Fall Further 051 Bug Report Thread

If anyone's still wondering, #22 from the OP:

Free Nightwatch for founding religion lacks CoE, all others have it (2Hydroclopse - Post 478)

This happens when you're playing with unrestricted leaders as a leader without agnosticism as a civ that normally is. For instance, Decius with the Illians. And it's not just the nightwatch units; any unit that is granted through a python event, be it werewolfism or religious research, is stripped of their unit religion.
 
I don't particularly see a problem with that. Agnostic civs are generally agnostic for a reason. although, how does it work for the scions ?
 
To an extent, I agree... but I don't think that werewolfed priests should lose their spellcasting abilities. Plus, it makes no sense to force agnosticism on the python units while still being able to build non-agnostic units and research religious techs. It should probably be tied to the leader instead of the civ, if that's possible.
 
As far as I know, the Scions still get Nightwatch with CoE if you pick up Deception.
 
Basically, when you summon the Infernals and then switch to them, your visibility and flag do not correctly shift unless you reload.

I had this problem when I chose to play as the Infernal. The whole world went dark and I couldn't even see my units on the map. The units were visible at the bottom of the screen.

I didn't know about the "RELOAD" fix; so I just selected a settler and blindly built a city. That returned everything to normal...
 
Found a bug which happend during Inqusition:
Code:
Traceback (most recent call last):
  File "CvSpellInterface", line 25, in cast
  File "<string>", line 0, in ?
  File "CvSpellInterface", line 1844, in spellInquisition
RuntimeError: unidentifiable C++ exception
ERR: Python function cast failed, module CvSpellInterface
after the end of the turn, which could still be played normally, the game crashed.

I haven't found this error in your list, but I didn't search the thread either.

In CvSpellInterface.cpp I found:
Code:
1842 # Scions start - Allows Inqusition to remove Scions Sympathizers, Poisioned Words, Corrupt Guild.	
1843    if pCity.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_SCIONS_SYMPATHISERS')) > 0:		
1844       pCity.setNumRealBuilding(gc.getInfoTypeForString('BUILDING_SCIONS_SYMPATHISERS'), 0)
 .
 .
but 'BUILDING_SCIONS_SYMPATHISERS' does not seem to exist in the CIV4BuildingInfos.xml (or anywhere in the mod).

The easy way out would be to insert a new test in 1843:
Code:
1843    if gc.getInfoTypeForString('BUILDING_SCIONS_SYMPATHISERS') > 0:
 .
 
but 'BUILDING_SCIONS_SYMPATHISERS' does not seem to exist in the CIV4BuildingInfos.xml (or anywhere in the mod).

You're right - it doesn't. (It was a spell-generated building, and the spell was changed to something promotion based.). The reference should have been removed.

Thanks.
 
Attached a savegame, CTD whenever I click end turn...

Installed latest FFH2 and FF (downloaded both tonight), hope that is allright, noticed that FF doesn't search for FFH2 anymore, so those are independant now?

I am interested in what makes the game crash, since I wanna play :)
 

Attachments

I'm pretty sure that a dark forest is crashing your game, somehow. Open up the worldbuilder, look for it just west of Bradok the Burning, which is to the west of your city, and right click to remove all the units in the tile (there are about ten of them). Then, go to map mode and remove the dark forest terrain improvement.

Or, you could just start a new game, since you're only on turn 5, a barbarian unit is about to take your foxford event, and you managed to land an awful starting spot. :o
 
I'm pretty sure that a dark forest is crashing your game, somehow. Open up the worldbuilder, look for it just west of Bradok the Burning, which is to the west of your city, and right click to remove all the units in the tile (there are about ten of them). Then, go to map mode and remove the dark forest terrain improvement.

Or, you could just start a new game, since you're only on turn 5, a barbarian unit is about to take your foxford event, and you managed to land an awful starting spot. :o

That might be true and I will take your advice (start a new game).

I just want to contribute to the debugging since all my FFH/FF games are plagued by bugs :) And I've just installed it anew to get a gamebreaking bug heh.
 
The python related to what I've been posting lately is in cveventmanager.py, under the onunitcreated function:
Code:
		if unit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_LIZARDMAN')):
			unit.setReligion(-1)

I deleted it since it makes no sense to have it there and not also under onunitbuilt, plus it has been applying to units that don't have the lizardman promotion. Also, this would probably make a better if statement?:

Code:
		if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_AGNOSTIC')):
 
It's probably there so that the Cualli shadowpriests don't get extra spells. But it's weird because units that are built can still be religious.
 
Neikius: Did you install Patch B as well?

stupidnewbie: onUnitCreated covers onUnitBuilt as well (every unit does create, only those from cities also do build). No clue why that bit of python is there at all.

Sure I did. And I am 99% sure its there. But I know of no way to check it.
 
If you do a mouseover of the Flag for your Civilization while in game it will tell you what patch version you are using. Just was hoping you hadn't as it sounded somewhat like an earlier bug with what your cure/workaround was.
 
If you do a mouseover of the Flag for your Civilization while in game it will tell you what patch version you are using. Just was hoping you hadn't as it sounded somewhat like an earlier bug with what your cure/workaround was.

Doublechecked. There is still the savegame if you need details...

Or is there any other way I can help?
 
hi im having a seriously annoying problem and was wondering if any1 else has had the problem,

me and my brother setup a direct IP connection match yesterday and once we had finnished setting the game options up and launched the game we both got OOS on the 1st turn so we saved and tried to load it, my brother is the host and his game loads up perfectly but i get a load error and then CTD
i wonder if it is the Log Random Numbers option as i have never seen this option on Fall From Heaven II and it is the 1 option which we activated which i feel maybe contributed to the problem

has any1 got any input on this problem for me

thankyou
 
Back
Top Bottom