Fall Further 050 Bug Report Thread

I don't mean to harp on this, but I'm playing a game where I gave the Doviello enough techs to make their war machine so I could try to capture it. 20 turns later, I entered the worldbuilder and gave them a siege workshop. They still haven't built it, because they were literally (and I know the proper usage of the word "literally"!) using all their cities to spam work boats, which they immediately scrapped and rebuilt because the worker_sea AI script can't figure out how to reach fishing resources.
 
I keep getting d3d crashes trying to play this one particular game as the Mazatl. It happens in between turns. I'm thinking it has something to do with the AIs fighting one another.

The crash dump:
Spoiler :
FAULTING_THREAD: 00001204

BUGCHECK_STR: APPLICATION_FAULT_INVALID_POINTER_READ_WRONG_SYMBOLS_FILL_PATTERN_ffffffff

PRIMARY_PROBLEM_CLASS: INVALID_POINTER_READ_FILL_PATTERN_ffffffff

DEFAULT_BUCKET_ID: INVALID_POINTER_READ_FILL_PATTERN_ffffffff

...

SYMBOL_NAME: d3d9!Direct3DCreate9+1b76

FOLLOWUP_NAME: MachineOwner

IMAGE_NAME: d3d9.dll

BUCKET_ID: WRONG_SYMBOLS

WATSON_IBUCKET: 810729860

WATSON_IBUCKETTABLE: 1

FAILURE_BUCKET_ID: INVALID_POINTER_READ_FILL_PATTERN_ffffffff_c0000005_d3d9.dll!Direct3DCreate9

WATSON_STAGEONE_URL: http://watson.microsoft.com/StageOn...000/4791a65d/c0000005/0004f8b1.htm?Retriage=1


There's more to it, but I'm pretty sure this is the relevant bit.
 
I cannot move my Drown on to Aifon Isle.

Is there a reason I might of missed why this cannot be done?

Because it is a Demon?

Thanks
 
Maybe the Aifon Isle is in the ocean instead of on the coast. Drowns (which are Undead, not demons) cannot enter the ocean. Stygian Guards and Cultists can, however.
 
Treasure chests can be killed by the lanun worldspell. Is that intentional? It kinda makes sense, but from a gameplay perspective, when you've spent so long looking for it and it just vanishes, it's a bit of a letdown.
 
I once got a treasure chest early in the game that somehow remained outside my map, so I couldn't see it. A few turns later it got the chaos mana event and mutated.
 
Maybe the Aifon Isle is in the ocean instead of on the coast. Drowns (which are Undead, not demons) cannot enter the ocean. Stygian Guards and Cultists can, however.

That's probably it although it is a small body of water on a Fantasy Realm map - I didn't know that map had oceans.

You're also right about the Drown being Undead - I was remembering all those Agares Drowns that spawned in a previous game.
 
Not entirely certain if this is an oversight, or intentional.

Snow/Ice doesn't give +1 :commerce: from being near a river. Playing with a friend in a hotseat game (he was illians), his capital was on a flat grassland river valley, with nary a hill in sight. And building a temple of the hand would have actually been bad for him, as he'd lose the river commerce and gain nothing in return.

This seems silly. I'd say, any situation where illians have a reason not to spread snow isn't good. It's their thing, and it makes no sense that there could be more to benefit by not using snow.


Also related, illians get 2:food: from ALL snow tiles, whether it's hills or flatlands. This essentially makes flatland almost worthless. A hill gives the same output +1:hammers: There's no reason not to get as many hills as possible. To be honest, I like them being self sustaining on any snow, but I'm thinking maybe flatlands should have +1:commerce: instead to still make them worthwhile.
 
I respectfully request someone take a look at what is happening when Blight hits.

I brought this up in the Balance Thread, and I think now it may be a bug.

I am playing my first game as Kahd. My two cities, pop 18 and 14 got hit with 48 and 36 Blight. They were brought down to pop. 1 in short order and are still there many turns later. My third city wasn't as bad with a pop of 3 it got 12 Blight, went down to 1, but is recovering now.

The other thing not addressed is the double Blight problem that hits you when you drive the AC down and it hits 30 again. This has been brought up by several players and is clearly a bug. I'm wondering if the two might somehow be connected.
 
Getting 4 disease per population is pretty harsh, even if it does wear away at a point per turn you would still be massively crippled (I think someone once stated that if building a worker or settler your city cannot lose population to starvation, so remember that next time and let us know if I remembered wrong). I'll be sure to check it out when I go through this thread for all the other bug reports I missed the last 3 months.
 
The other thing not addressed is the double Blight problem that hits you when you drive the AC down and it hits 30 again. This has been brought up by several players and is clearly a bug. I'm wondering if the two might somehow be connected.

This also occured to me. AC dropped below 30 when I razed some av cities, and more blight hit when it went back up.
 
Building a settler or worker when blight hits will not save you from population loss.

Something else I hate also is when you get the treasure chest event. I hate how I never actually get a 'map' to its location, or that it doesn't actually appear through the fog of war. I just kinda drop a scout on it with worldbuilder and then remove the scout so i know where it is when i want to go retrieve it. Cause im not going to remember what direction to look in 250 turns later.
 
ALT + S to place a sign on the tile. It gets revealed (placed in fog of war, instead of pure black) so that you can do this. It isn't shown to you, because Treasure Chests are notoriously horrible about writing reports and sending them in to the intelligence agency.

If the tile isn't being revealed and zoomed to, then there is an issue.
 
The treasure event hasn't happened to me an awhile, but from what i remember, last time it happened it didn't zoom to it. An icon appeared at the edge of my screen, but i couldn't actually move the camera very far in it's direction.
 
Talk about frustrating....

I just had my THIRD Blight event in my game.

Number 1 came fairly early in the Epic speed game due to a lot of wars, mostly instigated by the Sheaim.

I was able to drive the AC down to the low 20s mostly by sanctifying ruins where it stayed for a good 100+ turns.

However, it crept up and Number 2 came when it hit 30 again.

I went through all Four Horsemen. I summoned Basium through the Gate and the AC was at 76.

Number 3 immediately came.

I am certain these are all Blight, and I will be shutting off the Counter my next game waiting for a fix on this. :(
 
Direct3DCreate for the SymbolName makes me inclined to think it is an art related issue, possibly an animation. But it is certainly graphical in some manner.

I suspect I'll have to try playing on smaller maps and with smaller number of AIs so we can isolate where the problem is occuring. I'm pretty sure it's either a civ's UU or a religious unit not frequently used.

Current civs:
Mazatl (myself)
Ljosalfar (at war with Malakim)
Malakim (At war with Ljosalfar)
Basium
Hyborem
Kazad
Grigori
Sidar
Archos
Lanun
Svaltafar
Dural
Calabim
Amurites
 
Other bugs I've noticed: The farmers market seems to give a flat +25% commerce. When playing as the Mazatl, I did not have wheat or corn but I still got the full +25%.

Also, the trade tooltip does not show the change based on civics. It shows the full trade value before the -50% from Lost Lands, and it assumes only commerce (at this point it could assume the other values are equal and, if they're greater than zero, append "+food, +hammers" to the tooltip.

Also, the -50% is a penalty off of the base trade and is multiplicative, rather than additive, which kinda makes me sad. I guess this keeps them from being too uber, but having a +25% building only grant +12.5% in actuality bugs me on some level. And likewise the +5% bonus from population is really only +2.5%.
 
Back
Top Bottom