Fall Further 051 Bug Report Thread

Hi, a few problems with the new werewolves.

1. All the Scorpion Clan Archers that I have converted started as blooded, named Blooded Werewolf and without Crazed, not ravenous but are at one less strength compared to regular SCG.

2. The werewolf Promo gives "Will Not Abandon Civilization" but I have had a couple of Moroi go barb from burning blood. (which from a balance point of view is probably a good thing).

3. Enraged units can't cast Join Army. So if the Baron is attacked and infects the attacker they can end up running off before he can control them.

4. Ravenous werewolves no longer seem to auto upgrade to Blooded from combat?

as the name of the unit indicates what type of werewolf it is what happens if i re-name one, can they still upgrade to blooded and Greater?
 
The increase of GPP requirement for teams is carried over from BtS. It may be worth reviewing it since the Tech rates for teams were adjusted. Both exist for the same reason. Pretty sure you can disable the increase for your teammates when you get a GP by setting a global define to 0.

The Scorpion Clan have a bonus point of typed strength, which confuses the code a little bit and makes it computer their Werewolf requirements differently. Thus they start out 1 point of strength higher than expected and "graduate" to Blooded immediately. Ony happens with units of very low total strength with 1 point of typed damage (ie - only with Scorpion Clan)

The "Won't abandon" tag is for High Priests, Bannor Demagogs and Religions Heroes. It prevents abandoning due to religion/civic requirements, not due to enraging and going Barbarian.

I suppose we could force Baron to automatically lead any werewolves he makes if he has any space in his command limit.

Ravenous upgrades to blooded when their strength reaches a certain point, based on the unit's initial base strength. And gaining strength in combat is a random action, so it can take a few battles to get out of Ravenous state, or (for Scorpion clan) none.


You can change the name on Werewolves as you desire, but when the upgrade they will change their name to the new type (you can then change it back at leisure). The name change is mostly just an indication for your benefit of their progression. You can even revert them to default names if you are trying to hide your augmented status from a Human opponent.
 
Playing as the Bannor. My newly promoted captain suddenly stops being able to get hasted. Yet he has no promotions that I can see that should stop this (i.e. he is still alive, no demon nor undead promo).
 

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I don't know if it's a bug or a feature, but commanders are quite unwieldy. For example, the scout III promotion doesn't give themselves an extra movement point, so moving around with them is difficult. Also, they can expose, but cannot have shroud of Esus, so they annoyingly are always picked off if you forget they are the only units not invisible. I think they are immune to any and all spells, because they are technically a great person, and not an actual unit.
 
Probably has to do with those spells/effects not being flagged to target UNITCOMBAT_COMMANDER or more accurately, the promotions those spells/effects dole out.
 
Playing as the Bannor. My newly promoted captain suddenly stops being able to get hasted. Yet he has no promotions that I can see that should stop this (i.e. he is still alive, no demon nor undead promo).

Captain changes the unit to UNITCOMBAT_COMMANDER, which as Iceciro says can't be Hasted.
 
the masquerade guild isn't working correctly,the culture part works fine but it isn't adding :commerce: to the city
 
the masquerade guild isn't working correctly,the culture part works fine but it isn't adding :commerce: to the city

I just checked my current game and it is adding :commerce:. Can you recount or provide a screenshot?
 
I ran into a WoC bug in which a malignant flora was sitting on a Doviello city. I'm not sure how it got there, but I removed it and the turn was able to progress.
 
I ran into a WoC bug in which a malignant flora was sitting on a Doviello city. I'm not sure how it got there, but I removed it and the turn was able to progress.

Hmm... I can't figure out how a Malignant Flora gets into a city.
 
Hmm... I can't figure out how a Malignant Flora gets into a city.

There are lots of python events which can target city tiles, like various resource/mushroom spawning ones. Are the MF python generated ? Is there a specific block to prevent them spawning in cities?

I'd guess they can probably only spawn in forests though, so not sure how it could have happened.

Worth noting, the Doviello have Feral trait. And MF belong to Cernunnos, don't they?
Check for cases where flora might be able to spawn in friendly territory. Or is it even possible that the doviello somehow built one ?
 
There are lots of python events which can target city tiles, like various resource/mushroom spawning ones. Are the MF python generated ? Is there a specific block to prevent them spawning in cities?

IIRC they can only be generated by the "Forest Creeper" (no relation to Reaching Creeper) unit's death-python, and the first check in that python is "if not pPlot.isOwned():"

(I also dropped a couple of FCreepers into a Dov. city. They just died without triggering anything.)

I'd guess they can probably only spawn in forests though, so not sure how it could have happened.

Yep - the Malignant Flora Improvement will (supposedly) only appear on a Forest or Jungle, though FCreepers will create New Forests.

Worth noting, the Doviello have Feral trait. And MF belong to Cernunnos, don't they?
Check for cases where flora might be able to spawn in friendly territory. Or is it even possible that the doviello somehow built one ?

I wondered about that. I don't think that'd do it, since the border check should still apply, and it didn't work in the test anyway.

Or built a city in a tile with Malignant Flora.

Tried it. Settler won't settle in Flora tile.

EDIT: I also tried putting a MF in a city, but didn't get a WoC hang. So I'm all-around clueless about what's going on.
EDIT#2: Disregard much of the above - too many name-changes in development. I was looking at Blighted Forests, not Malignant Flora. MF are only supposed to appear on a BF, but as a unit it could move, and would interact with Dov. units differently.
 
Really need you to provide a save for WoC issues. Having a solid idea of what caused it is good, but knowing what item caused it isn't actually of any use on the programming level, I need to know which lines of code caused it, and only a save can show me that :(
 
Ok - I still don't know how a Malignant Flora can get in a city (Settler can't enter a MF tile, and MF shouldn't be generated in a city for the same reasons given above for a Blighted Forest). And I suspect they can only get in Dov. cities. Placement via WB destroys Amurite cities, at least.

But placement of a MF in a Dov. city does give me a WoC hang when the Dov. is being played by the AI... 2 out of 2 times, at least.

Edit: Human-controlled Dov. units won't attack or enter Dov. city with a MF in it. You can give move/attack orders and they appear to try, but stop outside the city.
 
I was told by Xienwolf to post these issues here so here goes... I've broken each of my original problem reports into separate posts so excuse the number of them.

I have added this one as it is causing me some MAJOR grief in playing "hotseat" for FF.

Is anyone else having problems with Dannmos of the Dural? I'm guessing that it is the civ rather than the leader, but TWICE in a row playing "hotseat" with the Dural the civ has gone the proverbial "out to lunch". Here's the scenario:

I'm playing hotseat with myself (my wife accuses me of having multiple personalities :lol:) -- the first time with 8 civs (no AC) and the second with the AC (Elohim and Sheiam involved). I don't see any rhyme or reason, but suddenly coming into Dannmos' turn I have NO user interface at the bottom of the screen (no error messages) -- just blank. I've tried CTRL-I to no avail. What's weird is that NONE of the other civs have this problem. If I skip past all the active units (or hit the "go to end of turn" icon -- it still works and shows on the screen), the next civ works just fine (same with the previous one). I can double-click on a city and still schedule it, but when I hit <ESC> the city screen remainins in view DESPITE the fact that it has actually exited. Even weirder, the civ list on the right side of the screen shows the WRONG civ selected (instead of Dannmos it still shows the previous civ).

This is really annoying since the first time I made it about to turn 300 and the second about to 170. If someone can provide "debug" instructions (i.e. how to turn on traces and how to look at results) I'll TRY to figure this out myself and report the results.
 
FF APPEARS to have duplicated what FfH did with Acheron so far as putting him in a "hold" state, then releasing him once he's been defeated. The code in the python (EventManager) APPEARS to be identical. However, one small problem -- the release of the "hold" doesn't work. I've now defeated Acheron TWICE with beastmasters having the "subdue beast" promotion, but Acheron is basically stuck outside of his city (this DOES work in FfH very nicely -- Acheron is released from the "hold" and you can use him as you want).

This wouldn't have been quite so big an issue for me except... I couldn't seem to make it so I could rebuild him WITHOUT the hold status. I went to "Units" and put a cost on him (360 same as the other dragons), went to "UnitClasses" and put "2" for the global occurrences and removed the "unique" setting, then went to the python and removed the code for when Acheron is created so I wouldn't duplicate the "Dragon's Hoard" or put Acheron with a "held" promotion. BUT... He doesn't appear in my city's unit build list. Any ideas on how to fix it so I can build him when this issue occurs?
 
There's a couple of world spells that indicate that they aren't available until the Armaggeddon Counter reaches "70" -- Bane Divine and Glory Everlasting. However, they are appearing in my ritual list as soon as I have the technology for them.:confused:

In regular FfH I've never had this problem (actually I've never seen the rituals appear for selection since I've never reached AC 70).
 
Your Dural issue is probably that you aren't using Patch B. Dural had a problem with one of their statues providing Great General GPP in the early patch. You should also turn on python exceptions, it can prove helpful :)
I definitely AM at patch B and the issue has nothing to do with the statues since, in the second game, I hadn't built any yet. I initially thought it was the appearance of a Great Merchant in their city (his appearance was concurrent with the issue in my first problematic game), but this wasn't the case since no GM was involved in the second game.

How do I turn on and view python exceptions?

Thanks.
 
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