Fall Further 050 Bug Report Thread

Getting a couple others now, units will not deselect unless you select another unit and I get a CTD about 85-90% of the time I load a saved game.
 
Tarquelne said:
Have you seen it in any unit other than Abominations? Abominations were clearing forests because of a bug with Abominations.

I have read a couple of posts mentioning it for a dwarven machine or something. Perhaps it was in FFH, but if it was, I bet it was ported over. No answers to those posts, whatsoever, and I noticed that abominations had them, too. So I thought it would be good to mention it.
 
Getting a couple others now, units will not deselect unless you select another unit and I get a CTD about 85-90% of the time I load a saved game.

The CtD on load is a known one (though I don't get it quite that often, so might be looking at what type of game you're loading - map size/number of players?) - but can be avoided by dropping to desktop before loading. It's quite likely an issue with uninitializing the first game in order to load the new one - but we've not managed to track it down yet (spent a couple of hours last night poking the logic for various parts of it, no luck yet).
 
I have read a couple of posts mentioning it for a dwarven machine or something. Perhaps it was in FFH, but if it was, I bet it was ported over. No answers to those posts, whatsoever, and I noticed that abominations had them, too. So I thought it would be good to mention it.

The War Machine (Doviello Hero) will destroy improvements and forests that it moves through, which was the default "AutoRaze" ability. Xienwolf added an "AutoPillage", which is similar but pillages the improvements once in any tile that the unit moves into (doesn't cost a movement point for the first pillage). Raiders civs have that ability, so their units can run around a city's improvements and grab a good amount of gold very quickly.

It has been mentioned that this isn't ideal for conquering civs, but "Raiders" doesn't imply "Conqueror" - those civs are well suited to a harassing style of combat. If you do want to conquer, you can minimize damage to the city to be captured by choosing your approach carefully, and bring some workers.

In lore terms, these troops expect to be allowed to loot and burn (especially appropriate for Hannah's troops - pirate raids etc...).
 
A bug with patch F:
Playing as the Svartalfar, I am not able to build roads unless I skip the Exploration tech. Before researching it, everything is fine, but after that, it says "2 turns" for building a road. When those two turns are finished, it begins to count the two turns again. It will repeat forever unless I order the worker to do something else.
 
Archery promotion line currently (F) requires drill AND force. Should that be drill OR force? Or is the bonus added when force2 is cast? If so, that's a little weird...
 
Hmm, Black Whole, are you certain it's not some sort of weird display bug? They are really taking forever to build a road? I'll go check it out and see if it happens too.
 
Archery promotion line currently (F) requires drill AND force. Should that be drill OR force? Or is the bonus added when force2 is cast? If so, that's a little weird...

Bug - shouldn't require Force at all, and the UnitCombat is also wrong (cloned/adapted the promotions from the Force2 promotion for speed as it already changed the required values, but missed those two. Will be fixed in the next patch (which is going to be sooner rather than later...)
 
Like the fact that apparently roads take forever to build? :) 225% off of 1 turn, well, that's not good. I guess the Elohians have exploration by default? :) Because I can't research it, and roads only take me a turn to build.

Also, I got a complete crash to desktop at the end of a turn. I really need to start saving my game every other turn.
Speaking of CTDs, this version is a lot more unstable. I got a CTD trying to load a save game where my hunter got splatted by Orthus...
 
Here's one I never saw before (.50e):

I was only short a Gorilla in being able to build the Grand Menagerie. Imagine my joy when I got the event that USUALLY allows you to purchase an animal to complete your set.

Well, for some reason, none of the animal choices were available to me. I could only choose to Hire the Hunter or do nothing.

Why wouldn't it let me buy an animal? I had Masquerade and Carnivals in each of my cities?

:confused:
 
I think you should take a moment and discover the reason the unit cycling is broken on occasions. It appears that it is very random. Almost impossible to predict when, and what causes it.
After some observation, I noticed that it is as if an invisible object is selected, without any action buttons, and the action buttons from your unit are not cleared, however, the icon of the unit is no longer selected(yellow box around image disappears). For the first time, after a long time I had 3 crashes within 20 turns. One of which happened when clicking on the icon to display the grid... :confused:
My guess is a bit of pointer mixup. Some pointer is left invalid after freeing some memory, perhaps ??
 
Like the fact that apparently roads take forever to build? :) 225% off of 1 turn, well, that's not good. I guess the Elohians have exploration by default? :) Because I can't research it, and roads only take me a turn to build.

Slight issue with the discount still being 1800 (from 2000), whilst the cost is now only 800. Total cost is therefore -1000 with exploration. Fixed in next patch.
 
Some points I found during my game with Ethne:

1. Several CTD. The first happens with Orthus. Then some exception error (sorry forgot screenshot). And then one Blue Screen.

2. It took me 5 turns to build a pasture (standard, normal speed) without animal handling. I think that's too fast.

3. Some minor thing. Sometimes after a selected unit gets a task it stays selected but then pressing space does not result in any action (closing turn etc.)

But despite the CTD great fun to play:)
 
2. It took me 5 turns to build a pasture (standard, normal speed) without animal handling. I think that's too fast.

3. Some minor thing. Sometimes after a selected unit gets a task it stays selected but then pressing space does not result in any action (closing turn etc.)

Was the Pasture from a single worker? Should require 1600 without tech, 400 with tech (Animal Husbandry is the tech).

The "sticky units" should be sorted (again) in patch G.
 
It was single worker I found in a village at turn 3. And right from the start I was able to build a pasture at 5 turns.

I have the savegame and I will check if I can build other improvements with this worker.

4. Some cosmetic thing the mouseover help in the city construction window seems shifted (see screenshots)

EDIT\ I replayed my game and now the worker needs 16 turns for the pasture. So I think the fault was mine. sorry
btw. isn't 16 turns too fast?
 

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I think you should take a moment and discover the reason the unit cycling is broken on occasions. It appears that it is very random. Almost impossible to predict when, and what causes it.
After some observation, I noticed that it is as if an invisible object is selected, without any action buttons, and the action buttons from your unit are not cleared, however, the icon of the unit is no longer selected(yellow box around image disappears). For the first time, after a long time I had 3 crashes within 20 turns. One of which happened when clicking on the icon to display the grid... :confused:
My guess is a bit of pointer mixup. Some pointer is left invalid after freeing some memory, perhaps ??

The issue is that the EXE is being told to completely reload the unit graphically, but then it isn't being instructed to re-attach it to the DLL as currently being selected. I had realized this and attempted to fix the issue, but it turns out the commands I found to interfere with the EXE were actually the exact ones CAUSING the issue (not the ones to solve it). I accidentally left one of those commands active in patch F, so every unit that ever promotes should "sticky" right now. Patch G fixes this issue and changes how Lairs provide promotions such that (hopefully) we might never sticky again (since most of the sticky came from lair promotion gains)
 
16 turns without the tech should be normal. I do have to mention that hovering over the icon before I select it usually shows a number half of what the text shows with a pop-up when you mouse over the workers.

I.E 9 turns instead of 19 to build something. 16 instead of 32, etc.
 
Yet another crash encountered....

Using 050 patch G with FfH patch t

CtD encountered when the turn ends in the attached game (no matter how I end the turn).

I keep hoping one of these versions will be stable on my system....I love the new features in 050.
 

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