Fall Further 051 Bug Report Thread

It seems that the mem allocation error when loading still occurs for me from time to time. Every now and then when I load a save it gives me an error and crashes, reloading the save works fine though.
 
good point about runekeepers needing gems. I still think that arctic deer is great for normalization though. fur doesn't really help since it kinda sucks anyway, they just give a tiny bit of commerce that you'll hardly be able to work soon. what you need in order to have the slightiest chance of survival with a snow start is food, and arctic deer gives +2F unimproved, which really helps. it would be a lot easier to only allow forest deer to build fyrdwells, not arctic.
 
[to_xp]Gekko;8305148 said:
good point about runekeepers needing gems. I still think that arctic deer is great for normalization though. fur doesn't really help since it kinda sucks anyway, they just give a tiny bit of commerce that you'll hardly be able to work soon. what you need in order to have the slightiest chance of survival with a snow start is food, and arctic deer gives +2F unimproved, which really helps. it would be a lot easier to only allow forest deer to build fyrdwells, not arctic.

So, your argument that arctic starts suck is to make them worse by removing the ability to make fyrdwells from one of the resources? You lose me there....
 
the way I think it should be: if you get a snow start, you're gonna have lots of arctic deer that gives you food.

the way it is right now in patch B: if you get a snow start, you're gonna have lots of fur that doesn't really help you.

another one that should probably remain available for normalization is marble, since Perfectworld2 ( and probably even ErebusContinent ) uses it to improve starts with no production.
 
Well, since Fyrdwell is the ONLY place that Deer is strategic (am I right?) and that is a SINGLE civ, who is pretty hosed if they get an arctic start anyway... I guess that one can remain in the normalization folder. At least until some other food granting snow resource is put into the game. (Penguins are an Improvement aren't they?)
 
Well, since Fyrdwell is the ONLY place that Deer is strategic ... (Penguins are an Improvement aren't they?)

Not really. The meat is rather foul (no pun intended) IMO, they don't travel well and are actually MUCH more difficult to both train and ride.
 
the attached save crashes to desktop when ending the turn.

also: got the meteor event, chose the scorched staff option - got no scorched staff, but this:

Code:
Traceback (most recent call last):

  File "CvRandomEventInterface", line 6079, in applyMeteor2

ArgumentError: Python argument types in
    CyGlobalContext.getUnitInfo(CyGlobalContext, str)
did not match C++ signature:
    getUnitInfo(class CyGlobalContext {lvalue}, int)
ERR: Python function applyMeteor2 failed, module CvRandomEventInterface
 
A possible AI issue. Aren't barbarians supposed to be dumb?

The worker on that hilltop there has 12 :strength: (worldbuilder stuff :) )
I put those mountains there to give the barbarians no escape, and force them to attack, but they won't. They just sit there indefinitely, unable to go anywhere. Attacking or doing nothing are their only choices, and the latter is what I'd expect of troops commanded by a civilised nation, but shouldn't barbarians launch a suicide attack, especially when there's no other choice?
 

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Hmm, interesting. I noticed in my last game that the AI wasn't attacking another AI city even though they had a SOD sitting right there. And yep, worker in the city.

I had a neutral spider there so I killed the worker, and the AI took the city the next turn.

So you might have something there Kirby....
 
It seems that the mem allocation error when loading still occurs for me from time to time. Every now and then when I load a save it gives me an error and crashes, reloading the save works fine though.

Load your game. Exit to the main menu. Your game will crash. This is because Civ has a problem mem dumping games when they get too large. It's a problem at the core of the game, and there's probably nothing we can do about it, aside from cutting lots of features.
 
Kinda off topic, but when playing a GP strat, never got the most likely GP, but instead more often got the least likely. I could be running 8 priests or engineers and still get only merchants, at 1% chance. Is this a balancing issue?
 
Kinda off topic, but when playing a GP strat, never got the most likely GP, but instead more often got the least likely. I could be running 8 priests or engineers and still get only merchants, at 1% chance. Is this a balancing issue?

The random number generator does funny things. Yesterday, I produced my svartalfar assassin hero guy whose name I forget, found a fight in the next tile with a 99.6% chance of winning, and lost. I think I've also lost a fully promoted shadow to a warrior before.

You can suck it up and move on, or you can play with the new random seed on reload option and load your last autosave. :o
 
the attached save crashes to desktop when ending the turn.

also: got the meteor event, chose the scorched staff option - got no scorched staff, but this:

Code:
Traceback (most recent call last):

  File "CvRandomEventInterface", line 6079, in applyMeteor2

ArgumentError: Python argument types in
    CyGlobalContext.getUnitInfo(CyGlobalContext, str)
did not match C++ signature:
    getUnitInfo(class CyGlobalContext {lvalue}, int)
ERR: Python function applyMeteor2 failed, module CvRandomEventInterface

Staff event is fixed for patch B Save won't load, is this Patch A (second version)? Too much confusion between A types, so I'll look at getting B out as quickly as possible

CTD after pressing enter.

Same question, Patch Av2? Won't load for me

Hmm, interesting. I noticed in my last game that the AI wasn't attacking another AI city even though they had a SOD sitting right there. And yep, worker in the city.

I had a neutral spider there so I killed the worker, and the AI took the city the next turn.

So you might have something there Kirby....

WarKirby was forcing the Barbarians to have no other option, and since their chance of victory was HORRIBLE not even Barbarians were willing to attempt an attack. The city thing could possibly be an issue, but most likely is not. To test it you could place a HELD Worker on every city and see if any are ever taken.
 
Staff event is fixed for patch B Save won't load, is this Patch A (second version)? Too much confusion between A types, so I'll look at getting B out as quickly as possible

it is Patch A (2nd version)
 
Ok. This may've been corrected in Patch Av2. But Alcinus went crazy and went barb, as he's sposed to occassionally, then he was reborn while the barb Alcinus was still around. (So, 2 Alcinuses at the same time; one barb, the other mine.) I cheated a lil and used WB to delete the barb Alcinus. I think I fucked it up cuz the new Alcinus has a tag when you scroll over him that says, "Will Die at start of owners next turn". (Then, of course, I'd assume is reborn every turn til barb Alcinus is killed.) I'm guessing I was sposed to kill the barb Alcinus, at which point, the nonbarb one dies at the next turn and the barb one comes back with all his promos, etc. (I'm assuming the nonbarb Alcinus acts as a dummy, just so everyone knows Alcinus is a Scion hero [meaning when he goes rogue, he isn't permanently nonScion] and the actual Alcinus unit is running around on 1 of his insane episodes.)

I just thought I'd clarify cuz this is either a bug OR I screwed it up cuz I to use WB.

Edit: Here is the save. It's on Patch Av2.
 

Attachments

Clan of Embers Archmages appear to be seriously messed up in ways I've never seen before. Attempting to place one in Worldbuilder causes a crash, and even selecting a unit that should be capable of upgrading to one causes the following python exception:
EDIT: I'm on the second version of patch A.
 

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