Fall Further 050 Bug Report Thread

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. :(
You know, I recently had the blight hit immediately after summoning Basium too. The AC was somewhere in the mid-30s at the time, so I assumed it had just briefly fluctuated and re-triggered blight. But if you had it at AC 76, there might be something going on with Basium automatically triggering Blight if it's already happened once.
 
I just got hit by a second Blight in the game I am currently playing.

First occurred at 30 AC as normal. Then the AC soon dropped to 29 and rose immediately back to 30. No Blight there. However, the next turn after that, Bassium was summoned and I got hit by Blight for the second time. My cities have up to 42 unhealthy from Blight at this point!

I've also not encountered any sea monsters (serpents & turtles). I've explored a fair bit of the oceans on this map and have yet to encounter any monsters out there.
 
I've also noticed dungeons do not give any kind of -5 alignment change when using expanded alignments. In my Mazatl game I was trying to go neutral so I could adopt the under council (The resolutions are so much better). Most notably the smuggling ports for extra trade routes and the fact no mana types are ever banned.
 
Were you guys ever able to determin the gobbie archer opptunity fire CTD in multiplayer against an AI unit?
 
Basium causing a re-trigger would make sense. We rewrote a change which had supposedly fixed that issue because the end result of that change had been to stop all global events from being possible at all or somesuch.

But what about the case of getting a second Blight when the AC is reduced and climbs back to 30 again?

That doesn't seem right.

Also, these multiple Blights wouldn't be so bad if they weren't so crippling. I mean driving large cities down to a pop. of 1 where they stay a very long time is very similar to yet another Stasis. ;)

Then, to have to endure this 2-3 times in one game frankly takes a lot of the fun of playing away.
 
Out of curiosity, I took a go at doing an era advanced start, picking Medieval as the starting era.

I started with two settlers, a bunch of warriors and scouts, and..... two instances of Baron Duin Halfnorn

One of the above seems out of place. World units in general probably shouldn't be given on such starts, except civ heroes if appropriate. But you certainly shouldn't get multiples of them, no?
 
non-DLL solution (if I remember earlier discussions right) is to attach a resource or building requirement to each of the hero units, or change the default unitAI type. The game gives you free units based solely on unitAI type which are appropriate for the starting era, looking for the best possible. A proper fix requires a very minor DLL change to ignore limited unitclasses.
 
I'm not sure if this is a bug, but I just played to advanced tech and the calabim ai never produced any vampires. Turns out they were never much inclined to build a Governor's Manor, which has a weight value of zero in the building list (and produces an unhappyface, who would want that?). After further investigation, I found that the same is true for most other buildings, which would, I would think (I'm still pretty new to bts code), explain the apparent random nature of governor building suggestions. This includes things I would consider essential, such as lighthouses, forges, and scores of the civ-specific buildings that are required to produce civ-specific units. It's not much of a problem early on, since there are so few building options, but later the AI seems to amass an eclectic collection of buildings that are sometimes less useful than the ones they don't have (for instance, a svartalfar size 15 capitol city leading in beaker and hammer production... without a library... on turn 1004).

Someone mentioned somewhere that the AI beelines for mysticism and that's a good thing, since elder councils are good early in the game, but it turns out they're not all that useful if the AI doesn't build them. Many cities that hadn't ever changed hands were councilless and marketless in the above-mentioned turn 1004 marathon game.
 
AI Weight isn't required for the AI to build them, it just changes directly what the AI thinks about building them at all points in time. So the AI still likely buildings with a 0 there, but only based on other characteristics of the building (and as you said, an unhappy face is a BIG negative for the AI, which the other aspects may not counter-balance sufficiently)

It is one of the areas we will be looking to improve the AI soon, but first we need to get whatever went wrong with workers building improvements un-broken :)
 
when you chop forrests with smoke on it, the forest stays but the city gains the :hammers: (so you can repeat to chop the forest over and over)
 
Revelation (Empyrian Priest ability) doesn't work against Cloak of Esus. Is that a bug or a feature?
 
Python error again, apparently something wrong with the dll?
Anyway, screenshot is attached.

Edit: Also confirming that a second blight hits when basium is summoned (AC 34)
 

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Playing the Jotnar. I got this exception and it seem impossible to build force node, maybe its forbiden to that civ. I didnt find any mention in cyclopedia about that.

FFH2 patch 41
FF patch N
 

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I'm having some strange issues with my current fall further install.

The installed FfH2 0.41 is working fin fine without any problems. Installation of FF 050 seems to work as well but when starting the mod suddenly several units(examples are Centaur Guard, Gargoyle, Lightbringer), heroes (like Mithril Golem, Avatar of Wrath, Magnadin), buildings (Temple of Leaves and Temple of the hand) and several wonders are missing its graphics and i get red blobs instead.
I tried re-installing FF and re-installing FfH2+FF without any success. Some problems happen again and same units/buildings are affected(and no difference between FF with our without patch).
Any ideas what the source for theese issues might be?
 
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