Fall Further 050 Bug Report Thread

How do you disable dowsing? Whenever somebody, ai or otherwise (me), finishes dowsing it overruns my memory and makes the game crash.
 
How do you disable dowsing? Whenever somebody, ai or otherwise (me), finishes dowsing it overruns my memory and makes the game crash.

If you can, please post a save game where you're at the turn before it completes (preferably where you're waiting to hit enter for the next turn to execute...)
 
I don't play single player so I can't say if it happens often there. During a multiplayer game of FF the game will crash (little microsoft window stating the program has crashed for windows 7), crashes on my friends computer too, he has windows vista. We are doing LAN but I doubt networking has to do with this issue. In some games it seems frequent in others it doesn't happen for 100+ turns, but eventually will happen. The game crashes, if there was any error report I would mention it. I also notice (the same is true for FFH2 for this) when hyborem or mercurian enter the game they cause the game to go OOS.

Anyone else get frequent crashes?

Isolated the cause of one crash via save game, when friend made a work boat for the lanun it crashed, I told him to change production, no crash, then make a workboat, no crash then. It only crashed when he made the work boat on the original turn, and it always crashed.
 
@Haerzog: I put dowsing to the top of Avitas' queue, hit return, no crash here... did you do anything else with your units before the turn ends? I just skipped their turn.

@nossr50: please post a save game where the crash triggers on the turn where the workboat's built.
 
The original crash happened around turn 59, but that was when I had only Avitas, i was going to use dowsing to see how it affected the optimal location thingummajigger that civ does. so at the time i only have 3 units not counting the 4 or so Awakened's i had sitting in the city, Korinna, a Centani, and the Velite, which was scouting around. By the way, it happens on any game i play, although i did not realize it until recently.

System specs are i got a dual-core intel and 4 gigs of ram on a 32-bit system, so i know i am only getting a single cores worth of performance, roughly 1.33 GHz, and only 3 gigs of ram is functioning.
 
@Haerzog: I put dowsing to the top of Avitas' queue, hit return, no crash here... did you do anything else with your units before the turn ends? I just skipped their turn.

@nossr50: please post a save game where the crash triggers on the turn where the workboat's built.

Will do, need to find another save before a crash like the workboat one though, it was an autosave and got overwritten.
 
Anyway, the limitations imposed on my system by my operating system and by Civ4 are why I asked how to disable Dowsing, since I am sure that eventually an AI will attempt to use it and I don't know how to change my system so that the crash does not occur. I suppose that if I overclocked it wouldn't happen, but its not really a processing error I'm receiving so much as a memory error, which I can't change.
 
I've had the AIs disabled from running Dowsing in Fall Flat the whole time. Let me grab the code for you - should work fine in Fall Further and not corrupt your savegame because it's python, not xml.

Allright, this goes in CvGameUtils.py under the section def cannotCreate(self,argsList):, directly under the part pertaining to the Pax Diabolis:
Code:
		if eProject == gc.getInfoTypeForString('PROJECT_DOUSING'):
			if pPlayer.isHuman() == False:
				return True

That will prevent AIs from building it.
 
Oh i have been running Fall Flat. Doh, im in the wrong forum :P. In any case, i didn't know that Dowsing was deactivated for AI's. Thats a load off of my mind, thanks.
 
Yeah, if you're running Fall Flat post in my thread first, then if it's not a me issue we can forward it to Fall Further. I'd like to not send any of the Fall Further team running to fix any bugs that are MY fault.
 
Haerzog: It is possible for Dowsing to cause an issue with your computer if the specs are minimal for running Civ (or you do HUGE maps), but the AI finishing it should NEVER cause you issues, as it doesn't change anything for YOU, and the overall processor impact shouldn't be noticeable at all (no graphical updates are needed).

nossr50: Unfortunately without a savegame the turn before a reliably repeatable crash, we can't do anything much without some information being provided to you at the time of the crash. But if you notice a pattern of "XXX happens, then game crashes" we can work with that as well. So just keep your eyes open for a pattern, or snag the savegames and check if they are repeatable (make sure never to enable new random seed on reload if these crashes are fairly reliable, so we have a better chance of snagging a repeatable crash save)
 
I apologize if this has been mentioned elsewhere, but the event with Foxford that gives a unit (in my case a Warrior) the Werewolf promotion doesn't work.

The Warrior has killed many, many living units and not produced a single Ravenous Werewolf.
 
What's up with the sound when playing Scion? No diplo music, "half" soundeffects and only one song. :confused:

I am experiencing this as well.

I am getting the rising AC sound whenever I open diplomacy with anyone (I don't know if they music plays or not, I play with the music turned off). I am also getting probably half of the normal sound effects, for example winning or losing combat, buying a promotion, etc. It seems to be somehow related to ghostwalkers and mend nature? Just a guess though since it was fine until I had those guys.
 
Haerzog: It is possible for Dowsing to cause an issue with your computer if the specs are minimal for running Civ (or you do HUGE maps), but the AI finishing it should NEVER cause you issues, as it doesn't change anything for YOU, and the overall processor impact shouldn't be noticeable at all (no graphical updates are needed).
I did have some stability issues, Xien - I would notice crashes when the AI was working on Dowsing and a copy was a turn away from finishing (I'd crash on the next turn). The AIs would also build multiple instances of it at a time, though - so it's also disabled for their sake. Fall Flat does nothing to Dowsings actual operation, though - the only code regarding it is what I posted for Haerzog. So it may be an issue for some players in FF.

I apologize if this has been mentioned elsewhere, but the event with Foxford that gives a unit (in my case a Warrior) the Werewolf promotion doesn't work.

The Warrior has killed many, many living units and not produced a single Ravenous Werewolf.

Yeah, the promotion isn't enabled to make werewolves yet.
 
The AIs would also build multiple instances of it at a time, though - so it's also disabled for their sake.

Not sure if you knew this, but the Dousing effect is cumulative. So casting it multiple times in a stretch where you have no good buildings to produce, can give a nice long lasting access to Mithril and Gunpowder. (On that note, the Dousing mechanic is so cool, it makes me wish there were more emergent resources. :goodjob:)
 
Not sure if you knew this, but the Dousing effect is cumulative. So casting it multiple times in a stretch where you have no good buildings to produce, can give a nice long lasting access to Mithril and Gunpowder. (On that note, the Dousing mechanic is so cool, it makes me wish there were more emergent resources. :goodjob:)

Sure, but the AI is not really capable of deciding if now is a good sign to cast Dousing (additionally, the AI *knows* where the resources are at all times, even if it can't mine them.)
 
Same, I don't remember if it was maintained, but I had made Reagents remain hidden at first so that Dowsing had a bit more of a function to it. I certainly wish we had a ton more resources which appeared at later-game techs.


Also, AI won't build dowsing unless they think they have plenty of units/buildings (not that they make that decision properly yet...), and won't build it at all unless there is a resource which they do not have access to, but can connect if they can see it (which isn't actually possible with any of the hidden resources in base Fall Further as I recall. We made all of the hidden resources require the same tech for city connection as they require for revealing, if not a later tech)
 
You can see Reagents from the start. I've been known to settle Amurite cities near them.
 
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