Fall Further 051 Bug Report Thread

This is a cosmetic / pedia entry concern.

Under the FoL pedia entry, it talks about Archer of Leaves, and I can't remember the last time I saw one of those running around, which is to say, never (I guess it was a carry-over from FFH and probably one of the early versions at that).
 
Getting a CTD with the Baron when attacking a city, playing as the Austrin on Emperor, I hear the sound that hes won the attack, and then it crashes. Not sure what other info would be relevant in helping fix this. But when he was weaker this didnt happen, now hes at a 16 str and it has happened the last 4 times Ive attacked a city with him.

EDIT: seems like when longbowmen are defending it crashes, maybe when Baron converts an Austrin Longbowman instead of a Recurve Archer it causes the game to freak out and melt down.

This should be fixed in patch B... unless Warkirby has DECEIVED US ALL.

Edit: it would seem we have been deceived!

If you want to fix it, open up Fall Further 51\assets\XML\Civilizations\Civ4UnitArtStyleTypeInfos.xml

Look for this segment:
Code:
				<StyleUnit>
					<UnitType>UNIT_LONGBOWMAN</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_LONGBOWMAN_AUSTERIN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_LONGBOWMAN_AUSTERIN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_LONGBOWMAN_AUSTERIN</MiddleArtDefineTag>
					</UnitMeshGroup>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_LONGBOWMAN_AUSTERIN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_LONGBOWMAN_AUSTERIN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_LONGBOWMAN_AUSTERIN</MiddleArtDefineTag>
					</UnitMeshGroup>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_LONGBOWMAN_AUSTERIN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_LONGBOWMAN_AUSTERIN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_LONGBOWMAN_AUSTERIN</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>

and delete it.

Edit2: I'm still pretty new at this civ4 thing, so I must ask: why are there three UnitMeshGroup tags all saying the same thing?
Edit3: Nevermind, I figured it out!
 
sorry, I was going to fix that one. Xien rushed out patch B with very little warning all of a sudden, and it slipped my mind. :(

Each of the meshgroup entries indicates one unit. That configuration just means that there would be 3 longbowmen in the unit.

The real question, though, why is it even a problem? Surely the baron should be converting "recurve archer"s, not "longbowmen"
 
Whenever I hit end turn in the attached saved game, the game chugs for a few as the computer moves and then crashes. I've tried it several times, it's very consistent in crashing here. Playing on 32-bit Vista.

What patch version are you on? I can't load your game. Patch B is here:

http://forums.civfanatics.com/showpost.php?p=8307814&postcount=1269

If you're playing unpatched, your problem might be fixed with this:

http://forums.civfanatics.com/showthread.php?p=8288235#post8288235
 
Great Commanders can not get Shroud of Esus (so their guards are hidden and they get killed...)
 
I have another Cosmetic Text Key bug. Chislev AI are missing a diplomatic acceptance text.
 
This is a cosmetic / pedia entry concern.

Under the FoL pedia entry, it talks about Archer of Leaves, and I can't remember the last time I saw one of those running around, which is to say, never (I guess it was a carry-over from FFH and probably one of the early versions at that).

I think they were cut somewhere around Shadoe (FFH .30)
 
Was this shadow Hidden nationality ? It's not supposed to be possible for HN units to take cities, s that's a bug right there.

Or had you already declared it first?

sure, it's not possible to capture a city as hidden nationality.

think it got something to do with invisbility. maybe its a ffh2 bug? didn't try that for a long time.
 
as for version a u cant capture cities with hn units

AV school of theology and FoL still bugged and not buildable

dural courthouse not buildable

also archeron is still held after capture (sucks)
 
Hi all,

Has anyone else attached a Cualli assassin to a Scouting III GC?

I'd try it out if I were you.

Because when you upgrade him to a Shadow priest (or Mizzy if you're feeling REALLY bad) your new disciple unit keeps recon only Scouting I, II & III - even after you dissociate him from aforementioned GC. But don't tell anybody, or someone will want to nerf your speed 5 terrain ignoring perma-cloaked assasins of doom!!
 
Hi all,

Has anyone else attached a Cualli assassin to a Scouting III GC?

I'd try it out if I were you.

Because when you upgrade him to a Shadow priest (or Mizzy if you're feeling REALLY bad) your new disciple unit keeps recon only Scouting I, II & III - even after you dissociate him from aforementioned GC. But don't tell anybody, or someone will want to nerf your speed 5 terrain ignoring perma-cloaked assasins of doom!!

:lol::lol: I love these lil tricky ways you can get really powerful troops. ;) Personally, my new favorite way to get overpowered (OP for short) troops is new in FF. (At least, I think it's FF specific, may have come from FfH and I just never got to the point of doing it there. Hmm...) You get a Great Engineer (GE for short). Make sure you've built 1 of the following in a city: training yard (melee), jousting tilt (mounted), hunter's hall (recon), or archery range (ranged). Then take your GE and there should be an option to build 1 of the following, depending on which preeq building you built: Master Smith (melee), Master Rancher (mounted), Master Outfitter (recon), or Master Fletcher (ranged).
(Once you have 1 Master building, btw, you don't need any more GEs to build any others; you just need a GE for the 1st. Say, if you build your 1st Master Smith via GE, then you can build other Master Smith buildings in your other cities.)
These 4 Master buildings allow you to purchase equipment promotions. The building with the most equipment promotions is the Master Smith, btw; at least it was for me, playing as the Scions. Pay for the promotions and BAM! -- OP troops. Just make sure you keep the gold coming in; cuz at 350gold per melee unit (& less for the other unit types, as they have less promotions available), it can get expensive.

Tip: You know how a few of the Scion melee units start out with the promotion "Heavy Formation", which costs -1 in unit upkeep? Well, with a Master Smith in your city, you can buy those units the promotion "Elite Formation", which doesn't cost anything in unit upkeep. So, by buying "Elite Formation", you can significantly reduce your unit upkeep expenses. :D

Edit: Maybe we should move these tips/tricks into a new thread.
 
Tip: You know how a few of the Scion melee units start out with the promotion "Heavy Formation", which costs -1 in unit upkeep? Well, with a Master Smith in your city, you can buy those units the promotion "Elite Formation", which doesn't cost anything in unit upkeep. So, by buying "Elite Formation", you can significantly reduce your unit upkeep expenses. :D

Edit: Maybe we should move these tips/tricks into a new thread.

Elite Formation doesn't remove Heavy Formation, does it? (Looking at the XML I don't see why it would be, but if so that bit should be moved to the bug thread.)
 
FF 0.51b - bugs encountered

1. When you find a treasure chest via a lair it doesn't reveal the treasure chest's location on the map; in spite of this, it tries (and fails) to zoom to the treasure chest's revealed location. i.e. you zoom as close as you can to the treasure chest on your current map.

2. My Giant Spider upgraded to a Giant Spider passively, as the Archos. :confused:
If memory serves, the Giant Spider in question upgraded (from a Baby Spider) roughly ten turns ago after attacking a worker.

3. A Baby Spider that upgrades after attacking will regain its movement, probably because it's treated as a new unit? :l
 
Elite Formation doesn't remove Heavy Formation, does it? (Looking at the XML I don't see why it would be, but if so that bit should be moved to the bug thread.)

It does when I did it. I'm not sure if that replacement would even be in the xml. (I'm very new at modding. :p) But I DO know that when I bought Elite Formation, it replaced Heavy Formation. AND Elite Formation doesn't cost you that -1 gold in unit upkeep. Hence, reducing your overall expenses a lot, especially if you favor the Scion melee line like me. ;)

Edit: Maybe check the dll or the python to see if Elite Formation is sposed to replace Heavy Formation. (Those could be the totally wrong files. Like I said, I'm new at this.) Just a suggestion.
 
units keep nox noctis invis outside their own cultural borders.

my invis acheron running invisible through whole north america (and nobodys there except barbs and loads of lions and bears)
 
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