Fall Further 050 Bug Report Thread

I think the red blob thing comes from pointing the artdefine at a path that doesn't exist. not certain though.

perhaps Kael moved art around unecessarily.
 
I found a really really strange bug. When bool CvUnitAI::AI_update() is run after one particular AI has finished his turn, most of his units (many are from a large stack of hunters/axeman/fawn) for some strange reason have UNITAI_WORKER_SEA, which causes a lot of trouble (no errors but loops).
By changing one(!) line of code I was able to cut down the turn time from 50secs to less than 15secs. I hope someone who knows more about the FF code can take a look at it.

To make it even more weird, it only happened when the AI player was at war with me.
 
Regarding the angel spawning issue a couple of pages back:
The issue seems to be in CvEventManager.py, line 1944.

It currently looks like this:
Code:
if CyGame().getBuildingClassCreatedCount(gc.getInfoTypeForString('BUILDING_MERCURIAN_GATE')) > 0 and CyGame().getNumCivActive(gc.getInfoTypeForString('CIVILIZATION_MERCURIANS')) > 0:

However the first check (building class created count) doesn't seem to work properly as well as being (almost completely) redundant as Mercurians being in the game implies that the mercurian gate has been built. Removing it did the trick for me, the below version seems to be in working order.

Code:
if CyGame().getNumCivActive(gc.getInfoTypeForString('CIVILIZATION_MERCURIANS')) > 0:

And btw I have no idea what the status of this bug is in FfH, it was reported to exist there as well a couple of pages back in this thread.
 
Regarding the angel spawning issue a couple of pages back:
The issue seems to be in CvEventManager.py, line 1944.

It currently looks like this:
Code:
if CyGame().getBuildingClassCreatedCount(gc.getInfoTypeForString('BUILDING_MERCURIAN_GATE')) > 0 and CyGame().getNumCivActive(gc.getInfoTypeForString('CIVILIZATION_MERCURIANS')) > 0:

However the first check (building class created count) doesn't seem to work properly as well as being (almost completely) redundant as Mercurians being in the game implies that the mercurian gate has been built. Removing it did the trick for me, the below version seems to be in working order.

Code:
if CyGame().getNumCivActive(gc.getInfoTypeForString('CIVILIZATION_MERCURIANS')) > 0:

And btw I have no idea what the status of this bug is in FfH, it was reported to exist there as well a couple of pages back in this thread.

I'd guess the purpose of that was Xienwolf's balancing attempt with the mercurians. When played from the start, they don't get angels until they, or someone else, builds the mercurian gate. To stop them being world wreckingly powerful. looks like he made a mistake somewhere perhaps.
 
What do you need to build a Dwarven Boar Rider?

Playing as Liuchiurp, I have:

1. Pigs
2. Horses
3. Horseback Riding
4. Stirrups
5. Stable

What am I missing?
 
korina.jpg


Just thought I'd post this here, probably not intended, since I don't have KotE yet. I do have fall flat installed, but I don't think it caused this.
 
If you tried to attach a file to your post Viisari, it apparently didn't take. Also, what was the problem you were referring to?
 
If you tried to attach a file to your post Viisari, it apparently didn't take. Also, what was the problem you were referring to?

Isn't the picture showing? O_o

Well, I found Swift Boots pretty early and gave them to Korinna the Protector, which resulted in her being able to leave capital long before I got KotE.
 
Killing off the Four Horsemen doesn't appear to get rid of their special effects. All four have spawned in my current game, Buboes and Stephanos have been killed, but I'm still getting negative health, unhappiness, and a diplomacy penalty. I know that at least one of those came from Stephanos or Buboes.

Also, there's an irritating problem with Enraged: if the enraged unit is on the top of a stack, you can't select any non-enraged units that are underneath it. Among other things, this makes catching up to them with a Loyalty mage rather difficult.
 
Did you kill them twice? Horsemen are immortal.

Unfortunately the problem with enraged units stacking on your other units is one I can't quite get around just yet. It is the only way I can find so far to prevent people queue'ing up orders to bypass the AI control. Try pressing

\

to select your caster after he moves onto the stack with the enraged unit.
 
Did you kill them twice? Horsemen are immortal.

Unfortunately the problem with enraged units stacking on your other units is one I can't quite get around just yet. It is the only way I can find so far to prevent people queue'ing up orders to bypass the AI control. Try pressing

\

to select your caster after he moves onto the stack with the enraged unit.
Immortal? Where do they go? I got a "so-and-so has been killed" message and their weapons dropped, so I assumed that was it.

Also, Fellowship of Leaves units are going to the Infernals when they die.
 
I'm using Civ4 BtS 3.17 with FFH2 .41 patch 'Z'.

I've been trying to install FF .50, and patch it up. The install of FF .50 is working correctly, or at the very least it starts up. When I install patch 'N' though, I get this mess of XML errors (Too many to list here, I sat with my finger on 'Enter' for five minutes waiting to get to the end of them all.)

I'm unsure why this would be happening, unless I should have downloaded a prior patch, then patch up for 'N'?

Anyway, if you need more information, I'll see if I can give it.
 
Er, FFH2 .40 and patch 'Z'. I should have said. Yes, it's the set I downloaded from your links. I'm the one who asked about where to get them there. Heh.
 
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