Fall Further 051 Bug Report Thread

You guys are REALLY going to get tired of hearing from me (maybe I shouldn't have broken my "issues" into separate posts????).

Anyway, this isn't really a bug (according to Xienwolf), but I still want to bellyache (and "old foggie" expression). In my own humble opinion, you really didn't improve the "ravenous" and "blooded" werewolf scenario from FfH.

It was weird having an ogre running around claiming to be a ravenous werewolf and NOT have him become blooded once he defeated another unit (yeah, Xienwolf explains this also...). Later my wife got a scorpion goblin archer running around claiming to be a "blooded werewolf" -- just to much :lol:!!
 
There's a slight problem with your icon (as pictured in the list of units you currently have selected) for the standard immortal. At least in the game I played they appeared as workers (Kahdi). It felt really weird choosing a worker (even though I KNEW he was an immortal) to attack a city :lol:. Just as a note the immortal DOES show up on the map and in the picture to the lower left of the screen.

Xienwolf thought this MIGHT be intentionally, but this would be a little difficult to fathom...
 
OK... Last one for now -- I promise.

So I cheated, but... I allowed the Kahdi to claim a religion (Kilmorph) and build priests. Once they reached the High Priest level, I discovered that they couldn't heal units. Is this intentional or should the Kilmorph High Priest be able to heal?
 
Sorry, one more: The icon for "Traveler's Cloak" (i.e. the one on which you click to add it to a unit's promotions is missing -- it does appear fine when viewing the existing promotions list). And, yes, I'm at Patch B...
 
I was told by Xienwolf to post these issues here so here goes... I've broken each of my original problem reports into separate posts so excuse the number of them.

I have added this one as it is causing me some MAJOR grief in playing "hotseat" for FF.

Is anyone else having problems with Dannmos of the Dural? I'm guessing that it is the civ rather than the leader, but TWICE in a row playing "hotseat" with the Dural the civ has gone the proverbial "out to lunch". Here's the scenario:

I'm playing hotseat with myself (my wife accuses me of having multiple personalities :lol:) -- the first time with 8 civs (no AC) and the second with the AC (Elohim and Sheiam involved). I don't see any rhyme or reason, but suddenly coming into Dannmos' turn I have NO user interface at the bottom of the screen (no error messages) -- just blank. I've tried CTRL-I to no avail. What's weird is that NONE of the other civs have this problem. If I skip past all the active units (or hit the "go to end of turn" icon -- it still works and shows on the screen), the next civ works just fine (same with the previous one). I can double-click on a city and still schedule it, but when I hit <ESC> the city screen remainins in view DESPITE the fact that it has actually exited. Even weirder, the civ list on the right side of the screen shows the WRONG civ selected (instead of Dannmos it still shows the previous civ).

This is really annoying since the first time I made it about to turn 300 and the second about to 170. If someone can provide "debug" instructions (i.e. how to turn on traces and how to look at results) I'll TRY to figure this out myself and report the results.
This sounds identical to what happened to me when I discovered that Clan Archmages were missing art. Specifically, this is what happened when I selected a mage that should have been capable of upgrading.
 
The bug with the missing dural interface is a problem with the stature of courage that was fixed in a recent patch. I'd guess omegon is running an outdated version.

Also, all these mods you're doing to games in progress are liable to cause issues. The worker/immortal thing sounds like exactly something that would occur through edits to unitinfos then loading an existing game.
 
You view python exceptions by modification to your Civ4 ini file. Found by a shortcut in the BtS folder (_Config or something like that for the shortcut name) then search for Python and the one which says hidePythonExceptions = 1 you want to change to = 0


Maybe we didn't solve the Dural issue before Patch B, but I am pretty sure that we did do so. And it sounds exactly like their problem from before. Did you maybe revert CIV4BuildingInfos.xml back to a pre-patch B format? Having the problem occur right after you pop a Great Person sounds exactly like what would happen with the original problem with the Dural statues.

EDIT: I tested the Khadi Immortals, and they do indeed link to Worker unit icon. They have unique graphics, so it most likely ONLY affects the Khadi.
 
The bug with the missing dural interface is a problem with the stature of courage that was fixed in a recent patch. I'd guess omegon is running an outdated version.

Also, all these mods you're doing to games in progress are liable to cause issues. The worker/immortal thing sounds like exactly something that would occur through edits to unitinfos then loading an existing game.
The version that I'm playing is Patch B... Is there a newer one? Also the immortal problem happened BEFORE I made any changes to the game (beyond which I really don't mess with artwork except to point new units/resources to new art) and it was a brand new FF game.

I did look at the art pointer for the immortal and it appears to be referencing the same values as the standard FfH game.
 
Maybe we didn't solve the Dural issue before Patch B, but I am pretty sure that we did do so. And it sounds exactly like their problem from before. Did you maybe revert CIV4BuildingInfos.xml back to a pre-patch B format? .
Nope!!! I have a couple of different mods folder that I'm using -- "Fall Further 051" (your original) -- and "Fall Further 1" (that I have modified SLIGHTLY). I compared the "BuildingInfos" between the two folders using WinMerge to make sure that I hadn't grabbed the wrong -- pre-batch b -- version. The two match except for some additional buildings and resources that I added (nothing that should specifically impact the Dural).

Having the problem occur right after you pop a Great Person sounds exactly like what would happen with the original problem with the Dural statues.
Any idea on what was done to fix it? I REALLY would like to finish the games that I have started so if there is anyway to correct it WITHOUT breaking them I would love to do so... Playing 8 civs concurrently in "hotseat" mod takes forever to get to turn 300 (though it wouldn't be a big loss to lose Dannmos since he only had two cities -- didn't expand real well -- and the "explorer" civ is looking with longing at their gold). In the second game Dannmos is actually expanding quite well and I would hate to cost him the great start after the miserable first game with him...;)
 
You view python exceptions by modification to your Civ4 ini file. Found by a shortcut in the BtS folder (_Config or something like that for the shortcut name) then search for Python and the one which says hidePythonExceptions = 1 you want to change to = 0
Well... I was hoping it would tell me something that I could address, but it's Greek to me. I see several functions being called, then the last message is "KeyError 87" (I assume this is what is causing my issue). However, it does seem to reinforce my belief from the last game that it is caused by the appearance of a Great Person since the functions seem to indicate that a GP is making an appearance (the names may not be correct; like an idiot I hit "OK" on the window:

File GPUtil, line 229 in getGreatPeopleText

File GPUtil, line 85 in getUnitIcon

KeyError 87

Any ideas on how to fix this?

One of the great people has an accented letter within its name (like a French "e" if memory serves me -- and it probably does NOT with my memory!!!) that an XML editor that I downloaded from CivFanatics didn't like at all. Could this be the issue for some reason and Dannmos was simply unlucky enough to get the Great Person in two different games (a little too much of coincidence there to believe.....)?
 
Really need you to provide a save for WoC issues. Having a solid idea of what caused it is good, but knowing what item caused it isn't actually of any use on the programming level, I need to know which lines of code caused it, and only a save can show me that :(

I dumbassedly saved over it or I'd post it. :(

Bonus knowledge: While I was looking for the cause of the WoC, I noticed that the malignant flora had been there for at least five turns without causing any issues, and the city itself was size 5, so it wasn't terribly new. The WoC occurred during the doviello turn. Maybe a settler could have ended up on a tile with a flora by being pushed onto it by that taint thing?
 
To fix your hotseat game, open up the GPUtil.py file and search for UNIT_COMMANDER, change that to UNIT_COMMANDER_DURAL_TACTICIAN and your game should start to work. To fix it longterm, make sure that UNITCLASS_COMMANDER doesn't show up anywhere in CIV4BuildingInfos.xml. It used to be on one of the Dural Statues, and it is the only buildingwe forgot to remove Commander GPP from before releasing 051. Any building offering points toward a Commander for a Civ who has a UU breaks the interface, the quick fix I mention only works because the Dural are the ONLY civ to offer Commander GPP, so setting it to look for their UU fixes their problem without causing other people any problems. So if some of the buildings you added offer Commander GPP, then you will still have the issue, but now for other people.
 
To fix your hotseat game, open up the GPUtil.py file and search for UNIT_COMMANDER, change that to UNIT_COMMANDER_DURAL_TACTICIAN and your game should start to work. To fix it longterm, make sure that UNITCLASS_COMMANDER doesn't show up anywhere in CIV4BuildingInfos.xml. It used to be on one of the Dural Statues, and it is the only buildingwe forgot to remove Commander GPP from before releasing 051. Any building offering points toward a Commander for a Civ who has a UU breaks the interface, the quick fix I mention only works because the Dural are the ONLY civ to offer Commander GPP, so setting it to look for their UU fixes their problem without causing other people any problems. So if some of the buildings you added offer Commander GPP, then you will still have the issue, but now for other people.
So there is no Great Commander any longer...??? I thought what you guys did for them was FANTASTIC. Being able to link the commander to multiple units and even having upgrades to them was such a neat idea!!!!

By the way, your change worked (or is working so far) like a champ!!!
 
Possible Great Commander bug: they can't enjoy the benefits of the "Shroud of Esus" if you happen to own Nox Noctis. Yes, they get the ability to cast both the spells to get the cloak or dump the cloak, but neither actually applies (or therefore removes) any kind of hidden promo.

Found this out to my chagrin when my invisible army was travelling and an enemy stack only found four targets... my precious Bannor Captains, woops!


...

Maybe a bug or maybe an exploit relates to those same "get a cloak, lose a cloak" spells for NoX Noctis owners, y'know when you do not have enough XP to buy a promo at the start of a turn, but by the end you do? Quickly toggle your "cloak" off and on, and that seems to fool the system into thinking it is promo picking time again, which can do wonders if you desperately needed to heal or pick a situational appropriate promo. Same would go for many other automatic promos, like if an archer who was itching to "level up" due to winning XP in a turn ran into and out of a city with walls for the wall defender promo. Again, much less a bug I bet and more of an exploit of certain "automatic" at will promotions, but I thought I'd mention it.
 
Possible Great Commander bug: they can't enjoy the benefits of the "Shroud of Esus" if you happen to own Nox Noctis. Yes, they get the ability to cast both the spells to get the cloak or dump the cloak, but neither actually applies (or therefore removes) any kind of hidden promo.

Found this out to my chagrin when my invisible army was travelling and an enemy stack only found four targets... my precious Bannor Captains, woops!


...

Maybe a bug or maybe an exploit relates to those same "get a cloak, lose a cloak" spells for NoX Noctis owners, y'know when you do not have enough XP to buy a promo at the start of a turn, but by the end you do? Quickly toggle your "cloak" off and on, and that seems to fool the system into thinking it is promo picking time again, which can do wonders if you desperately needed to heal or pick a situational appropriate promo. Same would go for many other automatic promos, like if an archer who was itching to "level up" due to winning XP in a turn ran into and out of a city with walls for the wall defender promo. Again, much less a bug I bet and more of an exploit of certain "automatic" at will promotions, but I thought I'd mention it.

Open up Assets\XML\Units\Civ4promotioninfos.xml

ctrl-f to this line:
Code:
<Type>PROMOTION_CLOAK_OF_ESUS</Type>
And add this to the unitcombats section:
Code:
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_COMMANDER</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
 
I'll ask the team what they think of making it so that you can ALWAYS pick a promotion the instant your XP goes over the mark. Personally I don't see it as a huge balance shift, and the current ability to gain promotions mid-turn is due to making AutoAcquire less likely to show up as a "Free selectable promotion" option, which I enjoy making less common and don't want to revert.
 
Re-posting a few things from the maybe bug thread. I very regretfully lack saves to add with these reports.

1. Mountain Coast unstable with MP (Not the mods fault, but since it came with it, might as well report it; Edit: Re-posted in the proper thread as well).

2. Hunters left on open water tiles when carrier vessel moves off.

3. First Nightwatch to spawn lacks CoE. (all others after religion is founded have it)

4. Great Person Progress Bar is self conflicting (this one happens rarely -2 occasions for me- but does seem to happen)

If I get the chance I'll try and recreate these and add saves.

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Original posts(separated by asterisks based on topic, non-related material is included but is struck out.):

It seems that Mountain Coast map script is not a fan of multi-player, or, at least not a fan of me playing multi-player. Two others and I play on Big and Small -or Perfect World 2, depending on what we want-; we use direct IP connection.

Anyway, the second time we attempted using Mountain Coast[peaks max, lakes max, ranges max, continents] we loaded separately. This is to say, I hit launch in the lobby and we each constructed our own map and promptly got an OOS on entry. When describing details of the land to each other one friend mentioned finding Aifon Isle on land, surrounded by land, I also found a crab resource with the barbarian label for Patrian artifacts in water. {Neither of us were Scion so I'm not sure I should have even been able to see them}

I saved the game and we both relaunched with that save and no OOS occurred. The map still had funky features everywhere, but it didn't OOS at least. {We quit that save and just played a PerfectW2 Map to avoid possible instability.}

The reason I didn't mention our first attempt with the MountainCoast mapscript is due to us switching to a different script, because of starting off in the middle of a great plains that we never really found the end of with 20-ish turns of scouting. I doubt this was due to a bug, just a bad start.

On the upside this is the only error we have really seen which is amazing *remembers the first few times he played FF with MP and all of the infinite ways to cause an OOS* Great job FF team! FF has really improved -stability wise- since those days.

Ps: I posted this in the Possible Bug thread because I wasn't sure if it was a 3.19 or FF bug, or if it was already known.

I am not 100% certain that it checks your mapscript for being declared as Mod. You could try having him delete his copy of the mapscript (or rename at least) so that it generates on your machine and transfers to his. Longer load time, but guaranteed map synch.


Actually, MountainCoast IS bugged for MP. There was a discussion about it in his thread... Something about him using a different setup for SP and MP, to balance starting zones?


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It appears, if one were to put a naval unit with an open slot for unit storage -say a galley- next to land, that units can board the naval unit without using the button to board. This I think is a neat feature and I believe its been around for a while.

Yesterday, a friend playing with me did this and then told the boat to go off somewhere to scout, while the non-naval unit was standing on the boat. The boat promptly left the unit behind -on the ocean cell-. The unit could walk onto land from the ocean, but couldn't walk any further out.


Posting here to check to see if it might be a problem on his side, a feature, a bug, or if its already known.

Edit: This was with Av2 if it might effect anything.

I have a hunter that I want to move across the sea, so I load 'im on a galley. But when I move the galley, the hunter stays put on the coast square.
WTH?

You were probably loading a hawk onto him.

Or possibly, I think there's some issue with nested carriers. I don't think you can put a hawk on a hunter on a boat.

In my instance I don't believe the unit was carrying anything -but he was quite possibly a hunter-; also, in my instance the load button wasn't used to put the unit on the ship -he just walked onto it while the ship was next to land-.

In my case, he definitely wasn't carrying anything, but it was the only unit that had the problem, so I think you are correct in that it's a problem with carriers getting carried.


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Is it intended for the nightwatch, recieved from founding CoEsus, to not be a unit of CoEsus? -As in, it can't spread CoEsus to other cities-

.Also, a unit made in a city without CoEsus was able to spread CoEsus, that doesn't seem right.

Nightwatch should always have CoE.

Are you SURE the other city didn't have CoE? Either CoE wasn't your state religion, so you couldn't see what cities it was actually in, or it WAS your state religion, so any unit you build is capable of following it, even if their city didn't have it present.

Hm, I've tested it a few more times, and it seems the free nightwatch only lacks CoE when you are the original founder of the religion; once the religion is in the game then all other free nightwatch are CoE.


******************************************************************

The nightwatch certainly did not have CoE-or at least he couldn't spread it-. Ah, however, CoE was my state religion during the time the unit -with CoE- spawned.

On another note, I've noticed that occasionally the great person progress bar will say that I have 10000000 -not sure if the number of zeros is right, but you get the idea- turns until a unit -insert great person here- is born, however over the course of many turns the progress -the filling of the bar- will be much faster than the 10000000 indication would suggest; and, in fact, occasionally the great person will be made while the numeral aspect of the progress bar is still wacky. It's entirely possible someone else has caught this -as it seems to happen often-, but just being thorough.

Clarification: "Often" used in the quotation was referring to once every other game or so.

The bar should show data for the city with the most points stored. If the city is not currently producing any points, then it claims 10000 turns to creation. You will likely have other cities which are generating points during that time. Though once one of them surpasses the city being tracked it ought to switch to indicate them and tell you a realistic time. I'm surprised to hear that the 10000 bar appears to be filling for you at all. I am relatively certain there aren't any methods of acquiring GPPs which the Bar cannot measure (it wouldn't know about CityBonus applied GPP, but I do not think that anyone uses them for that yet, not even sure I made that possible)


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Sorry for the big post, I probably should have been transferring stuff over more gradually/quickly.
 
Greetings,

First of all, I must say that I love the Fall Further mod. Fantastic imagination and ingenuity. I don't know how you find the time to keep it up.

I would love to get in on 051, but I can't even get the mod to boot up. I have run BTS, FFH2, and Fall Further 050 on my machine but 051 is giving me problems. Once installed I double-click the FF icon to boot up, the Civ IV BTS window flashes up, then a few seconds later Windows pops up saying that 'Beyond the Sword has stopped working.' I have tried running as the administrator, but to no effect.

I am running Vista Business with an ATI Radeon X1400 graphics card. I have had memory allocation failures with 050, but nothing like this. Can anyone give me some advice?
 
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