Fall Further 050 Bug Report Thread

Need to set up the block on casting spring to consider the wait time to convert to floodplains, OR convert the spring spell to stop the timer so that floodplains doesn't happen. Not sure which would be preferable for the players though.

The latter case I'd say - from a player's perspective, flood plains belong on desert rivers. If you remove the desert part, you're not going to get a flood plain. From the AI's point of view they need to be a little smarter to realize that the desert will eventually be a flood plain if it doesn't terraform right now.

Still not sure how to do it and deal with the Bedouin sits at the same time though - possibly through onImprovementBuilt.

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The main thing I'm missing at the moment is the ability to tell what the Real/Temp feature types are for a plot. As I understand it getFeature will return the current/Temp one, but I can't tell what the underlying real one is (in this case flood plains are the only ones that are used but we could feasibly have other uses for this mechanic later, so we should check it first).

Looking at it we have getTempTerrainTimer, but I can't see an equivalent one for getTempFeatureTimer, getRealFeatureType etc. Basically means that any fix will simply stop all feature changes by clearing the temp and current ones rather than preserving that information where appropriate.

Personally, I think the best solution to this, would be to make the floodplains appear instantly after scorching, rather than the ridiculously long wait time there is now.

Then you'd say goodbye to every river-plains tile immediately upon getting Scorch - even for non-Malakim. Scorching them all is still going to be pretty much the best strategy long term, but this way you get a period of "downside" at least.

I'm actually considering making the chance of gaining a flood plain ever on artificially created desert river something like 75%. Means that normally it's a good plan, but there's always a chance that it'll go wrong (can always spring and scorch again for another shot once you're sure it failed, 30 turns later).

Floodplains are good things to have - making them easily, in the middle of non-desert is a double-win (they're better in non-desert areas than they would be normally). There needs to be a downside to it.
 
Floodplains are good things to have - making them easily, in the middle of non-desert is a double-win (they're better in non-desert areas than they would be normally). There needs to be a downside to it.

I prefer "You can't do it at all." as the downside. :)

...but the effort required to use it should be equal to that needed by the Scions to do it in the first place and it should definitely be a hostile action if used in Scion territory.

In the end I figured there's not actually a great need for it anyway.

I agree. Though a couple possible compromise would be Sanctify removing HL only within the caster's civ's borders. There'd still be an imbalance between the difficulty/cost in creation and destruction. But if there are Redactors or hostile Ghostwalkers around getting a Life-caster into position may not be easy.

HL's being handled differently could mean a separate spell would be better.

Also: Dispel magic might be appropriate, too.
 
I prefer "You can't do it at all." as the downside. :)
That thought occurred to me more than once too :) It does seem to relegate Scorch from "always" to "never" priority though...

Also: Dispel magic might be appropriate, too.

I like that. Dispel Magic working as a Sanctify-style spell vs Haunted Lands, in the caster's own territory...
 
I'm getting a CTD using patch N as the Scions right now. It is happening just after turn 232. I went into the WB and couldn't find anything in particular that the AI is building to cause it, so I'm not quite sure what is going on. On the one hand, I don't mind terribly because I want to wait until the next patch comes out so I can get the temple of the gift and imperial cenotaph again, on the other hand, the game was going well, so I didn't really want to lose it either. Any idea what is happening? The save game file is attached. Thanks.
 

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Curently playing a game and everybody is creating Alcinus, included save game.


Oups... I am using patch FF patch L and FFH patch Z. I just noticed patch N is out for FF.

By the way, thanks for that nice game. Since I stoped WOW its my prefered game.

Disregard this bug report, it was just Scion civ who got Alcinus killed and resurected a few times.
 

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Just popping in briefly to say that I am happy so many people are calmly posting CtDs even with very minimal feedback and response, especially in terms of potential fixes. Still swamped for another 3 weeks or so, then my brother is getting married, so potentially swamped for another month still. But all of the posts WILL be helpful (especially if you say which patch you were using, as some may release by then) once I get back to having time to debug and mod.
 
Had what looked to be a bug in the Loki combat withdraw function -- I saw some discussion earlier about withdrawing defenders not withdrawing to available squares in enemy territory so sorry if this is a known issue already, but I can never really seem to keep straight what Loki’s supposed to be doing in the first place, and this seemed to be buggy.

Patch N, normal speed, large world, hot seat game with 2 human and 14 ai civs. My friend was playing as Cassiel, and just learning how to play any kind of civ game, so I walked him through marching his army with two shiny new adventurers turned axeman heroes down to capture the Lanun capital. Of course I see Loki coming up on it from the other side right after I’d finish telling him “don’t bother adapting to the creative trait right now, aggressive is probably better..” so I recommend building a monument, or just declaring war on Keelyn right then if he wants to hold on to the city. He goes with the monument, and an axeman right outside the city and a few turns after the revolt ended but before the monument was done, Loki flipped it. He declared war and attacked back next turn, which I was under the impression would either a) kill Loki (more likely) or b) he’d flee (less likely), but instead the axeman just took the city with Loki in it, and got a culture value in the city of around 24.5 million on that turn, which gave him a legendary culture radius after the revolt-- until he actually finished the monument, and it reset to 0 culture + 2 per turn.
 
Hi, new here, loving the work you´re all doing on the game.
Only one thing bugging me though.

The AI-player keeps getting stuck outside gobling forts containing archers, standing there forever, and ever, presumably waiting for their health to max, while at the same time being shot every turn, thus hampering the AI´s progress, feeding the archers endless oceans of xp and meaning you need an actual army to take out a lousy stick fort guarded by a race famed through all fantasy realms for being completely rubbish!
 
I play only land maps with mostly small 2-3 tile bodies of water on them.

The AI keeps spawning groups of 5 barb Galleys in these 2-tile lakes. All the Galleys can do is go back and forth, back and forth, etc. in the two tiles. I've tried deleting them in the WB, but they are back again in a few turns.

Is there any way to make sure water units don't spawn in such places?

Thank you.
 
Had what looked to be a bug in the Loki combat withdraw function -- I saw some discussion earlier about withdrawing defenders not withdrawing to available squares in enemy territory so sorry if this is a known issue already, but I can never really seem to keep straight what Loki’s supposed to be doing in the first place, and this seemed to be buggy.

Patch N, normal speed, large world, hot seat game with 2 human and 14 ai civs. My friend was playing as Cassiel, and just learning how to play any kind of civ game, so I walked him through marching his army with two shiny new adventurers turned axeman heroes down to capture the Lanun capital. Of course I see Loki coming up on it from the other side right after I’d finish telling him “don’t bother adapting to the creative trait right now, aggressive is probably better..” so I recommend building a monument, or just declaring war on Keelyn right then if he wants to hold on to the city. He goes with the monument, and an axeman right outside the city and a few turns after the revolt ended but before the monument was done, Loki flipped it. He declared war and attacked back next turn, which I was under the impression would either a) kill Loki (more likely) or b) he’d flee (less likely), but instead the axeman just took the city with Loki in it, and got a culture value in the city of around 24.5 million on that turn, which gave him a legendary culture radius after the revolt-- until he actually finished the monument, and it reset to 0 culture + 2 per turn.

The culture thing is a bug that we've been looking for a way to reproduce reliably :goodjob:

Loki not withdrawing however isn't - he currently just doesn't count as a combat target for any purpose - using the "bNeverHostile" tag that Xienwolf added. I'm not entirely sure how you're supposed to deal with him myself though...
 
I would suggest that loki never count towards the 'kill all enemies' requirement for killing off a civilization then. Otherwise you would have to kill of the Balseraph way early in the game to ensure that you could complete a 'conquest' victory requirement without vassalizing them.
 
Hi, new here, loving the work you´re all doing on the game.
Only one thing bugging me though.

The AI-player keeps getting stuck outside gobling forts containing archers, standing there forever, and ever, presumably waiting for their health to max, while at the same time being shot every turn, thus hampering the AI´s progress, feeding the archers endless oceans of xp and meaning you need an actual army to take out a lousy stick fort guarded by a race famed through all fantasy realms for being completely rubbish!

Fixed that, but caused a CtD when doing recon missions. Haven't had the time to fix that CtD yet, but once I do no AI will ever attempt to heal while in range of attack.

I play only land maps with mostly small 2-3 tile bodies of water on them.

The AI keeps spawning groups of 5 barb Galleys in these 2-tile lakes. All the Galleys can do is go back and forth, back and forth, etc. in the two tiles. I've tried deleting them in the WB, but they are back again in a few turns.

Is there any way to make sure water units don't spawn in such places?

Thank you.

Could be blocked, just have to decide precisely what size of a water area is defined as unacceptable to spawn in.
 
Playing patch N, Jotnar:

smaller issues:
-jotnar units seem to lack culturegarrison, can't prevent cityflipping with them

-jotnar arcane units can't build force mana nodes

Big ones:
-Memory allocation failure when building the dowsing project(ctd doesn't trigger when I switch production-save below).

-I received another memory failure when I toggled the ressourcedisplay in globeview(didn't try to repeat this one though)
 

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The Khadi killed Orthus... and left his axe. I walked into their territory a few turns later and picked it up with my starting scout. Ive seen other stuff like this, the AI seems not to know what to do about equipment. And odd things happen with equipment nationality, like it sometimes changes without leaving the ground.
 
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