Fall Further 051 Bug Report Thread

AI_DIPLO_FUR_NO_DEAL_LEADER_MAZATL is what Hianthrogh says when I ask him what he wants for Writing. (He doesn't want anything I have. The jerk!)
 
The undercouncil may be broken. I was elected to the head thing, waited a few turns, was looking forward to passing the slavery option thing, the time for a new vote came along and... we voted on a new head of the undercouncil thing.

edit: weird, it's working in a test game...
 
Immortality seems to be broken in patch C, sometimes it works sometimes it doesnt. I had Birgit and an Immortal. At first they respawned fine after getting killed. But the Immortal didn't respawn on his second death (wasn't right after his first death, so he should have been immortal), the same thing happend to Birgit some turns later as well. I got the "Birgit has been born again" message but I didn't get her back.
 
I keep getting random CTDs since I DLed C. :confused:
 
In one of my Jontar City I have the 8 propulation limit reached and all 8 working on the Fields but I also have 1 Specialist that isnt marked as free. There is no building in the City that I can see that would add this one Specialist. All other City that have reached the pop limit of 8 just haved 7 working on the Fields and 1 Specialist.
Buildings in the buged City: Dancing Bear, Elder Council, Habor, Monument, Pagan Tempel, Jotnar Staeding, House of the Ancestor.
 
Is it supposed to take 10 minutes or more to load from the desktop to the initial screen, with another 10 minutes for mapscript?

I have made sure my sys is in good order. I turn off the background stuff. The processor is a bit old(P4-2.4Ghz) but I have a Gig of RAM, a 512mb Vid Card. It should have no problems. Maybe if that "CAR" mod is compatible?
 
CAR is not compatible, it has to be merged in. But 10 minutes for startup is not completely unheard of, for initial loading. After that you should have a cache which makes future loads much quicker. For the mapscript, some mapscripts take FAR longer than 10 minutes due to various issues, but the default ones should all load without issue in quite a bit less time than that.
 
1.43 for me to boot from desktop.

Loading a map is entirely dependant on factors like size, the particular script you've chosen, settings like barbarian world/all unique features, etc. but it usually takes a minute or two for a large map.

The Erebus mapscript is known to be rather slow to load if you enable peak softening.
 
Thanks. I thoroughly enjoy the mod(modmod?). It's worth the wait, and now that I know it's not broken in some way, I won't fret so much.
 
I wanted to start a new game today with a lot of civs and then I realised that I am not able to pick gigantic maps. Isn't it a feature of Flavormod.

I haven't found a notice in the changelog which version is included in FF.

EDIT\ I play 0.51 Patch C without installation of FFH
 
Immortality seems to be broken in patch C, sometimes it works sometimes it doesnt. I had Birgit and an Immortal. At first they respawned fine after getting killed. But the Immortal didn't respawn on his second death (wasn't right after his first death, so he should have been immortal), the same thing happend to Birgit some turns later as well. I got the "Birgit has been born again" message but I didn't get her back.

After building the Soul Forge in my capital I got the "A unit has been processed by the Soul Forge" message every time an immortal unit didn't respawn. So it seems like they do respawn but somehow get killed again immediately.

This might be connected to another bug I noticed: sometimes my units died in a fight they won (and I'm not talking about Martyrs of Patria here). This happend to Birgit two times, according to the combat log she should have survived those fights with 15/100 hp remaining.
 
This might be connected to another bug I noticed: sometimes my units died in a fight they won (and I'm not talking about Martyrs of Patria here). This happend to Birgit two times, according to the combat log she should have survived those fights with 15/100 hp remaining.

did the enemy die too ?
 
Interesting. There had been some minor issues with the order of how Immortality was handled. Nothing that would ever actually come up, but with the potential uses of PythonOnDeath function, I felt it worth cleaning up. All of these other issues with death (including the failure to get angels) have been a result of cleaning up that re-sorting. I am mildly curious what is failing on this end of things, so I'll sit down and check it out at some point soonish. All the reports of "I think I remember..." have been fairly helpful in piecing it together before I get such time available though.
 
Interesting. There had been some minor issues with the order of how Immortality was handled. Nothing that would ever actually come up, but with the potential uses of PythonOnDeath function, I felt it worth cleaning up. All of these other issues with death (including the failure to get angels) have been a result of cleaning up that re-sorting. I am mildly curious what is failing on this end of things, so I'll sit down and check it out at some point soonish. All the reports of "I think I remember..." have been fairly helpful in piecing it together before I get such time available though.

If it helps any, I've experienced the opposite end of the Immortal problem - killing one of the four horsemen and having it respawn at it's starting location and then die again (for good). Next time I have a chance to play I'll see if I can recreate it in a non-modified game, because I think I remember seeing something odd about the event message order one of the times.
 
This happens every turn:
Spoiler :

You are using modular python, which is good. You have found two bugs which, from my point of view is even better. ( Two more bugs I don't have to find. :) )

I'll fix them and upload a new version today.

For future reference, any time you see "Error happened with something", it's modular python.
 
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