Fall Further 050 Bug Report Thread

My abomination (with the raider promotion) seems to like pillaging haunted lands. I believe pillaging haunted lands should be impossible? (It doesn't produce the usual message at the top of the screen so no better screenshot available...) Also it only pillages the square it ends its movement in, not the ones in between (I dont remember what the default auto pillage does, so saying more rather than less)

Also as a side note: Has anyone ever considered increasing the size of the unit stats area? Sphener's level is allready covered and his experience requirement will be out of view soon at this rate... (Heroes really tend to get a lot of promotions, even thought this is a pretty extreme case so I'm not really expecting any "fixes" :D )

Edit: If it makes any difference I'm running patch B (savegame compatibility....)

Edit 2: Are the abominations supposed to be immortal? I haven't gotten them before and I've never seen any mentions on the subject. A promotion (possibly just a dummy?) to indicate "true" immortality would be a great little addition, espicially for new players who haven't learned the (short) list allready. (Asking because one of mine certainly wasn't, IIRC my capital had a neutral unit in at at the time of the abominations death)
 

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Aren't they mostly undead? :) So maybe that's why they're immune to the effect,
Also, the Red lady may be a better fighter, but usually unless the odds are above 95% I lose. :) Figure that one out. So winning at 86 is like winning at 12%. :crazyeye:

Also, Patch D still doesn't fix the fact that I'm now the new owner of a Death Knight, right? Because even as the Elohim, I debating winning the game before turn 30. :) It helps when you get a DK at turn 17 or so.

Especially when he stumbled upon foxfoot? and got the bonus.

So, other than that bug, I've haven't seen any. Oh, poison really is weird when it affects immune to poison units. :)
 
They're also immune to the pop losing effect, which is unfair.
 
They're also immune to the pop losing effect, which is unfair.

I've got to disagree on that... Population for the Scions is MUCH more valuable than for other civs, who grow back relatively quickly. Now, I DO think there should be something affecting them, but rather than population loss among an immortal population, I think massive unhappiness would be better... Still have an unusable population, but at least they're refusing to work rather than gone. Something like the Unhealthy Discontent building.
 
Why? They're not the infernal. At the moment they can pretty much raise the AC and have no worries.

Will it hurt? Yes. Should they have let the AC get that high? No.

Unhappiness wouldn't be much of a problem. Unless it changed *every* happy face into unhappy, then it might get interesting.
 
I agree they should have high-AC penalties, but by that point of the game they will not be receiving any awakened spawns. Reducing their population the same as other civs would result in a feedback effect, as the biggest cities, which are usually the only ones able to create reborn, would be hit hardest, and would not be able to crank out population... One reborn in 30 turns would lead to them being wiped out. One possible way would be to reenable awakened spawning if the total population dips below the limit, but even then it would inflict much more damage on the Scions than anyone else.


Edit: Getting a MAF every time I try to complete Dowsing in my current Patch D game. Would post the save but it's locked, won't do any good. :(
 
Well thinking about your mass unhappiness:

If the AC reaches 100, they get put into say 20 turns of anarchy.
 
managed to build a masters hall but now the city i built it in wont develop any great people of any kind (though it lists an extra 400 million extra :gp: points but that has got to be a bug) ... i am including a screen shot of this for reference.
Spoiler :
Civ4ScreenShot0007.jpg
 
One possible way would be to reenable awakened spawning if the total population dips below the limit, but even then it would inflict much more damage on the Scions than anyone else.

"ArmageddonApocalypse" hit should the Scions as of the next patch. (Needed to specifically include them.)

When the population goes below the shut-off point spawning will start again. But since Apocalypse hits only living units I wouldn't be concerned: The population hit will be harder to recover from, but their armies will be largely intact. (Maybe Glory-Everlasting should be at least partially re-enabled for the Scions.)
 
RE: haste
hum.... I'll check that.

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yep, thats it....Im not sure I want to say anything now, but it might be a balance issue with the amurites.... (-:
 
Re: Scions and Apocalypse - I just looked at GlobalDefines and the Kill Chance is quite a bit higher than I thought. In future either it or some other large penalty/disaster will be applied to Scion units.

EDIT: Added code for *next* patch. Apocalypse will hit Scions much like other civs: Both population and large-scale unit loss, though not as much of either. (-25% pop, -%50 units.)

I like the Unhappiness/Anarchy idea, btw... just had a bad enough time with the simple change above. :)
 
I'm playing Korina of the Scions and I keep crashing on this turn. I'm just about to complete hunting, don't know if that has anything to do with it though.

I switched to a different tech and was able to end turn without a crash. I was then able to switch back to hunting and learn it without a crash.
 

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If you read a few posts up, you would see that this bug was just recently solved and will be fixed in the next patch. :)

A few posts up? Sorry, I missed that.

I see in the change log for patch e that the Ancient Forests will remain. Thanks for that fix.

I did NOT see anything about the bug when you build a Farm on a Flood Plains/Ice tile. ;)
 
Are you certain? No chance at all that it was an invisible unit on the same tile? They are blocked from the spell as completely as is possible really:

Code:
def reqRobGrave(caster):
	pPlayer = gc.getPlayer(caster.getOwner())
	if not pPlayer.isHuman():
		if pPlayer.getAlignment() == gc.getInfoTypeForString('ALIGNMENT_GOOD') or [COLOR="Orange"]pPlayer.isBarbarian()[/COLOR]:
			return False
	return True
 
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