Fall Further 050 Bug Report Thread

Interesting bug you have found. There was no crash report or anything for me, just a straight dump to the desktop.

Did you do anything special to set up the bug for repeating it, or is this just happening to you frequently?

Exactly what happens to me. Nothing in the log files to indication any problems (as far as I could tell, at least).

The really odd part is that it *doesn't* crash for me... I'll poke it some more to see if I can make it do so...
 
Interesting bug you have found. There was no crash report or anything for me, just a straight dump to the desktop.

Did you do anything special to set up the bug for repeating it, or is this just happening to you frequently?

Tried to load the game too and it was perfectly fine on my machine. This becomes more and more mysterious.
 
Hmm, for me the best way to trigger a CTD is to try and start a new game after I play my current game for awhile. That's a little annoying. :)

I hope that's only a minor thing. OH, and as bugs go, the only other one is the weird display glitch where if you click on say a plantation as an order, and then mouse over the worker, the amount of time displayed is about 2 times what the plantation display says. I.E. if it says 14 turns, the mouse over says 28. Without fail, even.

Also, are there any side effects for not playing with the Armageddon counter?
 
Ok, spent a nice amount of time de instaling the whole game, instaling it again in english and patching it. No solution at all :( i really do not know what's happening now ¿?¿?

I guess I'll start deleting some files as xienwolf sugested, if that does not work, I´ll forget about this mod for a month or so hoping to meet it again with some brand new patch that solves my problems :)
 
ok, great news, by starting the game and clicking where suposed buttons should be and then hitting enter a few times as to accept civilization choosing, I've been able to start a random game in I don't know what settings (seemed erebus) but the game was totally flawned, no control pannel, soldier and scout only visible as "shadows" (only their shadows on terrain were visible)

Now, going to do the one month waiting time thing :P
 
first of all, thanx for patch G. :)

second: not really a bug so if this is not the best place to post this forgive me :D I'm noticing some weird behaviour from lairs:
I'm now about 50 turns in a game with patch G, and barrows and ruins don't seem to spawn any skeletons and lizardmen... also, getting gold from lair exploration is very, very, very common. more than from tribal villages it seems :lol: it might be nice to tie lair exploration results to difficulty, like tribal villages work. oh, and units can explore a lair and then move on the same turn if they still got movement points. I guess this is working as intended :D
 
Hmm, for me the best way to trigger a CTD is to try and start a new game after I play my current game for awhile. That's a little annoying. :)

I hope that's only a minor thing. OH, and as bugs go, the only other one is the weird display glitch where if you click on say a plantation as an order, and then mouse over the worker, the amount of time displayed is about 2 times what the plantation display says. I.E. if it says 14 turns, the mouse over says 28. Without fail, even.

Also, are there any side effects for not playing with the Armageddon counter?

No Armageddon Counter means no automatically spawning Demons (as they are linked to the AC), and no Meshabber/Mithril Golem. That is about all (and obviously no Blight, Pestilence or Horsemen)


For the workers issue, I can only replicate that if I have a worker already doing a task, then select him and re-issue the order. Then it shows half the time on the button mouseover because the game sees that there is 1 unit already working on the tile, and that you are asking about adding 1 more unit. It just doesn't realize that the one unit working on the tile is the same unit you are attempting to order to work on the same tile in the same manner.

So, if you do a mouseover and look at the help text BEFORE you assign the task, it'll show you the proper time. Select the worker again and look at the mouseover on the task icon and it'll tell you how much you gain by hauling another worker over to help out.


[to_xp]Gekko;7752995 said:
first of all, thanx for patch G. :)

second: not really a bug so if this is not the best place to post this forgive me :D I'm noticing some weird behaviour from lairs:
I'm now about 50 turns in a game with patch G, and barrows and ruins don't seem to spawn any skeletons and lizardmen... also, getting gold from lair exploration is very, very, very common. more than from tribal villages it seems :lol: it might be nice to tie lair exploration results to difficulty, like tribal villages work. oh, and units can explore a lair and then move on the same turn if they still got movement points. I guess this is working as intended :D

You are correct, those all belong in the balance thread, and I'll hold off on answering them until asked there :) (I do TRY to keep this thread about bugs ONLY, but I slip sometimes)
 
It wasnt me casting, just in 2 games I've seen the AI cast it (and got the message that they did) but they had no wolves. In the second game, I opened the editor to check everywhere and still couldnt find any.
 
Two things, sorry no save game available as I inadvertantly saved over it. Anyway, I was getting this python exception off an on over the course of the game, never happened while I was exploring a lair though:

Code:
Traceback (most recent call last):

  File "CvSpellInterface", line 22, in cast

  File "<string>", line 0, in ?

  File "CvSpellInterface", line 1214, in spellExploreLair

  File "CustomFunctions", line 305, in exploreLairBad

RuntimeError: unidentifiable C++ exception
ERR: Python function cast failed, module CvSpellInterface

Also, the previous game (sorry, wrote over the logfile, I'm on a roll tonight) playing as the good lizard who's name I won't even try to spell anytime I cast spring with their workers to create a swamp it worked but there was a python exception, something about a warning for declaring war. It happened everytime regardless of where I was in relation to my borders, nothing was in the area, not even any hidden units.

Otherwise, it's been pretty stable with this patch, no crashes and in my hundreds of test starts while debugging my mapscript I didn't even get the random CTD during initialization that I used to see. :goodjob:
 
That reminds me that I need to improve AI AutoPlay so that what you are watching REALLY acts like an AI player... But I'll make sure that tonight's game is a Doviello one and watch till they cast their worldspell, see if there is something of note.


EDIT: Crossposted with you Seven05: The line 305 error is possibly fixed in the next patch. Thought I had it fixed before I ran out of time and allowed Vehem to finally call the patch good (I made him repack it like 7 times or so trying to fix that one...), but the patch was to solve a much bigger error, so it was deemed neccessary to push it through even if this one wasn't completely kosher yet.
 
EDIT: Crossposted with you Seven05: The line 305 error is possibly fixed in the next patch. Thought I had it fixed before I ran out of time and allowed Vehem to finally call the patch good (I made him repack it like 7 times or so trying to fix that one...), but the patch was to solve a much bigger error, so it was deemed neccessary to push it through even if this one wasn't completely kosher yet.
No worries, I don't expect a personal response for every python exception I find, well unless you have questions :)

The current patch is very stable though so your decision to 'push it through' was a good call. Despite the 'line 305 error' the AI was obviously getting results from the lairs so whatever it is isn't having a huge impact.
 
Python Exception
Traceback (most recent call last):
File "CvScreensInterface", line 749, in forceScreenRedraw
File "CvMainInterface", line 1102, in redraw
File "CvMainInterface", line 3777, in updateManaStrings
RuntimeError: unidentifiable C++ exception

I had just built Dowsing a couple turns earlier, not sure if that had anything to do with it. I don't have a replicable save, sorry.
 
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