Fall Further 051 Bug Report Thread

I started a new game. The scions built Alcinus, who hasn't left their city and is now spamming me with 3-4 "The Scion Alcinus has been reborn!" messages per turn.

Edit: Alcinus left the city. I started getting CTDs on the next turn. I deleted him from existence. The CTDs stopped.
 
Consistent crash to desktop upon building Guild of Hammers, whether I finish construction normally or place the wonder inside my city using the world-builder, the game crashes. Save game enclosed.

EDIT: I have reason to believe it has to do with the dwarven smithy, as I cannot construct one without an identical crash.
 

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Crash reports under base 0.51 aren't too much use. Quite a few crashes and art errors were fixed in Patch A. Please be using the latest version if you're reporting a bug, unless you're sure it's something we didn't change. For example, I fixed the dwarven smithy art, so if it's making you crash and you're not on patch A, that report isn't much use.
 
Lemminkäinen;8298947 said:
Started an OCC as the Infernals. Teched Ashen Veil and gifted it to the Clan and the Sheaim and then got them into war against one another. Both have received Great Commanders so there is fighting going on. I still haven't received a single new citizen. I also gifted Ashen Veil to Amurites and attacked them once they had converted. Wiped them out and still no new Manes.

Not that it stops me, mind you. With only two pop (had the plague event and no Body mana) I have absolutely ridiculous tech rate, production and money from a huge pile of Great Persons including three Prophets that I got from random events... Just got Hyborem and am wiping out the world.

No Manes till Infernal Pact. Also no Hyborem till then, so if you have Hybo now, you should see Manes soon.

patch A, of course but CTD on turn. I tried to change a civic, btw.

Well, I tried to load the game but it refuses to load. Is this with the early Patch A which shuffled units, or the late Patch A which broke saves (including early patch A ones)?

Consistent crash to desktop upon building Guild of Hammers, whether I finish construction normally or place the wonder inside my city using the world-builder, the game crashes. Save game enclosed.

EDIT: I have reason to believe it has to do with the dwarven smithy, as I cannot construct one without an identical crash.

I placed a smithy in Khazak and no crash, so then I ran the game for 3 turns and let the Guild finish. Still no crash :(


EDIT: If the Smithy/Guild crash was not on Patch A, then good news is that it loaded for me with Patch A installed. Though other saves from previous posted have failed to load, so I am reasonably certain that it IS patch A, but not the Smithy.
 
My silly mistake then guys, should of checked for the latest patch, I just assumed since the latest version was only released last week, there wouldn't be an update out so hastily.

Nice one on the quick patching, sorry for wasting your time. Cheers.
 
  • Buildrates in Forests/Ancient Forests don't properly adjust when you learn a build-time enhancing technology (Shakiko - Post 141)

Didn't we discuss this issue internally, and conclude that it was only Ancient Forests causing the issue ? My testing found that normal forests were working fine.
 
I got the meteor event, but when I went to get the scorched staff I just got a python error instead.
 
Pretty sure it was AFs only, but with this note I'll be certain to check both again.

Fixed the python error on Scorched staff, possibly. Do you remember what exactly it said?

Also should have Immortality sorted out now, may have caused other issues, will have to see.


For people seeing Regimental Discipline not work properly now, can any of you post a save, or describe how to replicate the issue? It works fine when I test it, so I am not testing in the right way I guess.
 
With patch A, choosing the "all unique features" option causes a CTD after the first turn.
 
With patch A, choosing the "all unique features" option causes a CTD after the first turn.

How did you arrive at this conclusion?

when starting a game, there are a vast number of factors that could cause it. What other gameoptions did you have. What other civs were there, etc.

To conclude that option as the cause, you'd need to try several different games with that being the only common link.
 
I started a new game. The scions built Alcinus, who hasn't left their city and is now spamming me with 3-4 "The Scion Alcinus has been reborn!" messages per turn..

Thanks. As far as I can tell when Alcinus turns Barbarian and wins a combat there's a CTD. (Grr! The bugs are supposed to happen when he looses.)

Removing the "Immortal" tag from the UnitInfos file seems to fix it. (Note there's three versions of Alcinus.) It was put in to prevent him from becoming a Werewolf and probably double-spawning. A minor problem in comparison.
 
How did you arrive at this conclusion?

when starting a game, there are a vast number of factors that could cause it. What other gameoptions did you have. What other civs were there, etc.

To conclude that option as the cause, you'd need to try several different games with that being the only common link.

I tried starting 2 games, got the CTD on both, then turned off all unique features while leaving all other settings the same and it worked fine.

Was scions all 3 games, but AI civs were random.
 
Patch A

All unique features works for me.

Bannor still can not make clerics, they are still listed and not buildable in the civopedia.
 
The question, then, Monkeyfinger, is if you CTD while using any other civ under the same conditions.


Bug: First post in the download thread does not mention patch A. I nearly missed it. :(

Uh, okay, also: I don't see the MountainCoast mapscript in the Play Now selection screen - however, I can see it in the Custom Game mapscript selection area.

Edit: Scions + All Unique Features works fine for me. I also just realized: what combination of custom game settings are you using?
 
Downloaded 051 (and now patch A, cause I'm blind and didn't notice it was up).
2 issues I have encountered: 1) Egress the Founder (unique hero for the jotnar) is unable to build Ice/Creation etc. node, according to the icons. I did not check it with the propper techs, but I had greyd icons for the others (didn't have techs for them as well). (tested in patch A, no change)
2) During my play, for some reason at turn 255-260 the game decided to close and go to windows, without even giving a bug message. I have my savegame attached, though it crashes when loaded after patch A was installed.
 

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I wasn't aware Egrass was capable of building mana nodes at all. Will fix that.

No, dont do that! It was nice having an improver (can remove hell land, change marsh/desert, build improvements and build nodes)! Oh well.

xienwolf: You are spaciel. The game is afraid of you.

I just noticed another issue with Jotnar (or so I guess it is, no idea if intended): since the workers (citizans) and settlers got a high defense (4) compared to their warriors (2 def), in many cases the settler will defend before the thralls, and citizens will not be afraid of enemy units, even if the units greatly overpower them.
Will it be possible for the citizens to be a bit a bit more cowerdly and the settlers to have a reduced chance to defend?
 
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