Fall Further 050 Bug Report Thread

I have to disagree. Looks like a bug to me.

Must have been reverted. From a fresh install:

Code:
if newUnit1.getRace() != -1:
	newUnit1.setHasPromotion(newUnit1.getRace(), False)
newUnit1.setHasPromotion(gc.getInfoTypeForString('PROMOTION_JOT_GIANTKIN'), False)
newUnit1.setName("Larry")

It clears any race, and removes Giantkin.
 
The Kurios ARE playable, you just have to manually promote the settlement. Any unit in the city will be able to do so.
Oh, really didn't think that through on my end. :mischief: My apologies!
 
I have to disagree. Looks like a bug to me.

Hmm... Might have misread the code then. I'll take another look.

Both right actually - they have a line to grant them the GiantKin promotion - but I copied a "setHasPromotion-FALSE" line instead of a "setHasPromotion-TRUE" line, so it basically forces them to NOT have it instead. Fixed now.

Kahd cannot get horsemen, as they cannot build a stables. This is rather odd, as they get the Riders UU at Stirrups + Archery, and the Riders don't require stables. Intended or not?
Also, the Kurios are unplayable in hotseat mode. Every time you try build a city, it ends up as a settlement.

Intended, but might be subject to change regarding balance. Kahd only has a single mounted unit available, which doesn't require stables. All of his lines other than Arcane are pretty stunted, because he gains a lot of his army through the gates. He did get access to Champions a short while ago, but I borrowed some changes from Fall Flat that improved his gate-army again, so he may not need the Champion after all. I need to take a good look at what units exactly he *does* need though.
 
I am playing the Kahdi and I can't get pagan temples to work. This would fit in ok with the intolerant trait, except nowhere can I find this stated that intolarent brakes pagan temples, and if so why can Kahdi buld them. I think I checked all the change logs.

Is this a bug, feature or am I missing something.
 
I was just playing a game on Large Perfect World map script. On turn 329 the game "freezes", where after I end my turn the game goes into an eternal AI turn which never ends, so turn 330 is never reached. Not sure what is causing it.
 
Maybe this is an ongoing thing, but I couldn't find anything about it here or in the Scions' thread...

My Ghostwalkers more often than not seem to get hung up after I move them. They have no movement pts. left, yet remain active as if they did. Hitting the space bar doesn't snap them out of it. The only way to get this to stop is to either click on another unit, or finish your turn.

Only the Ghostwalkers seem to have this problem. And, if you have a lot of Ghostwalkers it is a nuisance.

I know this isn't the thread for it, but I just am unable to go any further in my game as Korinna. There are too many damn creeps, etc. in the game.

If all the fortifying and micromanagement doesn't get to you after a while, the constant sound from those blasted things will. ;)
 
My Ghostwalkers more often than not seem to get hung up after I move them. They have no movement pts. left, yet remain active as if they did. Hitting the space bar doesn't snap them out of it. The only way to get this to stop is to either click on another unit, or finish your turn.

I've seen this in FF too as well, but I think it's a larger problem. It seems to happen sometimes when units are granted promotions while they have no moves left. I see it happen a lot to scouts who get the adventurer promotion from lairs.
 
Oooh, also, not sure if this is intended in the Noble difficulty, but the AI seems to have really messed up tech priorities, they seem to beeline Mysticism while ignoring basic cultivation skills, I cannot see how this could -not- gimp their progress.
Also, they, at least the more aggresive Civs still tend to put everything they have and own into producing oceans of lowly warriors, again, might be a feature, as it can be a hassle to fight, but you´d think the war attrition from the dead warriors and the taxcosts from having 1 zillion peons with sticks fighting your wars would offset any gains gotten from this!
 
Oooh, also, not sure if this is intended in the Noble difficulty, but the AI seems to have really messed up tech priorities, they seem to beeline Mysticism while ignoring basic cultivation skills, I cannot see how this could -not- gimp their progress.
Also, they, at least the more aggresive Civs still tend to put everything they have and own into producing oceans of lowly warriors, again, might be a feature, as it can be a hassle to fight, but you´d think the war attrition from the dead warriors and the taxcosts from having 1 zillion peons with sticks fighting your wars would offset any gains gotten from this!

The Mysticism thing is actually a good thing - they're going for God King and Elder Council - both of which are actually very useful at the opening. "Basic Cultivation" is a little less important as you don't need techs to build the improvements now (just to build them at full speed).

That being said - in the released version the AI isn't great at using the techs it gets (constructing the buildings needed for higher units), nor is it much use at progressing further than Tier 2. The version I've been watching today however is, with my favourite battle being the Elven Flurries harrassing the Bannor Champions, then being chased away by the newly researched Paladins... Was around Turn 300 on Standard.

The other thing that the AI struggles with at the moment is building improvements - though apparently not due to the change that allows slow build without tech. They just don't seem to want certain improvements in certain places (such as never using workboats or wanting to clear-cut a forest). Xien and I were looking at it earlier - once that is sorted, I think I'd be happy to say the AI actually works for the basic game, which then allows us to look at things such as Magic Use and Terraforming in more detail...
 
What I found is not so much a bug as a flawed gameplay mechanic. When Goblin Archers spawn early in the game, they tend to use ranged attacks on any unit that is next to them. This works well. What doesn't work is how the AI handles the situation when their unit is attacked. They don't run away from the archer - they attempt to fortify until healed. The problem is, under constant archer barrage, the unit never fully heals, and thus stays under archer attack indefinitely. This results in savage archers having Combat V, Drill IV, Archery III, and a myriad of other promotions around turn 100. These archers then fortify and never move, and when your civilization expands around them, they're a constant nuisance you can't get rid of because they're so powerful your units can't even damage them, let alone kill them.

Do you know how hard it is to kill a unit armed with poison, +100% strength, 3-7 first strikes, and able to take half the life of any unit of yours that comes near?
 
Discovered a couple of things during my tinkering.

I removed the requirement for slavetrade from the "sell slave" spell (I made a slave auction building)...and discovered that I couldn't sell slaves. Ever. Could buy them just fine. It appears that the fact that the "sell slave" spell had all costs and no effect made the game decide it was never available to cast. Had it add "no promotion" promotion to caster and now it works fine.

The no sea creatures appearing thing...the sea serpent and tortoise had two entries in the unitinfos xml, one in the old spot and one with the Jotnar stuff. Game was only reading the second iteration, which had no native terrains. Deleted the first entry and added terrainnatives to the second, now I have sea critters. 10 Strength invisible sea creatures.... :eek:


EDIT: Apologies if either of these was already discovered and fixed. I ain't reading 73 pages of thread. :D
 
Interresting game, Shelba is head of overcouncil and everyone seem to be in good term with the only evil on the map :) By the way, the cualli is a worthy oponent.

Here are 2 exceptions I got at turn 320.

Patch N and ffh2 40z
 

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The no sea creatures appearing thing...the sea serpent and tortoise had two entries in the unitinfos xml, one in the old spot and one with the Jotnar stuff. Game was only reading the second iteration, which had no native terrains. Deleted the first entry and added terrainnatives to the second, now I have sea critters. 10 Strength invisible sea creatures.... :eek:

Actually, that second entry is for the Jotnar...... Didn't know it was flat out replacing the original entry, but rather than delete, I'd rename them both to be animal_JOTNAR, and fix the civilization entry. That way the Jotnar still have their special serpents and turtles, and so does the animal civ.
 
What I found is not so much a bug as a flawed gameplay mechanic. When Goblin Archers spawn early in the game, they tend to use ranged attacks on any unit that is next to them. This works well. What doesn't work is how the AI handles the situation when their unit is attacked. They don't run away from the archer - they attempt to fortify until healed. The problem is, under constant archer barrage, the unit never fully heals, and thus stays under archer attack indefinitely. This results in savage archers having Combat V, Drill IV, Archery III, and a myriad of other promotions around turn 100. These archers then fortify and never move, and when your civilization expands around them, they're a constant nuisance you can't get rid of because they're so powerful your units can't even damage them, let alone kill them.

Do you know how hard it is to kill a unit armed with poison, +100% strength, 3-7 first strikes, and able to take half the life of any unit of yours that comes near?

I agree that you see some unbelievable Goblin Archers in the early game for the reason you mention. I didn't notice HOW they were getting all that XP, but you've explained it.

I've also noticed similarly superpowered Goblin Archers in cities. I believe the ones on the forts sometimes migrate to a barb city creating a city that is impregnable for some time without losing a bunch of units.
 
Another bug(not sure if it's been mentioned) - the AI can't accumulate religion victory %. I can have a single city with a religion(It is a holycity obviously), and get 2% on the religious percentage graph. On the other hand, 70%(rough estimate) of the world follows Fellowship of Leaves but the civ that controls the holycity(it is their state religion) still has 0% on the victory screen.
 
I just tried FF0.5G and had unit model display issue. It displays the default Civ4 model for those standstill units, while there is no such problem for FfH2 0.4t. I tried different civs and even re-intalled FfH and FF but the problem persists.

Hi guys,

Thanks for your amazing job :goodjob: ! I won't congratulate you all more in this thread since it aims at bug report... but thank you !!

I experience a similar issue than the one I quoted.

As an example, each savage warrior is displayed as a classical orc warrior or as a civ4 warrior (the display goes from one skin to the other each turn - if needed, I can screenshot this problem). All units behave the same way.

I'm playing with FFH2040 (patch Z), FF050 (patch N)

Hope my english is not too bad and my question not stupid ;). If anyone has any clue what's going on :)
Thanks for reading me.
Mathieu
 
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