Fall Further 051 Bug Report Thread

xienwolf

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Please post any bugs you encounter with as much detail about how it happened and possibly even a savegame. I'll fix what I can when I can :)

If you are experienceing issues with Memory Allocation Failures (MAFs), please attempt to follow the directions in this thread to optimize your computer to run Civ.

For OOS related issues, please read this post: OOS Logger. Then include the OOS log file from each computer as an attachment so we can figure out what caused the issue. Also please enable logging in your .ini and utilize the Random Logger MP option to assist further in OOS tracking/locating.


Changes slotted for next release



Reported Bugs not solved


  1. Warrens spawn code doesn't account for Assimilation leaders, so spawns non-orcish units
  2. Alcinus respawn code pops out an Alcinus for every scions player in the game when respawn sends him back to home.
  3. CityBonus's fGold when applied to remove gold from a rival city may not be granting that gold back to the unit owner like advertised.
  4. Issue with treasure containers being deleted in a city when it changes hands, also seems to be an issue with containers dropped in enemy territory.
  5. Immortality seems to now be a once per game ability (Draconian - Post 804)
  6. Adaptive being used to change traits causes all remaining traits to stop granting promotion bonuses (readercolin - Post 770)
  7. TempUnitCombat field is not carrying over properly in modular changes of promotions (Beardy Dan - Post 769)
  8. Ranged Attacks which are visible to a player cause OOS to occur (noticed primarily with Barbarian Goblins, but reported to also happen with human controlled attacks) (Iceciro - Post 723)
  9. Modular Loading for adding a UU to a bLimitedSelection Civ (the Barbarians) seems to disable bLimitedSelection (MaxAstro - Post 715)
  10. Modular Loading for Techs doesn't work properly, specifically TechCostShift and TechCostMod (sylvain5477 - Post 578)
  11. HN Units are being border-bumped on WarDec (ushram - Post 109)
  12. Buildrates in Forests/Ancient Forests don't properly adjust when you learn a build-time enhancing technology (Shakiko - Post 141)
  13. Unit trapped by a Lair result was allowed to free itself (Skitters - Post 149)
  14. Sheiam player killed by demons (while at peace with them) and not removed from the game (jimmythes - Post 186)
  15. Intolerant doesn't prevent passive religion spread in your cities, nor prevent you from founding religions
  16. Supplemental Promotions (Temporary from Commander) are copied over in ::convert as real promotions to the new unit (Akulya - Post 352)
    • Even if the new unitcombat is invalid (warrior->archer) (westamastaflash Post 755)
  17. Treasure Maps do not reveal the tile where the Treasure Chest is spawned properly (UNIT 666 - Post 356)
  18. Giant Spider passively upgraded to a Giant Spider as Archos (UNIT 666 - Post 356)
  19. Units converted during attack come out with full movement available, should be set to the previous unit's movement and hasAttacked status (UNIT 666 - Post 356)
  20. Shroud of Esus invisibility is staying on units after leaving borders (Pohlmann - Post 363)
  21. High Priest units (all religions) should start with Medic III so they can cast Heal (Omegon3 - Post 459)
  22. Hunters loaded on ships get left standing in the water when the ship moves away (2Hydroclopse - Post 478)
  23. Dominated units are sent back to prior owners if the Archmage casts Lichdom
  24. Commander Defense 3 is listed as Type Commander Defense 2, so overrights CD2 with a version that has itself as a prereq (Beardy Dan - Post 487)
  25. Baby Spiders born in a Brood Chamber who immediately upgrade to Giant Spiders will not gain any of the free promotions from the chamber (MaxAstro - Post 488)
  26. Defender isn't granting workers Hardy I (Pohlmann - Post 584)
  27. Altar and Tower Victories won't claim victory status properly (MaJa - Post 586)
  28. Commander Promotions are removing the granted promotion even if the unit had purchased it previously with XP (MrPopov - Post 587)
  29. Restrict Random Civilizations to remove all FF civs + Random Good/Neutral/Evil leader choice results in CtD on gameGen (Milaga - Post 593)
  30. Code for clearing features beneath the Beduin Sit is nested in a check for Unique Improvements, so never happens (MaxAstro - Post 597)
  31. The bonus 1 XP and ending of movement in MarnokExploration functions happens at the end of a function which is designed to prematurely return. To have effect, it must be done before calling the other functions (MaxAstro - Post 597)
  32. Jotnar Hunters captured from other Civs upgrade to Cyclops (Ranger), but Troll Hunters (Hunter replacement?) can only upgrade to Elder Trolls (DirtyFinger - Post 610)
  33. Hell version of Coast/Ocean do not have any tech to enable trade over them, and do not block any units from travel in the ocean variant which is blocked from travel in normal oceans (Draconian - Post 778)
  34. Python exception in Spring's startWar function call (TC01 - Post 779)


Reported Bugs needing verification/repeatable saves


  1. Automated Exploration Scouts are still dumb enough to heal next to ranged attackers in some cases (Darksaber1 - Post 94)
  2. AI somehow managed to get a Seargent following a Seargent (xienwolf)
  3. CtD with Scions following UnderCouncil Civic (5hadow - Post 333)
  4. CtD when taking a city with a Shadow (Kentarion - Post 337)
  5. CtD when Baron attacks an Austrin city defended by a Recurve Archer (D-Rockz - Post 338)
  6. Dural AV and FoL special schools are unbuildable
  7. Maintained Nox Noctis Invis outside of Borders with Acheron (Pohlmann - Post 359)
  8. Kuriotates seem to be considering Settlements as full Cities, so halt their expansion prematurely. They also need to have their foundValues adjusted so that they are less likely to place a settlement (Elberith Logos - Post 394)
  9. Giving a Great Commander Hardy promotion changed defense strength to 2 instead of increasing it to 7 (jimmythes - Post 406)
  10. Mouth of Divine casting Spread the Word in a city causes it to lose the benefits of Hope from the same Mouth -- Possibly due to failing the test for "cancast" since the unit already did cast? Shouldn't work that way though (wodan - Post 417)
  11. Defensive Withdrawal against an AI opponent seems to cause OOS 100% of the time (Chronomancer - Post 419)
  12. Great Person Progress Bar occasionally shows incorrect information (adds excessive progress compared to indicated gains, or shows long time till spawn, then a city spits one out anyway (2Hydroclopse - Post 478)
  13. Multiple, roaming Acheron units sighted (in a slightly modded game)


Cosmetic Issues


  1. Pedia still claims that Archos need a population of 15 to Wake Mother (shannonlynch - Post 714)
  2. Werewolves can be generated in addition to capturing of attacked unit (primarily an issue with workers and animals) (odalrick - Post 52)
  3. Tactical Knowledge line of Promotions need <Help> fields to state what they actually do (stupidnewbie - Post 54)
  4. Missing TXT_KEYs:
    • Sacrificial Altar Pedia Flavor Text
    • Captain, Tactician & Warchief Pedia Flavor texts
    • Jotnar Settler Pedia Flavor Text
    • Minotaur Strategy Text
    • Dervish Strategy AND Flavor text
    • Jotun Strategy text (Phalanx Replacement)
    • Tooltip for Burning Blood has a missing TXT_KEY
    • TAB code in Alazkan's button popup story
    • Nullstone Golem displays TXT_KEY in their 100% Magic Resistance
    • Chaos, Force, Dimensional & Ice all claim to have cumulative effects without claiming to have any effects (Chaos mutates, others do nothing)
    • TXT_KEY_PROMOTION_GNOSLING_EARTH
    • Kithra's Creation Popup TXT_KEY is missing
    • FoL pedia entry mentions Archers of Leaves
    • Chislev Diplomacy Accept text is missing
    • Ogre Warchief pedia implies they are immortal
    • Warden Promotion description is missing
    • Dragon's Horde should be a Hoard
    • Brood Chamber creation spell is called "Sell a Slave"
    • Stoneskin has a missing TXT_KEY in description
    • text_key_improvement_foxford_pedia missing
    • Armored Cavalry, missing TXT_KEY
    • Dural WarDec text TXT_KEY_DURAL_WAR(something)
  5. Faults DDSs:
    • Warden has the wrong button
    • Default Promotion for Divided Souls is missing icon (or improperly links for resizing at least)
    • Khadi Immortal uses the Worker button image
  6. Buttons to choose production inside the city view lack Civ Specific button images ([to_xp]Gekko - Post 173)
  7. Sometimes units are authorized to spend XP gained during that turn on promotions. Typically after gaining/losing an EffectPromotion (Divvu - Post 174)
  8. Hotkey for Bombard and Ranged Attack are the same key (Wodan - Post 272)
  9. Second Worker generated by Warrens won't start automated like the main worker does when option is set
  10. Bad Art Define on Hippus War Chariots (black_imperator - Post 365)
  11. Amurites cast their Worldspell too early (Kentarion - Post 403)
  12. Grigori Horse Archer is a red blob (Alneowyld - Post 424)
  13. Amurite are not using their unique Archmage model
  14. Airstrike button is an airplane (Wodan - Post 567)
  15. AI isn't picking up the Golden Hammers after casting Gifts of Nanny


Posted Saves needing checked


  1. Patch B, Dural inability to build FoL school (jrandrew - Post 767)
  2. Patch B CtD Loading Save (Bahmo - Post 740)
  3. Patch B CtD (frenzyslave - Post 737)
  4. Patch B CtD when delayed spellcasting should finish (Draconian - Post 725)
  5. Patch B WoC (not-prime - Post 405)
  6. Patch B Python Errors leading to WoC ([to_xp]Gekko - Post 436)
  7. Patch B CtD avoided by declaring war on Archos before ending turn (stupidnewbie - Post 489)
  8. Patch B CtD during AI turns (carnivore - Post 756)
  9. Patch B - Victories don't trigger (Draconian - Post 778)
  10. Patch C - CtD with no notice/warning (Chusquero - Post 829)


Base Code Issues to figure out


  1. Transfer of control to Infernals/Mercurians causes an issue where you only see your new units (proper) but only see the old revealed terrain (wrong). Fixed by saving and reloading (TC01 - Post 733)
  2. Erebus Mapscript takes FAR longer to load when peak softening is enabled (Ghost Ranger - Post 165)
  3. INSERT, HOME & END keys original functions have been disabled and instead they zoom to the Capital city like F10 key does. Original functions cause a CtD
  4. Events which create improvements can trigger on the city plot (ushram - Post 292)
  5. Still occasional Memory Allocation errors when loading savegames from within a game (normally after having played a while) -- Potentially a small memory leak in something underused (Raledon - Post 301)
  6. Barbarian World gameoption can spawn Barbarian cities too close to AI start locations, making them incapable of settling


Updated through Post 876
 
Bugs only!;)
 
I doubt it's a bug but the barbarians are a bit off in my game. They never attacked my cities, just passed by the countryside...

Jonas attacked me (Capria, wanted to try the Bannor module :D) but has stuck all his units in a corner of my capital BFC and isn't moving. He's on a marble tile... Weird, huh.

Also, two AIs got killed early. I guess Gargoyles are responsible somehow because I've seen one wandering...
 
I am almost certain that I have had cities razed by Barbarians in test games, but keep an eye out to make sure that they do attack eventurally. If it seems that they never are, save (so you can undo the bonehead test move) and move all your units out of a city, see if they take the undefended prize. If they don't, I accidentally undid a previous change to fix that behavior.
 
I'll test. I know Jonas already tried to attack one of my cities, though. No idea why he's standing over there... Maybe because I have +106% defense and he hasn't any catapult? :mischief:
 
In test games I've been playing, I've noticed that when I invade people, the AI has a habit of going around my army and striking at my relatively undefended cities while my heroes are away conquesting.

Don't let your workers go unescorted for even a second!
 
They still don't move out of their nice marble tundra plot :rolleyes:
The barbarians are attacking though. It seems they aren't as crazy as before, attacking at stupid odds...
 
Very odd on the invasion force denying you your marble. I would suspect that they are either desperate to get Marble for themselves, or fear letting you have access to any. Either of which is pretty dang stupid since Marble doesn't do THAT much for a person. It may be an interesting save to play with and see what is required to change the AI's mind, or precisely which unit has it so fixated.
 
Here's the save, then.
What's odder is that I do have a quarry on the tile and they didn't bother razing it...
 

Attachments

  • Opera Turn_0186.CivBeyondSwordSave
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I just had 2frost goblins walking just out of my culture. I moved my defenders out and after 1 more step the direction they were headed they bee-lined for my empty capital and captured it.

Edit: Load save and moved back in... they turned around and walked away instead of attacking... 2 warriors on a hill with a palisade, was a sure loss for them had they attacked.
 
I just had 2frost goblins walking just out of my culture. I moved my defenders out and after 1 more step the direction they were headed they bee-lined for my empty capital and captured it.

Is that one actually a bug or just a comment on the situation Opera is discussing? Might be best to move the discussion of what the AI is playing at in general to a new thread until there's a confirmed issue (does sound like something is up with Jonas though in Opera's post).

It does become hard to find the genuine bugs amongst the "this might be a bug but I'm not sure" posts. I really don't mind how many threads are made to discuss potential bugs, so long as we can find the real ones in this thread...
 
So, prolly not a bug either, but anyone else notice it takes like 15 min to load a game? (Didn't clock that. I'm just so impatient that after 5min, I said screw it.) How can I speed that up?
 
found a tribal village with my scout and got the message "the village seems to have been abandoned" but it didn't disappear. tried walking again over it and got the gold result and it then disappeared correctly.
 
I too noticed that the game was surprisingly slow to go past the Setup Map phase of game start.
 
Which Mapscripts are you guys using? Those and Flavorstart increase load times considerably, so try doing a simple mapscript (fractal, pangea) and not using Flavor, see if it is still horrifically slow.

EDIT: Finally installed 051 and checked everything out myself, then checked Opera's save. Deletion of the Marble freed up the stack to attack your city. They were on a pillage mission, but for some reason weren't pillaging, so I'll have to see precisely why they weren't doing so.
 
Which Mapscripts are you guys using? Those and Flavorstart increase load times considerably, so try doing a simple mapscript (fractal, pangea) and not using Flavour, see if it is still horrifically slow.

Ok, tried a test load using fractal. It loaded fine; ya know, good speed for my PC. Prolly a tiny bit slower than normal FfHII or even Orbis. But still good enough. I'm going to try loading a simple map and Flavour. See how that goes. I'll report back.

I still wonder if it could be sped up enough that loading complex maps and Flavour would load at a tolerable speed. :confused:

Edit: Ok. Loading a simple mapstrict and Flavourstart worked fine. Let's try adding more civs now. ;)

Edit2: So, I got bold and did one test load with a simple mapscript, more civs (15 including my own), and several more options (All Unique Features, Dark Forest, etc.)! I was using the Erebus mapscript before. I've concluded that, for me (and prolly others using a Windows Vista Service Pack 2 PC), it loads at a good speed when using a simple mapscript. Flavourstart and lots of civs doesn't slow it down too much. :goodjob:
 
The Dural College of Theology and the schools for each religion cannot be built. Fixable by making all of them unique Dural buildings in CivilizationInfos.xml

Also, 2 Dural buildings are named "College". The unique building from feudalism and the new unique library.

Edit: The Dural courthouse has the same problem and solution as the college of theology.

Edit2: For some reason, after adding the college and the schools to the Dural, they all work fine except the AV school. I've double checked the XML and everything appears to be correct, but it won't show up in the city or in the civilopedia.
 
After putting this patch on when I try and start the game I keep getting. Has failed to start wsock32.dll. i have reinstalled a couple times but I keep getting this error. Any ideas?
 
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