Fall Further 050 Bug Report Thread

This makes no sense at all.

Whether or not they're alive is kind of irrelevant. You stab them, they go to another plane of existence

Depends on how you think of it. If the Assassin is sneaking in a s trying to do the fight with quick thrust to the heart from behind or poison... sorta useless vs Undead and Demons.

Of course if that is how it worked, it would not explain the combat between the units every time.
 
I am still playing an older patch (the last one that had the Trojan Horse) due to a save game I don't want ruined. At the end of turn 569 when loading turn 570, the game just crashes with no error mesage and no signal. It simply shuts down.
I managed to solve my old problems by tooning down the grafics settings to minimum nut this is diferent. Especialy the lack of an error mesage.
 

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Game crashes to desktop every time I try to end turn. Minor changes do not seem to matter, and reverting to the most recent auto backup only changed the exact turn at which the crash occurs. I see nothing abnormal going on, although my hunch is that the Astrin invasion is somehow involved???

http://www.bemont.net/aa.zip
 
You can't assassinate a target that isn't alive

I have never noticed Marksman promotion worked in this way...and I don't like it very much to tell the truth! I think that if you can kill a non living unit in battle, you should be able to do it everywhere! If not by stabbing it, by throwing to him holy water or whatever...!

Anyway, the problem seems solved, thanx guys!
 
Game crashes to desktop every time I try to end turn. Minor changes do not seem to matter, and reverting to the most recent auto backup only changed the exact turn at which the crash occurs. I see nothing abnormal going on, although my hunch is that the Astrin invasion is somehow involved???

http://www.bemont.net/aa.zip

What patch is this under?

EDIT: must not be the most recent - civ crashes when I try to load this one.
 
Spoiler :
http://i298.photobucket.com/albums/mm241/mickyd47/WTH.jpg

This is on a huge Erebus with map rocky climate and low sea level anyone else get this bug?

The grouped Unique Features you mean?

Normally I'd have been tempted to say it was just very lucky - but I just had a slightly more extreme case of it myself...

Notably, Odio's Prison is the Pool of Tears, suggesting that it actually managed to place them both in the same tile and replaced the improvement but not the sign.

Think this is one to pass on to our resident Mapamatician, Jean Elcard...
 

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I guess I am beyond help than...
 
I guess I am beyond help than...

Worldbuilder, delete some civs, see if it still crashes.

If deleting a specific civ prevents the crash, go back to the original and then delete a few of their cities/units at a time until you can narrow down the problem.

If you can work it out, delete the offending item, post about what it was and enjoy the rest of the game.

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The problem with "older patch" games is that they won't work on the versions we currently have installed. I'll try to work out which patch it was and take a look, but it takes a little longer with the reinstalls...
 
If it helps, it's patch J.
And is there no other way than to delete entire civs in the WB? Also, is there any way I could get some meaningfull error data out of the game?
 
This makes no sense at all.

Whether or not they're alive is kind of irrelevant. You stab them, they go to another plane of existence

You stab them in the back, just to the right of the spine and straight through their heart - instantly killing them. A skillful blow indeed from a trained marksman. Unfortunately Undead, Demons and Angels (as well as ships and catapults) lack a functioning heart. The training is somewhat wasted.

Also, taking some justification from D&D 3e

Sneak Attack Rules said:
Sneak attacks are possible only against living creatures that have discernible anatomies. Undead, constructs, oozes, plants, and incorporeal creatures are not subject to sneak attacks, and creatures that are not subject to critical hits are not subject to sneak attacks also.


Either way - it's deliberate rather than a bug.
 
Unfortunately Undead, Demons and Angels (as well as ships and catapults) lack a functioning heart. The training is somewhat wasted.

I like the idea of an advanced-Assassin type that's effective against any unit. "Saboteurs" (Because of their special sneaky shoes.) The Clan could have Sabotaur Bull-men, and the Cualli of course get the Sabosaur UU.

Maybe a module...
 
Aye, as stated it was initially for catapults, and the extension to undead & Demons was realized almost instantly and decided to be appropriate. Assassination death means something stealthy, that is WHY you can dodge past the stronger units. Yes, a Demon and Undead can be killed in combat, but that is repeated bludgeoning, hacking them to pieces, setting them on fire, scattering the ashes, pissing on what is left, and then eating half of it. Even then it only works half the time. Assassins poison, or stab in just the right spot, or choke in their sleep, or drug and carry away. Few of those work with things that don't breath and lack a circulation system.





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Unique Features are written in the DLL to refuse being next to any other improvement, so something shuffled them around after they were placed. That would mean a mapscript issue almost certainly.
 
I guess I am beyond help than...

Yeah, I posted a CTD that ruined a great game I was playing several days ago without a response.

I'm thinking those that tried (it was patch L) couldn't get it to load either.

I was surprised my game bogged down with a LARGE map and only 6 civs and then went into CTD mode.

Anyway, although a fun game, it just wasn't worth the trouble to me of going through and deleting civs, etc.

Absent a response, I just decided to move on and start a new game. Hopefully I will not have the problem next time. :)
 
Yes, a Demon and Undead can be killed in combat, but that is repeated bludgeoning, hacking them to pieces, setting them on fire, scattering the ashes, pissing on what is left, and then eating half of it. Even then it only works half the time. Assassins poison, or stab in just the right spot, or choke in their sleep, or drug and carry away. Few of those work with things that don't breath and lack a circulation system.

So then, this is an opportunity for a few new Master Outfitter promotions.


Holy Blades
Req. temple of order, empyrean, RoK or Leaves
Allows a unit with Marksman to assasinate demons and undead.
And gives +20% versus them

Cursed Blades
Req. temple of veil or Overlords
Allows a unit with Marksman to assasinate angels
grants +20% vs angels and disciples

Sabotage Kit
Allows a unit with Marksman to assasinate siege weapons and golems
 
So then, this is an opportunity for a few new Master Outfitter promotions.


Holy Blades
Req. temple of order, empyrean, RoK or Leaves
Allows a unit with Marksman to assasinate demons and undead.
And gives +20% versus them

Cursed Blades
Req. temple of veil or Overlords
Allows a unit with Marksman to assasinate angels
grants +20% vs angels and disciples

Sabotage Kit
Allows a unit with Marksman to assasinate siege weapons and golems

I like it. :goodjob:
 
I've tried all of the posted saves which nobody commented on before I got online, but most of them are python null pointers, which is the generic result for "sometin' dun gon' an' brokeded Mistah Xien! It dun brokeded gud!" and so I didn't post anything much about it.

As for the assassination discussion, please move it to a new thread for musing, or the balance thread for begging us to change it :) We've gone past stating that it is not a bug, and I'll say up front that exceptions are fairly unlikely since they would require hardcoding the DLL, or authorizing for ALL non-living, which means even Catapults and golems (if it were just catapults we could almost avoid having to hardcode by linking to unitcombat)
 
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