Fall Further 051 Bug Report Thread

No, dont do that! It was nice having an improver (can remove hell land, change marsh/desert, build improvements and build nodes)! Oh well.

Sorry, I meant that I'd fix the inability to make dimensional/force/creation/ice nodes, not that I'd remove the ability to make mana nodes.

The Jotnar probably need it, since they have no adepts. They can only make arcane units at Tier III upwards (mages and archmages)
 
a few bugs I've seen.

With Austrin, rogues built after an expedition has been prepared do not have the found settlement option.

Sidar appear unable to build the hunting lodge, but hunters and hawks for Sidar both require it. EDIT: Ah.. found it under Mysticism. I'm going with just weird then ;).

Archos recon units have no capacity for hawks but the faction still has the unit.

Also the Meteor/Enchantment mana event option appears to have gotten broken--no staff is forthcoming.
 
I'm playing the Archos right now. I have a level 5 spider, Greater Venenum, and I had him attack a group of Frostlings. I am now watching one of the five Frostlings run laps around the mountain next to the spider. I'm not sure what this is.

Edit: Nevermind, he stopped. Actually, all five disappeared and my spider moved forward as if it had won. Damn fast Frostlings.
 
a few bugs I've seen. [...]

Archos recon units have no capacity for hawks but the faction still has the unit.

Well, in the pedia it mentions spiders being companions to the Archos UU Hunter, instead of birds presumably. It doesn't mean that a scouting unit like a hawk is useless. In fact, most of the times I've used a hawk has been from a city.

And, yes... we all know my experiences are a good example for what the majority of players do. :cool:
 
hi i just started playing FF yesterday... love it as much as i loved FFH ;)

after a year or so of playing FFH like everyone i wanted to test out the new civs
so i tested the Scions (think thats the civs name) and every time i adopted Undercouncil alongside another civic i kept getting CTD... not sure if this problem is localised to that civ only or not but i have tried 2 seperate games now with that civ and its happened... never tried adopting Undercouncil alone though
 
I've been trying to make a promotion that grants a promotion to the followers which in turn grants a promotion back to the commander. A bouncing promotion so to speak.

The second promotion applies as it should to followers. I just can't get the bouncing promotion to work. If I don't set it to bMustMaintain the commander gets two permanent copies each time it should get one temporary. If I set it to bMustmaintain, the commander never gets any promotion at all.

Continued from the ModModders thread.

Recap: When a commander promotion applies a promotion that in turn grants a promotion back to the commander, each time the commander should get one conditional promotion he gets two that aren't ever removed.

I tried to get around this by making the commander grant a new, fourth promotion instead. The minions would then automatically gain a promotion that in turn grants the commander a promotion.

The original setup was:
Spoiler :
Commander Promotion
grants minions Bouncing Promotion

Bouncing Promotion
grants commanders Final Promotion

Final Promotion
stacks

Under this set-up, the Commander gained two copies of Final Promotion each time he should gain one (new follower, follower enters command range) and never loses any.

I changed it to:
Spoiler :
Commander Promotion
grants minions Bugfix Promotion

Bugfix Promotion
Prereq for Bouncing Promotion

Bouncing Promotion
Automatically gained when Prereqs are met
grants commanders Final Promotion

Final Promotion
stacks


The theory was that normal uptrickle promotions work and this would turn the intermediate promotion into a normal promotion. Unfortunately it only halfway worked.

In addition to one copy that is lost and gained as expected, each time a new follower joins the commander (not when entering command range), one permanent copy of the Final promotion is placed on the commander.
 
Hi,

I'm not sure if this is a Fall Further issue (might be FFH2 issue or BtS issue), but I'll submit it in any case :)

The game crashes after ending the turn (savegame attached). I've been experiencing lots of crashes playing Fall Further.
 

Attachments

Warden has the wrong button icon graphic. Also it's missing the civopedia help text.

Speaking of, what does it do?
 
I am getting mem allocation crashes every time i load a save from within a game. I used to get them in .50 sometime but that was usually after turn 250+, now its happening every time, no matter what turn.

I am running Vista w/ 4 gigs of ram, never have this problem in FFH.
 
Bombard and Ranged attack mode both have a hotkey of <B>. One needs to be switched (suggest Ranged to keep Bombard consistent with the main game).
 
When combat starts, graphic units will sometimes run away around the world, while the others stand still.
I also got the "Imortal not being reborn" bug. I attacked a bear, one of the bears ran away (graphically left the area I could se), I was told a unit had been reborn, and no immortal appeared.
 
Fatal error at the end of this turn
 

Attachments

Continued from the ModModders thread.

Recap: When a commander promotion applies a promotion that in turn grants a promotion back to the commander, each time the commander should get one conditional promotion he gets two that aren't ever removed.

I tried to get around this by making the commander grant a new, fourth promotion instead. The minions would then automatically gain a promotion that in turn grants the commander a promotion.

The original setup was:
Spoiler :
Commander Promotion
grants minions Bouncing Promotion

Bouncing Promotion
grants commanders Final Promotion

Final Promotion
stacks

Under this set-up, the Commander gained two copies of Final Promotion each time he should gain one (new follower, follower enters command range) and never loses any.

I changed it to:
Spoiler :
Commander Promotion
grants minions Bugfix Promotion

Bugfix Promotion
Prereq for Bouncing Promotion

Bouncing Promotion
Automatically gained when Prereqs are met
grants commanders Final Promotion

Final Promotion
stacks


The theory was that normal uptrickle promotions work and this would turn the intermediate promotion into a normal promotion. Unfortunately it only halfway worked.

In addition to one copy that is lost and gained as expected, each time a new follower joins the commander (not when entering command range), one permanent copy of the Final promotion is placed on the commander.

Please keep this in the ModModders thread, since it isn't a bug which seems to directly effect the released game mechanics, just a bug in the code itself which appears in your implementation. (It'll still get the same attention, just avoid confusing the more casual people who don't understand you are talking about something they will never see)

Hi,

I'm not sure if this is a Fall Further issue (might be FFH2 issue or BtS issue), but I'll submit it in any case :)

The game crashes after ending the turn (savegame attached). I've been experiencing lots of crashes playing Fall Further.

I ran 11 turns without any crash on this save :(

I am getting mem allocation crashes every time i load a save from within a game. I used to get them in .50 sometime but that was usually after turn 250+, now its happening every time, no matter what turn.

I am running Vista w/ 4 gigs of ram, never have this problem in FFH.

But the saves still load fine from desktop or main menu?

Warden has the wrong button icon graphic. Also it's missing the civopedia help text.

Speaking of, what does it do?

By wrong button, do you mean a pink box, or that it should look different?

Fatal error at the end of this turn

Won't load for me, is this Patch A?
 
Please keep this in the ModModders thread, since it isn't a bug which seems to directly effect the released game mechanics, just a bug in the code itself which appears in your implementation. (It'll still get the same attention, just avoid confusing the more casual people who don't understand you are talking about something they will never see)



I ran 11 turns without any crash on this save :(



But the saves still load fine from desktop or main menu?



By wrong button, do you mean a pink box, or that it should look different?



Won't load for me, is this Patch A?

yeah, its patch A,

The saves will load fine from the main menu, its just when you load them from in game.
That save i posted above is causing a mem allocation after that turn ends.
 
Please keep this in the ModModders thread, since it isn't a bug which seems to directly effect the released game mechanics, just a bug in the code itself which appears in your implementation. (It'll still get the same attention, just avoid confusing the more casual people who don't understand you are talking about something they will never see)



I ran 11 turns without any crash on this save :(



But the saves still load fine from desktop or main menu?



By wrong button, do you mean a pink box, or that it should look different?



Won't load for me, is this Patch A?

Its really quite strange,

I just created a few test games using diff civs, same map script, same options.
When i loaded saves of those test games, they would load fine(loaded from within the game.) As soon as i try load saves from the dural game i was playing earlier, it will crash(mem allocation error.)
 
I guess I should also ask, is it the first, or second patch A? I would think first since it just plain wono't load (Mem Allocation Failure)

first or second? I did not know there were two diff versions.
I am using the patch A vehem posted a day or two ago.
 
For a very short time there was an... incorrectly done... patch A up. If you have that, your game will be going functionally berzerk.
 
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