there.
 

Attachments

I guess I should have been more clear, here's what the eventsinfo sections should look like:

Code:
		<EventInfo>
			<Type>EVENT_HUNTER_1</Type>
			<Description>TXT_KEY_EVENT_HUNTER_1</Description>
			<bPickCity>1</bPickCity>
			<iGold>-10</iGold>
			<UnitClass>UNITCLASS_WOLF</UnitClass>
			<iNumFreeUnits>1</iNumFreeUnits>
			<Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
			<iAIValue>1000</iAIValue>
		</EventInfo>
 
I've been trying out the mercurians for the last three days and i an't get any angels to spawn,first i thought it had something to do with starting the game as the mercurians but in my latest game i started out as the kuriotates and after building the mercurian gate ,still no angels.i have tried a fresh install and still it doesn't workView attachment Basiumwithoutangels Turn_0268.CivBeyondSwordSave
 
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