Fall Further 050 Bug Report Thread

I think they are still working on the equipment issues.

Using the latest patch I killed Orthus with a HN Hill Giant and likewise killed his Axe which disappeared, for example.
 
I killed some doviello guy and got the ring of perception. Only it wasn't the ring of perception. Picked it up and it became a potion of healing, a total ripoff. I personally despise one-shot equipment.
 
I killed some doviello guy and got the ring of perception. Only it wasn't the ring of perception. Picked it up and it became a potion of healing, a total ripoff. I personally despise one-shot equipment.

That sounds perfectly apt to me. You simply percieved it as a ring :)

Or maybe it actually is a ring, but you now percieve it as a potion.
 
FF patch N
FFH2 patch 40Z
Actually...I started a game as Scion to see whats up and figured out what was happening to Alcinus guy.

First off he got Crazed promotion then Rampaged promotion then became barbarian, I then killed him for being a pest and he resurected under the Austrin civ.
 

Attachments

He's just as likely to go on a rampage and get killed when he's in another civ. He's more likely to come back to the Scions than another civ.

Don't worry about killing him, he probably likes it.
 
Patch N, played Calabim, and had built Pact of the Nilhorn.

The Stooges were capable of being upgraded into Vampires. Did so just to see what'd happen, plain old HN Vampires, who lost their city bombard abilities.
 
Don't know if this has been reported before. Playing with patch N.

There are several purchasable promotions which the mouseover says are lost once the unit acquires e.g., bronze/iron/mithril weapons. The problem is that units that already have the metal weapons promotion(s) can still purchase those promotions that they're supposed to lose once they get metal weapons.

Assuming the mouseovers are correct, then I would think that units with the relevant metal weapons promotion should be blocked from purchasing promotions that they're supposed to lose once they get metal weapons.

Either that, or the mouseovers are incorrect and should be fixed.
 
Played as the Scions in a OCC, a few bug and querys.

First the Thaumaturge's Keep could be built several times (I kept building it until I had one of each mana, not sure if it was worth it though in the end, the 4 unhappiness was rather painful)

End game when the invasion stacks came my friends complained about having to kill Alcinus over 10 times before they could finally capture and destroy the city.

Last one is as soon as I settled my 5th Awakened (as in up to size 6) the percentage chance disappeared and I no longer got any more awakened. (However since I had just got the happiness I had one spare)
Tried it again on test game, settler difficulty. They ceased to appear after population 4.

-What are bugs and what are features?
 
Playing a game as Infernals from the start.

BIIIIG problem. They don't start at peace with Agares, presumably gaining it when they convert to AV

Turn 49, pyre zombies start appearing around my 3-warrior capital. I had to use the worldbuilder to correct it, by giving myself a settler, making a city, putting pax diabolis in it, then sacrificing it.

Hyborem should start off at peace with Agares. It makes no sense for the random demons to destroy your empire before you can even start spreading hell.

Edit: Turn 52, now there are demonic champions appearing. I'm glad I corrected it now.

But also, shouldn't the demon spawns be restricted a bit based on technology? I KNOW nobody in the world has discovered Iron Working at turn 52. Bronze working is feasible though not likely, but iron working is a "hell no!".Is this a bug?
 
First the Thaumaturge's Keep could be built several times (I kept building it until I had one of each mana, not sure if it was worth it though in the end, the 4 unhappiness was rather painful)

Bug with the spell's OOC req. I just looked at the python and see where the mistake is.

EDIT:
If you don't want to wait for a patch here - and not was posted very, very briefly a little while ago - is the fix:

Spoiler :

CvSpellInterface.py in Assets/python/entrypoints is the file.

Look for the comment ("Req for Thaumaturge's Keep".).
Replace what follows with the code below.

Code:
# Req for Thaumaturge's Keep	
def reqAA(caster):
	pPlayer = gc.getPlayer(caster.getOwner())
	pCity = caster.plot().getPlotCity()
	if (gc.getGame().isOption(GameOptionTypes.GAMEOPTION_ONE_CITY_CHALLENGE) and pPlayer.isFeatAccomplished(FeatTypes.FEAT_BUILT_KEEP) == false):
		return True
	if pCity.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_PALACE_SCIONS')) > 0:
		return False
	if pPlayer.isFeatAccomplished(FeatTypes.FEAT_BUILT_KEEP) == true:
		return False
	return True


End game when the invasion stacks came my friends complained about having to kill Alcinus over 10 times before they could finally capture and destroy the city.

Feature... sort of. It's really a matter of luck. Generally I don't think it's a problem but the fewer civs in the game, the more likely Alcinus will return to the Scions and need to be killed yet again.

Last one is as soon as I settled my 5th Awakened (as in up to size 6)

The Awakened are supposed to stop coming once your population hits a certain # - it depends on map size. Or, really, how many land tiles there are. 6 and 4 sounds veyr, very low. What sort of/size map were you using. And I suppose this might be related to OCC, though I'm not sure how. I'll take another look at the python...

EDIT:
It's not OCC. After a few test I'd guess the max population function isn't bugged - it's just giving too few Awakened for small maps.
 
Looking back at it, 4 was a duel map and 6 was a tiny map . Just tried another test game, duel map. Once up to 3 population I didn't settle any awakened and watched how it progressed, eventually I adopted aristocracy and the spawn rate skyrocked (may be the difficulty, however since it was a test)
-edit: map type was pangea

This means that as long as you are willing to have one less than "maximum", you can continue to gain awaken, and I think this might be beneficial until you get code of laws anyway as that would be your next source of reborn.
 
Playing a game as Infernals from the start.

BIIIIG problem. They don't start at peace with Agares, presumably gaining it when they convert to AV

Turn 49, pyre zombies start appearing around my 3-warrior capital. I had to use the worldbuilder to correct it, by giving myself a settler, making a city, putting pax diabolis in it, then sacrificing it.

Hyborem should start off at peace with Agares. It makes no sense for the random demons to destroy your empire before you can even start spreading hell.

Edit: Turn 52, now there are demonic champions appearing. I'm glad I corrected it now.

But also, shouldn't the demon spawns be restricted a bit based on technology? I KNOW nobody in the world has discovered Iron Working at turn 52. Bronze working is feasible though not likely, but iron working is a "hell no!".Is this a bug?

You aren't MEANT to play as Infernals from turn 1. I just tweaked things a bit so they aren't so completely broken if used immediately. As for the demons, they only ever gain research if some player in the game knows the tech already, and their units are limited by techs they know. So someone out there has Iron Working or whatever it is that is required for the units they are spawning, and has had it for a while (exact time based on difficulty settings)
 
You aren't MEANT to play as Infernals from turn 1. I just tweaked things a bit so they aren't so completely broken if used immediately. As for the demons, they only ever gain research if some player in the game knows the tech already, and their units are limited by techs they know. So someone out there has Iron Working or whatever it is that is required for the units they are spawning, and has had it for a while (exact time based on difficulty settings)

But they ARE broken if the terrain that surrounds their city spawns things that kill them.

I really don't see how it's possible to survive against champions spawning around your capital wheny ou have only warriors.


I can assure you of one thing, though. Nobody in that game possessed the Iron Working tech. However, both Infernals and Mercurians start off with the Iron resource from their palace.

If it is based on the tech though, then I'm certain that there's a bug at work here. Having Iron working on turn 53 is impossible, period. unless it was added by worldbuilder (and I didn't do that)

For reference, the difficulty is emperor.
 
It's not COMPLETELY impossible... Some AI could have gotten incredibly lucky with huts/Great Engineer pops from dungeons.... :p

Really though, the Infernals and Mercurians aren't meant to be played from game start. The fact that they are, is due to a side-effect from a request feature, not by design, and so they aren't balanced for it.
 
Hopefully this will be the last post about the scions for awhile :P
In OCC they are unable to build Awakened and Reborn thus really limiting how they may obtain it, hope all this has helped :)
 
Patch N, played Calabim, and had built Pact of the Nilhorn.

The Stooges were capable of being upgraded into Vampires. Did so just to see what'd happen, plain old HN Vampires, who lost their city bombard abilities.

I guess this wackiness is not a bug and is intended.

I reported previously that the HN Stooges were able to upgrade to Paladins in a patch L game, so it looks like it hasn't changed.

I'm not sure why the Stooge Hill Giants are able to upgrade to anything not in the Giantkin line.:confused:
 
It's not COMPLETELY impossible... Some AI could have gotten incredibly lucky with huts/Great Engineer pops from dungeons.... :p

Perhaps. But I can assure you, in this case, it IS completely impossible.

I'm more than 50 turns on from that point now. I just checked every single civ through worldbuilder. Nobody has Iron Working yet. Not even Agares has it

Possibly relevant, the Champion in question is on a Hellfire tile, which apparently spawned out of nowhere. Perhaps those tiles are set to spawn specific units regardless of agares' current tech ?
 
In OCC they are unable to build Awakened and Reborn thus really limiting how they may obtain it, hope all this has helped :)

Yep, very helpful. Here's a fix for the build problem:

Spoiler :

File: PythonCallbackDefines.xml in Assets/XML.

Change "CAN_TRAIN" to 1.

File: CvGameUtils.py in Assets/python

Change the "cantrain" section to this:

Code:
    def canTrain(self,argsList):
        pCity = argsList[0]
        eUnit = argsList[1]
        bContinue = argsList[2]
        bTestVisible = argsList[3]
        bIgnoreCost = argsList[4]
        bIgnoreUpgrades = argsList[5]
        ePlayer = pCity.getOwner()
        pPlayer = gc.getPlayer(ePlayer)
        eUnitClass = gc.getUnitInfo(eUnit).getUnitClassType()
        
        if gc.getGame().isOption(GameOptionTypes.GAMEOPTION_ONE_CITY_CHALLENGE):
            if pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_SCIONS'):
                if eUnitClass == gc.getInfoTypeForString('UNITCLASS_AWAKENED'):
                    if pCity.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_PALACE_SCIONS')) > 0:
                        return True
                if eUnitClass == gc.getInfoTypeForString('UNITCLASS_REBORN'):
                    if pCity.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_CATHEDRAL_OF_REBIRTH')) > 0:
                        return True
        
        return False

For the very low ceiling on Awakened spawning you encountered you can try this:
Spoiler :

Search for
Code:
            iTPopLmt = (iTotalLand / 40)
and make it

Code:
            iTPopLmt = (iTotalLand / 40) + 6
That'll add 6 to the # of population limit. Still pretty low, but it'll more than double the # spawned for many very low-land area maps without being too great a change for larger ones.
 
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