Fall Further 051 Bug Report Thread

Scrubs and floodplains are features, right? So if the code is malfunctioning, you could build a sit on either of those.
 
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.

Actually, I believe it was meant for scrubs. Particularly seeing as scorching a forest down to desert has a good chance of converting the forest into Scrub. :lol:
 
I started a game with the Scions with Korinna the Protector as leader. When it finished loading, this is what the map looked like:

Spoiler :
Whattheheck.jpg


I had these settings:

Map:Erebus
Size:Standard
Climate:Temperate
Sealevel:Medium
Era:Ancient
Speed:Quick
Shape:Flat World
Peaks: 30% less Peaks
Starts: Use Original Civilization IV method

These Options:
No Savages
Permanent Alliances
Blessing of Amathaon
Living World
Last Days
No Lairs
All Unique Features
No Orthus
Flavour Start
No Wild Animals

And these Victories:

Conquest
Domination
Religious
Tower of Mastery
Altar of the Luonnotar
Gone to Hell

I've uploaded the save.
 

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So this is definitely something changed by the FF development team? Because, in FfH, the vampire's "hasted" promotion (even though applied to themselves) still only lasts one turn...

You can set a promotion to be maintained or not through the Promotion, or through the spell. So if you really wanted to avoid this with Vampires, you would have to set the maintaining through the spell (pretty sure it already is) and then have the Vampires use a different spell than normal.

Sheiam can not build Artisan's Workshops, although no explanation is given as to why.

Also, Pyre Zombies don't appear to count as military units for garrisons (although this may be purposeful).

Quite a few people can't build Artisan's Workshops, as well as Seige Workshops. I don't think either is ever explained at all.

Most non-living units are set to not count for military garrison.

Also, my friend would like to know what happened to Loki and his puppet? The puppet can no longer attack anything?

Puppet never should have been able to attack anyway. He was set up to no longer be able to on purpose.

In one of my game, my mouse bugged so I had to replace it and restart my computer. Before restarting it, I quick saved my game. When I loaded it later, it was bugged.
Attached are the quicksave and the latest auto before it.

How precisely do you mean that it was bugged? If you mean that it cannot load, I got the same issue. I would imagine whatever bugged your mouse also bugged your processor, or that it hadn't finished saving before you rebooted.

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 curiosity, was 6GB all the freespace you had? I am wondering if whatever loop it got stuck in ever ended.

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.

Freelancer is a MustMaintain promotion, so you have to maintain ALL of the prereq's to avoid death, that includes Tactics2. The code was written so that the command promotion shouldn't cause removal of a promo which the unit had purchased. I'll have to look things over and see precisely what happened to cause him to lose it. So that will need some looking into

So... I could build a fort and then a Sit on top of it?

No, he said it failed to remove features (floodplains), not improvements.

EDIT: @Cheese_Crusader: That is what is referred to as a "Mapcrash" and happens occasionally with Erebus/Creation mapscripts. Just start a new game, same settings, and it should come out fine.
 
Related to the battlefield tactics discussion earlier:

...

I think the only solution is to just remove the battlefield tactics command promotion all together.

I missed the earlier tactics discussion, but isn't another solution to have the battlefield tactician grant a command promotion that does the same thing instead of two regular promotions? Battlefield tactician seems to be the only one that gives out previously existing promotions, which is the root of quite a number of problems.
 
Scrubs and floodplains are features, right? So if the code is malfunctioning, you could build a sit on either of those.

Except that sits are excluded from being built upon floodplains. And I thought the scrubs thing was intentional? Kind of like how elves can build in forests.
 
I think perhaps the code that prevents the AI from resting within range of a ranged attacker works a bit ~too~ well. If you move a strong archer (Gilden Silveric works great) next to a goblin fort and shoot the defenders, any damaged defender that doesn't heal to full strength the next turn will flee the fort to go heal. You can do the same thing with barrows, ruins, etc, just most useful for easily clearing out goblin forts.

Anyway, considering goblins are ~much~ easier to take out when not holing up in their pesky forts, this is probably sub-optimal behavior. :)

...Actually, I haven't tested this yet, but hopefully the same thing doesn't happen with cities? o.O
 
It seems my commander can't take the Religious Leader II promotion. It says "Cannot Purchase With Experience". But the tag in the xml file doesn't have a <bNoXP>1</bNoXP> value...

I want to be able to get my monks to enlightenment faster by using a nice Battlecommander3/religiousleader2 leader...
 
Doviello Chariot and Crossbowman art are broken. will fix later.

Elegy of the Sheiam and Hallowing of the Elohim are both broken. There's simply no code for them in onProjectBuilt. Does anyone remember exactly how they should work?

And lastly, we seem to have a bug with the GlobalCounter functions, unless I'm misunderstanding.]

My code
Code:
def zeroAC(caster):
	CyGame().changeGlobalCounter(-1 * (CyGame().getGlobalCounter()))

This should add (-1*AC) to the AC, which should result in setting it to zero. But it seems these get and change functions operate on seperate values.

As we know, there are kind of two Armageddon Counters. The displayed one, is a percentage. And used for triggering events and such. It seems that getGlobalCounter retrieves this value.

However, changeGlobalCounter modifies the less visible AC value which determines the displayed one. This scales with mapsize, and goes up to something like 300 on huge maps.

What this means, is that rather than setting to 0, my code reduces the current AC value by the current AC percentage.

On a standard map, where the max value is 170. If I max out the AC to 100%, there are 170 AC points. Using the above function, it sees that the AC percentage is 100, and so it reduces the ac value by 100. Resulting in an AC of 70/170 , or 41%. As opposed to reducing it to 0.
 
Bug: Jotnar Unit Upgrades

Hunters gained by Dominate or Mind Control can be upgraded to Cyclops (Ranger replacement).
Troll Hunters (the Hunter replacements) only upgrade to Elder Trolls.
 
Elegy and hallowing are missing <iModifyGlobalCounter>5</iModifyGlobalCounter> in the CIV4projectinfo.xml
 
I think perhaps the code that prevents the AI from resting within range of a ranged attacker works a bit ~too~ well. If you move a strong archer (Gilden Silveric works great) next to a goblin fort and shoot the defenders, any damaged defender that doesn't heal to full strength the next turn will flee the fort to go heal. You can do the same thing with barrows, ruins, etc, just most useful for easily clearing out goblin forts.

Anyway, considering goblins are ~much~ easier to take out when not holing up in their pesky forts, this is probably sub-optimal behavior. :)

...Actually, I haven't tested this yet, but hopefully the same thing doesn't happen with cities? o.O

Intentional. We decided the best way to prevent the Barbarians from being a free XP spot for Archers was to remove the "YOU ARE NOT ALLOWED TO MOVE" block placed on Lair guards if the guard is injured. You could suicide a weak summon on them for the same effect. The hope is that sometimes they will be strong enough to kill the unit that attacked them and do so, but yes, it also serves as an easy method of clearing them. It will not effect cities though, as units aren't forced to stay there through python.

It seems my commander can't take the Religious Leader II promotion. It says "Cannot Purchase With Experience". But the tag in the xml file doesn't have a <bNoXP>1</bNoXP> value...

I want to be able to get my monks to enlightenment faster by using a nice Battlecommander3/religiousleader2 leader...

bNoXP means you don't spend XP to gain the promotion (don't have to have a level available), the "Cannot Purchase with Experience" tag indicates that it is impossible to choose the promotion when levelling up, you must be granted it through a spell or start with it by default (this particular one is only available for a certain hero IIRC)

Doviello Chariot and Crossbowman art are broken. will fix later.

Elegy of the Sheiam and Hallowing of the Elohim are both broken. There's simply no code for them in onProjectBuilt. Does anyone remember exactly how they should work?

And lastly, we seem to have a bug with the GlobalCounter functions, unless I'm misunderstanding.]

My code
Code:
def zeroAC(caster):
    CyGame().changeGlobalCounter(-1 * (CyGame().getGlobalCounter()))
This should add (-1*AC) to the AC, which should result in setting it to zero. But it seems these get and change functions operate on seperate values.

As we know, there are kind of two Armageddon Counters. The displayed one, is a percentage. And used for triggering events and such. It seems that getGlobalCounter retrieves this value.

However, changeGlobalCounter modifies the less visible AC value which determines the displayed one. This scales with mapsize, and goes up to something like 300 on huge maps.

What this means, is that rather than setting to 0, my code reduces the current AC value by the current AC percentage.

On a standard map, where the max value is 170. If I max out the AC to 100%, there are 170 AC points. Using the above function, it sees that the AC percentage is 100, and so it reduces the ac value by 100. Resulting in an AC of 70/170 , or 41%. As opposed to reducing it to 0.

Elegy and the other work through XML only now IIRC, though that might not be working right if I remember reports properly as well. To get the actual value of the AC, use getTrueGlobalCounter() (again, IIRC)
 
bNoXP means you don't spend XP to gain the promotion (don't have to have a level available), the "Cannot Purchase with Experience" tag indicates that it is impossible to choose the promotion when levelling up, you must be granted it through a spell or start with it by default (this particular one is only available for a certain hero IIRC)
Ok, but where in the XML is that defined? I can't see any difference between this promo and the Religious Leader 1 Promo...

I did a search of the XML and python for these promotions (by searching for zealous), and only found the TXT entries and the promotion entries. Nothing indicates that this promotion shouldn't be able to be taken...
 
The "Summon Fire Elemental" effect of Wonder is summoning land Krakens. EDIT - never mind, i'm blind apparently...

Grigori horse archer art is broken (the unit is 2 red blobs)
 
It is "decoded" from the XML by checking for the things which make it possible to acquire a promotion, primarily that is having a UnitCombat type for which it is defined to be valid for. For further questions, please jump over to the modder's guide, as now you are wondering about how to change something, not reporting something which is broken.
 
Forgive me if these have already been brought up (very brief thread search didn't turn up anything).

The commander promotion Tactical Knowledge - Battleline doesn't seem to do anything at all. I would presume Tactical Knowledge - Block Formation and Tactical Knowledge - Loose Formation probably aren't working properly either. It's still possible for commander units to take these promotions, even though they don't do anything.
 
I seem to come across a "slight" problem with Acheron.....

He doesn't appear to be "held" (I double-checked the python and he is SUPPOSED to be!!!!). This is NOT my major problem however. My big problem is that there isn't just one of them... or even two... Let's try five (5!!!!!). I checked the "UnitClasses" file and it indicates that there is supposed to only be one (1) of them in the world so I'm not quite sure how this happened. Acheron appears to be breeding (he found a female dragon?? :lol:).

My settler got a bit of surprise when he landed on an unexplored large island, planted, and suddenly the five Acherons appeared just outside his borders. :eek:
 
Now that is an odd bug. Were you using any mods/modules?
 
Now that is an odd bug. Were you using any mods/modules?
Not really... I hadn't made any changes to Acheron or in the pythons. I HAD made some changes to permit myself to train some other heroes (for civs that weren't in the current game) to which I wouldn't normally have access. But, as I said, I did check the "UnitClassInfos" and it WAS set to only "1" Acheron so I'm not quite sure how Bhall (if that's the correct diety) came up with five.
 
I'm getting a weird CTD. It's crashing at or near the end of the animal civ turn. This is the second time it has happened, and I got around it the first time by deleting 30-ish bears, lions, elephants and wolves, plus one evil fawn. None of them seemed to be doing anything odd.

I play on huge maps with lots of civs, so if there's a way to crash the game, I'm probably going to run into it, and this is the first time I've seen the animals crashing. The dark forests option is enabled, and this is the first time I've gotten evil fawns, if that's relevant.
 

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