Fall Further 050 Bug Report Thread

I reported this a few posts back. Don't think it's been addressed yet.

I've tried to come up with a fix of my own but it might take a little too much time to test every theory

Some guesses

During the creation of cities without capitals by the settler unit, there seems to be a population error, resulting often in +1 population, which may cause some kind of error.

When the towns are constructed there may be random equations that aren't serverside (shared with only one client) and that leads to the OOS.

Nothing I've found explains the +1 citizen (not population) bug

Possible Solution: Change the plot radius restriction to a trait, remove the building from being created with the city (but allow it to be buildable). Thus making their city creation exactly like everyone else with the plot radius restriction handled in the traits.
 
I have as far as it seemed "Fixed" the problem. :eek:

Open the file CIV4CivilizationInfos.xml in C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall Further 050\Assets\XML\Civilizations

Go down to line 6201 (Notepad++ works wonders here)

The lines read

Code:
<FreeBuildingClass> 
				    <BuildingClassType>BUILDINGCLASS_CIV_BUILDING2</BuildingClassType>
				    <bFreeBuildingClass>1</bFreeBuildingClass>
				</FreeBuildingClass>

The problem? We are already giving this free building in another part of the xml, having 2 of the same building being added upon city creation seemed to have caused the error. I'm not 100% certain, but I'm like 80% and what I have done works so far.

Change line 6201-6204 to read
Code:
				<!-- <FreeBuildingClass> 
				    <BuildingClassType>BUILDINGCLASS_CIV_BUILDING2</BuildingClassType>
				    <bFreeBuildingClass>1</bFreeBuildingClass>
				</FreeBuildingClass> -->

This has fixed my OOS error whenever a new city is planted by the Jotnar, and they still receive the building. :eek:

This should help us multiplayer junkies, if anything else is funky gimme some details I feel like fixing more bugs. :goodjob:
 
I might be wrong, but it appears Giant Staedings are apering in Barb cities. At least 3 times I've seen Barb cities with Steadings. I removed it the first time, but when it appeared in the same city some time later (it might have been captured by the Khadi).
 
What is the Statis promotion? No Civilopedia entry.

Apparently, it causes -100% experience.

I am at war with the Illians and most of my units have this when in their territory.

How do you get/lose it?

Also, I asked before if some units are IMMUNE to ranged combat. I was told it has to do with the strength of the units.

I can see why a simple Archer would have no damage on one of the Horsemen with his ranged attack.

However, I used three Spiders with ranged attack (pretty neat BTW!) and over 100 XP against a Priest of Winter that was not very strong.

None of them caused any ranged damage to the Priest. :confused:
 
I don't recall seeing this in the Changelog, but it is a change from previous versions.

I have Nox Noctis. I summoned Basium. When my units move inside Mercurian borders, they retain their invisibility. They would lose it before when they left my borders.

Feature or bug? Units remain invisible in allies' territory if you have Nox Noctis?
 
Curley, the Hill Giant can be upgraded to ... a Paladin?:crazyeye:

I had a high-level HN Giant Spider get the Burning Blood promotion out of nowhere and go barb the next turn. How did that happen? Do units have the chance of getting random nasty promotions when you have Entropy mana (I have Bradeline's Well in my territory)?

I'll add this to my list

I killed Stephanos over water. His Crown of Command was there, but I could not move to take it. Next turn...it sank into the briny depths. Really, I wonder what happened to it?
 
In Fall Further, and especially in Fall Flat (I was very picky about this) civilizations in a Permanent Alliance share all civ-wide wonder buffs.
 
In Fall Further, and especially in Fall Flat (I was very picky about this) civilizations in a Permanent Alliance share all civ-wide wonder buffs.

I'm fairly certain the Mercurians did NOT have the benefits of Nox Noctis and were invisible.

Are you saying then, that the allies would also get the Gold that comes with Nox Noctis, Song of Autumn, etc.?

What about things like Form of the Titan? Do allies get the additional XP? Do allies get a Carnival in their cities from the Grand Menagerie?

Etc. etc.
 
Bug thread. Please try to only post BUGs here. Balance concerns and questions get their own threads for preference. (a bug is something where the code is going wrong, not something where you wonder why we made the code do what we made it do).

Need Vehem to say for certain as I haven't looked at the ranged damage in too much detail, but I imagine the spiders have a pretty weak ranged attack. I do know that XP doesn't tell you anything about the ranged strength of a unit.
 
Bug thread. Please try to only post BUGs here. Balance concerns and questions get their own threads for preference. (a bug is something where the code is going wrong, not something where you wonder why we made the code do what we made it do).

Need Vehem to say for certain as I haven't looked at the ranged damage in too much detail, but I imagine the spiders have a pretty weak ranged attack. I do know that XP doesn't tell you anything about the ranged strength of a unit.

I'm sorry if I put the wrong things in this thread. I have a hard time telling if it is a bug or a feature. ;)

The highest ranged damage I got with Spiders was 15%. That's one reason I thought it was strange when a number of Spiders would cause 0% damage to a particular unit. At any rate, I really enjoy this new feature in FF. Spiders are a lot of fun to play with when you capture a few. :)
 
I don't recall seeing this in the Changelog, but it is a change from previous versions.

I have Nox Noctis. I summoned Basium. When my units move inside Mercurian borders, they retain their invisibility. They would lose it before when they left my borders.

Feature or bug? Units remain invisible in allies' territory if you have Nox Noctis?
I don't think this is a bug. I was pleasantly surprised when it happened to me.

But so as not to be offtopic, I do have something to report.

Although Scrubs/Floodplains are features, and the base terrain under them is still desert. They're not treated as desert for some purposes.

Notably, standing in them doesn't give a -25% defence modifier. And the Frostling 25% weakness in deserts doesn't trigger when attacking into, or defending in, one of these tiles.
 
There are lots of things in the game where if a feature exists, the terrain is completely ignored. The desert issue might be one of them. Fixing it could be somewhat complicated in that there will be many minor effects scattered through the code to check and ensure that no complications arise, but hopefully it is a simple removal of an IF statement.


Also, on the spider ranged attacks: Was the target unit full health? There is a damage cap, and once that has been reached every further attempt to attack will report 0% damage (probably ought to make it impossible to target a unit which you won't actually damage further...)
 
Also, on the spider ranged attacks: Was the target unit full health? There is a damage cap, and once that has been reached every further attempt to attack will report 0% damage (probably ought to make it impossible to target a unit which you won't actually damage further...)

This would really be preferable.

When doing ranged attacks with ots of archers, I just select a whole stack and bombard another whole stack. Sometimes I see tons of zeros.

Would be nice if the ones that would do no damage, would be cancelled before attacking, so I could still attack directly.

It's mostly an inconvenience, since I could just select one archer at a time, and bombard with him, estimating when it wouldn't be useful to do anymore. But that's micromanagement. And unecessary micromanagement is baaad.
 
Also, on the spider ranged attacks: Was the target unit full health? There is a damage cap, and once that has been reached every further attempt to attack will report 0% damage (probably ought to make it impossible to target a unit which you won't actually damage further...)

If you mean the Priest of Winter I gave in my example, yes.

I realize there is a limit of 15% for the Spider's ranged attack anyway. If you get 15% damage with the first volley of whatever the Spider spews out, you might as well not use any more Spiders as they will come up empty. However, if you get say 8% of damage, the second Spider might get 7% to get to the 15% total. Also, I'm not sure how it works if you have two Spiders and two units you are attacking. It should allow you 15% damage on both, but I have to check that next time.

However, the Priest not taking any damage from a number of Spiders and, of course, Stephanos too made me wonder about ranged attacks not working on some units.
 
Also, I'm not sure how it works if you have two Spiders and two units you are attacking. It should allow you 15% damage on both, but I have to check that next time.

Ranged attacks hit the top defender.

In most cases, doing some damage with a ranged attack weakens the defender enough that they're no longer the strongest. Someone else takes over as top defender, and the next attack hits them instead.

But I believe, if there's one super promoted unit among a ton of weaklings, the big guy will take all the ranged attacks, even when he's already reached the damage limit, if he's still stronger than the weak units.
 
Anybody have a clue about these?
I noticed a few issues. I was able to walk out of a cage with my Scion explorer. I had mobility, but still.

Treasure Chest events are annoyingly rare...

Oh, Goody Skeleton text key issue. Whenever I spawn Skeletons from a barrow/dungeon thing, I get Txt_KEY_GOODY_SKELETON.
 
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