Fall Further 051 Bug Report Thread

CTD when you end this turn.
 

Attachments

CTD when you end this turn.

Your CTD isn't from the weird archos diplomacy thing, nor is it from bannor command units following other bannor command units... but whatever it is, it isn't consistent. Give it a few tries. It has crashed for me two out of five times, and just now I went ten turns without crashing.
 
So umm. This WAS with a lightly modified install. But I don't think any of maxastros little mods caused this... heck even if they did...

We got a ctd at turn 26 thats unavoidble, tried to save before it... game crashed.

Looked in save directory. There was a save...
attachment.php

Thats right. Just under 6GB. O.o...

I didnt post it up for... obvous reasons. O.o...

It isnt full of empty space either... (tried winraring it to see if itd just... yeah no)
 

Attachments

  • canyouseewhatswrong.jpg
    canyouseewhatswrong.jpg
    25.9 KB · Views: 563
CTD when you end this turn.
Your CTD isn't from the weird archos diplomacy thing, nor is it from bannor command units following other bannor command units... but whatever it is, it isn't consistent. Give it a few tries. It has crashed for me two out of five times, and just now I went ten turns without crashing.

I tried it a couple of times in a row, and it CTD'd both times, so I assumed it was consistent. Thanks, I was pretty discouraged about that. Nothing like getting many hours into a game and not being able to continue, especially when the game is as terrific as FfH2/FF.
 
Related to the battlefield tactics discussion earlier:

When the followers leave the commander they lose the tactics promotions which may be Working As Designed. However if you have a guy that has already learned tactics I and II on his own, then link him to that commander and release him later, that unit will also lose the tactics promotions!

EDIT:

I have also discovered that this is also causing units to lose the freelancer promotion somehow. I had a ghost who I leveled up to drill IV, and racketeering II. I linked him to a commander which gave him tactics II then I gave him the freelancer promotion. I then unlinked him from the commander and it took off the freelancer promotion (which deals 100% damage thus killing the unit.) I reloaded and instead kept him linked to the commander but when he left the commanders range he lost it also.

I think the only solution is to just remove the battlefield tactics command promotion all together.
 
onUnitKilled does not seem to be getting called when it should be. This means the soul forge, the flesh golem cauldron thing, spirit guides and manes and angel spawns are not currently functioning.
 
So umm. This WAS with a lightly modified install. But I don't think any of maxastros little mods caused this... heck even if they did...

We got a ctd at turn 26 thats unavoidble, tried to save before it... game crashed.

Looked in save directory. There was a save...
attachment.php

Thats right. Just under 6GB. O.o...

I didnt post it up for... obvous reasons. O.o...

It isnt full of empty space either... (tried winraring it to see if itd just... yeah no)

out of curiousity, how long did it take the game to generate that save ?
 
out of curiousity, how long did it take the game to generate that save ?
I would say the game was unresponsive a good 5-10 min, so about that long. I have a fairly capable system... so things generating a repeating loop of data go faster too xD
 
BUG: Cannot restrict random civilizations and use Random Evil/Neutral/Good settings in custom games.

Didn't see this in the first post. When I try to restrict the random civs (I eliminated all the FF ones) and have a Random Good, Evil and Neutral civ as my choices for opponents I get a CTD after word gen. No initial save is created. Restricting the same civs without random alignment opponents does not cause a CTD. Neither does using the random alignments with no restrictions on civs.

Other settings I used, if it matters: No tech brokering, Living World, Dark Forests (tried this with and without) and All Unique Features.
 
Hello all,

I installed Fall Further and am having a blast in my Huge/Long game. However, I started to get random CTD's at about turn 370. I am at turn 404 right now and I can keep playing after a crash, I just have to restart and it won't crash that turn any more but the further I get the more crashes keep happening.

Now, the game crashes every 2 or 3 turns which makes it unplayable. Anyone any idea what might be happening and is there a fix? I hate to have been playing 400 rounds just to start over again, hoping it won't happen again after 400 turns.

I added the savegame as well as the PythonErr2.log file, which seems to get updated the minute the game crashes.
 

Attachments

Playing FF as Bannor, I switched to the Mercurians when I built the gate. I and my allies the Bannor are at war with fellow Order follower Balseraph, and while the 2 armies are killing each other pretty well, I am receiving no Angels for their efforts.

Valin himself has been killed, and still no Angels.

Is this a bug?
 
TXT_KEY is missing for the Armored Cavalry (playing .51 patch B)

And "to" should be "too" in the loading up text message (what's the real name for this text?) as can be seen in the attached graphic.
 

Attachments

  • spelling.jpg
    spelling.jpg
    18.2 KB · Views: 59
Found a couple apparent bugs while digging around in the python for modwork. Firstly, there is a bit of code in eventmanager involving Bedouin Sits in onImprovementBuilt. It seems designed to clear out features on the same tile as a Bedouin Sit when one is created. However, because it was copied off the Ring of Carcer code, it is inside an IF block that checks for unique improvements, and will therefore probably not run.

Secondly, in spellinterface.py, specifically spellMarnokDungeoneer. At the end of this spell is code to give the caster 1xp and finish off his movement for the turn. However, this code is after an if/else statement, and both branches of that if/else include return statements. The xp and movement code will therefore never run and should probably be moved above the if/else statement.
 
Found a couple apparent bugs while digging around in the python for modwork. Firstly, there is a bit of code in eventmanager involving Bedouin Sits in onImprovementBuilt. It seems designed to clear out features on the same tile as a Bedouin Sit when one is created. However, because it was copied off the Ring of Carcer code, it is inside an IF block that checks for unique improvements, and will therefore probably not run.
So... I could build a fort and then a Sit on top of it?
 
Playing FF as Bannor, I switched to the Mercurians when I built the gate. I and my allies the Bannor are at war with fellow Order follower Balseraph, and while the 2 armies are killing each other pretty well, I am receiving no Angels for their efforts.

Valin himself has been killed, and still no Angels.

Is this a bug?

http://forums.civfanatics.com/showpost.php?p=8377058&postcount=588

I think you can still get angels and manes from razing cities, though.
 
So... I could build a fort and then a Sit on top of it?

No.

A tile can only ever have one improvement (worker-related stuff), one feature (a forest or jungle), one height (mountain, hills or plains), one bonus (copper, cows, etc.), and one base (grasslands, plains, etc.). The game does not support multiples of anything, so trying to build a sit upon a fort would just result in the sit replacing the fort. Because deserts don't tend to have features at all, that bit of code probably isn't needed to begin with.
 
Back
Top Bottom