Fall Further 050 Bug Report Thread

Stumbled across a barbarian city as I sailed around called 'ERROR' with population of 1 (or 2?) :)

Started the game with Barb Lands, and I'm not sure where the city names are pulled from but perhaps there are not enough names?

Just figured I'd report it. :crazyeye:
-Z
 
ERROR is the name of a Demon or Animal city, just incase it should happen to settle one so it gets reported. But there are plenty of other bugs with them having cities so if you saw a population value then it wasn't a Demon/Animal city, but probably an overflow of available city names, so it grabbed one randomly from the other Civ's lists which weren't used (not sure why they do that TBH, seems silly)
 
Had some CIV4LERTS related python exceptions,and for some reason the Orcs create Orthus next turn (ressurection?), but other than a long wait between turns, it loaded fine for me

So you were able to play on past that turn? Because I'm not. What could be wrong?
 
Are you sure it wasn't the "Esus is hidden from you if not your State Religion" feature? And did you try to reproduce it in unmodded code?

I don't think it was just that. When I looked in worldbuilder the religion was not present in the city, and when I tried adding it back it would disappear again if I then added another religion (only tested with the Empyrean). I'm pretty sure that the you are still supposed to be able to see the Holy city when you own it, and the religion shouldn't still be listed as not yet founded and not allow you to adopt it (most of my recent games were as Hyborem whose -100 weighting would block that, but I think it happened once as the Sheaim too and wouldn't let be convert then either).

I didn't try to reproduce it with unmodded code, but I hadn't changed that much.
 
I noticed that in your original screenshot, you were one tile outside your borders and had Nox Noctis. Was that by some chance also the case the second time? Because I remember from a while ago that invisible units don't capture cities, and I've recently noticed that the FF version of Nox Noctis sometimes takes a turn to kick in or wear off.

Yes, that is correct.

The AI has an annoying desire often to build their cities right on my borders. In this case I used the HN Stooge to clear out the defenders. Then, in the case of the Khazad, when they declared war, I moved my Chariot (not HN) into the city. The other two times it was barb cities.

OK, then the fix if you have Nox Noctis is to move your unit outside the city, wait a turn (hoping you don't get hammered), THEN try to take the city. Or, I guess you could just switch off the invisibility on your unit for a turn?

Thanks, I didn't know it took a turn for the invisibility to wear off.
 
Why is it your recon units, Scouts and Hunters, can get an Enchanted Blade from a lair, however, your Adept with Enchantment I cannot give them one?

Is it for melee units only, or not? Shouldn't the recon guys be wired to get the Poisoned Blade from the lairs? I never saw a melee troop get a Poisoned Blade from a lair, yet recon units get the Enchanted Blade.
 
Yes, that is correct.

The AI has an annoying desire often to build their cities right on my borders. In this case I used the HN Stooge to clear out the defenders. Then, in the case of the Khazad, when they declared war, I moved my Chariot (not HN) into the city. The other two times it was barb cities.

OK, then the fix if you have Nox Noctis is to move your unit outside the city, wait a turn (hoping you don't get hammered), THEN try to take the city. Or, I guess you could just switch off the invisibility on your unit for a turn?

Thanks, I didn't know it took a turn for the invisibility to wear off.

Shouldn't do - but does at the moment. Will hopefully come up with a neater solution for it...

Why is it your recon units, Scouts and Hunters, can get an Enchanted Blade from a lair, however, your Adept with Enchantment I cannot give them one?

Is it for melee units only, or not? Shouldn't the recon guys be wired to get the Poisoned Blade from the lairs? I never saw a melee troop get a Poisoned Blade from a lair, yet recon units get the Enchanted Blade.

Basically it's just a promotion as far as the lairs are concerned. The spell is the only one which cares who it is applying it to.

If you like, you can imagine that the adept is coming around and enchanting the swords/axes of melee units, but those little knives on the recon units aren't worth the reagents. The enchantments are minor and given to every man in the unit.

When a recon unit comes across a big shiny magic sword in the dungeon however, he's going to take it with him. It may only be one man who wields it, but it's potent enough to increase the strength of the unit as a whole...

===

In reality it's pretty much just the way that spells work. Kael set enchanted blade to be an upgrade for melee units. We just nabbed the same promotion set it to be an option for lair exploration.
 
Shouldn't do - but does at the moment. Will hopefully come up with a neater solution for it...



Basically it's just a promotion as far as the lairs are concerned. The spell is the only one which cares who it is applying it to.

If you like, you can imagine that the adept is coming around and enchanting the swords/axes of melee units, but those little knives on the recon units aren't worth the reagents. The enchantments are minor and given to every man in the unit.

When a recon unit comes across a big shiny magic sword in the dungeon however, he's going to take it with him. It may only be one man who wields it, but it's potent enough to increase the strength of the unit as a whole...

===

In reality it's pretty much just the way that spells work. Kael set enchanted blade to be an upgrade for melee units. We just nabbed the same promotion set it to be an option for lair exploration.

So, why don't my melee units ever get poisoned blades from lairs? Or for that matter, you are saying that any unit that could explore a lair, like a mounted unit, disciple, even GP, could get an Enchanted Blade?

Thanks for the explanation. Never having gotten an Enchanted Blade for a recon unit in FFH before, I thought there was some kind of check that gave them ONLY to melee units, and poisoned blades only to recon units. :)
 
Thanks for the uber patch F!! :goodjob:

One question; In my city screen, the emphasize buttons are gone. Only the Draft, hurry and automate buttons appear.

This happened before and saving then loading reset them. This time, that didn't work.
 
I made an indentation error on that one. Only the Scions and Infernal should be affected (it was from trying to hide only the "Avoid Unhappy/Unhealthy" buttons)

I am playing Scions (of course :) ). Just noticed that the food bar in the city screen is also missing.

What python file is the indentation error in? I could fix that. :D

Also, I'm still having trouble with loading games. This seems to have started in ver E and continues in F.
 
Well, I had posted with my first guess, it was slightly more than an indentation error. And the food bar is gone on purpose (what did you want to use it for? Forget how to spell Starvation?)

Here is the new section of code in CvMainInterface.py

Code:
				# FF: Added by Jean Elcard 11/15/2008
				iNumCustomEmphasizeInfos = 2
				# FF: End Add

				for i in range (g_NumEmphasizeInfos):
					# FF: Added by Jean Elcard 11/15/2008 (don't show buttons if city screen isn't up)
					if (i < g_NumEmphasizeInfos - iNumCustomEmphasizeInfos or CyInterface().isCityScreenUp()) and not (i >= g_NumEmphasizeInfos - iNumCustomEmphasizeInfos and gc.getPlayer(pHeadSelectedCity.getOwner()).isIgnoreFood()):
						# FF: End Add
						szButtonID = "Emphasize" + str(i)
						screen.show( szButtonID )
						if ( pHeadSelectedCity.AI_isEmphasize(i) ):
							screen.setState( szButtonID, True )
						else:
							screen.setState( szButtonID, False )

				# City Tabs

It makes the new check for if you ignore food a bit more selective than it is in the released code.
 
On patch F as the Clan of Embers, all promotions cause the unit to 'stick' and not auto-cycle, similar to the old problem with Ghostwalkers moving in and out of haunted lands. Promotions are also not making the 'upgrade' noise.
 
So, why don't my melee units ever get poisoned blades from lairs? Or for that matter, you are saying that any unit that could explore a lair, like a mounted unit, disciple, even GP, could get an Enchanted Blade?

Using Kael's code, it is restricted to Melee/Recon units, just like with the spell. The FF exploration code isn't quite as picky. The only reason that you haven't received a poisoned blade is that we didn't think to add them to the list (might do in the near future though).

Both sets of code are based on Marnok's mod, but they're about 4 or 5 months apart and developed in different directions. FF's is actually a hybrid of the old version and Kael's new version now. A couple of the stronger positive results (such as acolytes from unfounded religions) were removed, but most of Kael's lists were added to FF's to increase variety.
 
Well, I had posted with my first guess, it was slightly more than an indentation error. And the food bar is gone on purpose (what did you want to use it for? Forget how to spell Starvation?)

On man, what a duh moment. :blush: Never occured to me that it's not even needed.

Yeah, I play much. :cool:

Thanks for the code.
 
Patch F, new game, all game options NOT selected, getting this error;
 

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Will be fixed in the next patch. When I re-organized the options I didn't place three of the newer ones in the python interface setup. But for that particular error it should be impossible to happen since you can never set CivSelect as an active option :( (same thing will wind up happening for No Demons or No Animals options though)
 
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