Fall Further 050 Bug Report Thread

My computer can handle it, as I got 4 gig's of memory, its handled it for 45 turns now anyway, and the game has gone even longer than that when on marathon mode. I'm running 32-bit XP professional.

If need be, i can turn down my graphics to lower the ram cost. It is really important to me to have all the civilizations present in the games i play.

Edit: Another reason i dont think it is memory is because my game usually takes less than 5 seconds to process a turn.
Just took a look at Fall Flat, while was here. going to apply it to see if it inadvertently fixes my problem, cause with AI's you never know.
 
32-bit OS will only see 3 gigs of ram so one is going to waste. I have the same issue :(
turning down graphics is highly unlikely to help btw. you're going to need a great CPU and lots of patience to handle late-game FF with 27 civs, that's for sure :D

aside from that, a very annoying thing about Hotseat games is that the "highlight resources" options always reverts to off at the start of each human's turn. having to switch it back on every damn turn is a PITA.
 
Just took a look at Fall Flat, while was here. going to apply it to see if it inadvertently fixes my problem, cause with AI's you never know.

It might. Though I've already passed it along to Notque (the AI guy for Fall Further) the Malakim AI in Fall Further right now has zero qualms about building over nine thousand lightbringers and moving them around every single turn.
 
after 100 turns so far so good. I have gone farther than this before it has happened, but that was on Epic.
 
I think this is more of a balance issue then a bug and I'm not sure it needs to be changed but I found a little trick with ranged attack archers and the sidar. If you trap a elephant or use a fortified hostile AI (bear in den, goblins in fort, etc.) you can keep leveling up archers using ranged attack until they hit lvl6 and wane them. Granted it takes about 20 turns, but if you dont need them for anything else at the time its often a quicker (and safer) way to get a bunch of units to wane.
 
It happened again, same as before, even though i was running Fall Flat. Took my turn and the computer flashed a "waiting for other players" at me. It acts like a game freeze, only you can still interact with the various screens (city, economy, technology, etc..) as well as the menu and civilopedia. So, hopefully you have enough inference to figure out whether the problem is my fault, or a game bug.
 
It happened again, same as before, even though i was running Fall Flat. Took my turn and the computer flashed a "waiting for other players" at me. It acts like a game freeze, only you can still interact with the various screens (city, economy, technology, etc..) as well as the menu and civilopedia. So, hopefully you have enough inference to figure out whether the problem is my fault, or a game bug.

As far as I know, FFlat does not use the latest fix DLL. Perhaps you want to try the one from this thread. It does not break save games, and fixed the same issue in my game.
 
No, I'm not actually using the one on page 41 about the one-block hang removal. I've never experienced that problem, nor have I had a chance to test the new DLL... if it works with Fall Further it'll work with Fall Flat though, as Fall Flat hasn't made any DLL changes of its own yet.
 
The one on page 42 is the one I play. It appears to be quite stable. No hangs, no crashes, AI play is very competitive(No changes in this aspect. The fix dll do not touch AI. I just note it because the fix for the hang was speculated that it might affect AI play)...Using this until the next patch should fix many problems.
 
Latest patch of FF, playing Fall Flat however...

1 city, Marathon game, built a monument and fairly quickly the event for the 'who do we dedicate our monument to?'.

Picked Mammon for the +2 gold per turn. About 100 turns later, the same event popped in the same city...I picked Mammon again, and started getting +4 gold per turn from this. :lol:

Iceciro said he didn't modify that event at all for his Fall Flat mod...so not sure if this is an FF bug, or if it goes back to Ffh.
 
I don't think it's a bug so much as an odd occurrence. The event isn't locked away if it's already happened, but it's in the random roll and occasionally it will pop for the same city.
 
Is the AI supposed to build dowsing that often? I would say it is a bit hindering for their development...Isn't it?
 
I've locked off Dowsing in Fall Flat for AI players after doing a worldbuilder look and seeing the Archos building it in THREE cities at once. They only had four cities. >_> Thanks for reminding me, I guess this will serve as warning for notque.
 
I don't think it's a bug so much as an odd occurrence. The event isn't locked away if it's already happened, but it's in the random roll and occasionally it will pop for the same city.

This conversation is going on in your Fall Flat thread too Iceciro, but I will make essentially the same reply.

It's either a bug, or a balance issues as Thunder_Gr suggested, but either way I think it needs to be addressed.

Once you have dedicated your monument to some lofty entity, should that be that for all eternity? (ie: the event never pops again for that city...)

or

Do you get the chance to dedicate the monument to some other lofty entity - allowing you to change the bonus depending on your needs. But...in this case, you should not be able to 'double up' the bonuses I don't think. Seems kind of silly.

I was getting +2 gold per turn from dedicating it to Mammon...the event popped again. Now let's say I changed to...whomever it is...that gives me +2 beakers a turn.

At that point, I stop getting the +2 gold and start getting +2 beakers. I'm not getting both. Or at least I should not be imo.

And if I decide to keep the monument dedicated to Mammon, then there is no change and I'm still getting +2 gold per turn, but I really don't think you should be getting +4 gold per turn for dedicating it to the same entity twice.
 
The response to this will be a blanket response for almost everything you can ever report about any event:


I have grand scale plans for an overhaul of the event system. It is nearly a ground-up rewrite of the entire structure, and nothing will work even remotely the same after it is done (primarily on the programming level. Players who don't dig in the code will notice some changes, but most will be subtle, a few will be severe enough though that you know SOMETHING happened. The rest will just make it possible to do things with future events which are not currently possible/practical). This will be an even larger project than the multiple Barbarian Civilizations project had been, and is even more likely to cause unforseen bugs. It will quite likely take me a few months to work it out, and I don't see any time where I HAVE months available coming too soon.


But till that rewrite is done, I consider events to be completely borked and useless. Their mere existence is bug enough, and I won't address anything else about them unless it is gamebreakingly horrible and cannot be solved by simply removing the offending event completely. This is because anything I do now is just a patch-job and will likely make the major overhaul harder since I have to undo what I have done (cakewalk) and re-sort the code in my head (prone to causing severe issues).
 
Fair enough.

While I haven't poked around at all in the event xml files that I've noticed, is this something that maybe a few other people can work on in the meantime?

I remember you saying something about making sense of events in general Xienwolf, and especially sorting out the constellations etc...

If it is just "simple" (heh.) xml changes maybe there can be some sort of work done with a guiding hand by the FF team. If it involves python changes, or other harder coding, then probably not...but judging from your post above it looks like you're planning to go a lot deeper into them than just the xml.

I'd be happy to chip in some xml time if there was a loose structure (ie a basic setup to reference, at least in terms of constellation based events and gods etc) to work with. Dunno if that would help at all in terms of a time frame.
 
Oh yeah...think I posted this before but...

Govannon!

He is getting all the requisite xp per turn bonuses from his promotions and mage guild etc...but what he is not getting is his 1 xp per turn bonus from the hero promotion.

Not sure if that is intended or a bug.

I definitely don't think he should be getting both, but since he is a hero, and 1 of the pre-eminent mages on Erebus, he should be getting the 1 xp per turn.

Haven't played a CoE game in awhile to see if this is affecting Gibbon as well...but imo he should be getting the 1xp per turn hero bonus as well instead of the other promotion based xp.
 
Oh yeah...think I posted this before but...

Govannon!

He is getting all the requisite xp per turn bonuses from his promotions and mage guild etc...but what he is not getting is his 1 xp per turn bonus from the hero promotion.

Not sure if that is intended or a bug.

I definitely don't think he should be getting both, but since he is a hero, and 1 of the pre-eminent mages on Erebus, he should be getting the 1 xp per turn.

Haven't played a CoE game in awhile to see if this is affecting Gibbon as well...but imo he should be getting the 1xp per turn hero bonus as well instead of the other promotion based xp.


He does get it! I have an ongoing game with Amurites and Govanon normaly gets +1 XP per turn... I would have noticed if he didn't...He is already 10th level...
 
Hrm, well that's interesting.

He certainly wasn't getting it last time I checked. Will double check again. Just started a new Amur game although it's in Fall Flat.

Will reload my old FF Amur game and watch more closely.

I seem to remember Govannon being age 33 in a marathon game - which is 99 turns or thereabouts right? - and only having 20ish xp. Pretty sure he had just broken level 5.

Is the game length affecting the xp per turn rate from Hero promotions?
 
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