Fall Further 051 Bug Report Thread

Compelling jewel has the healing salve promotion icon.
 
In my last game, Sheaim did NOT start at peace with the Demons. WK told me, in another thread, that this was a bug. (Saved game file coming soon...)

Also, what breaks peace with the Demons? Is it score? Switching religions? What?
 
In my (slightly modded) version of FF, I usually get a CtD when I try to enter Worldbuilder, especially later in the game. If it doesn't crash then, it will often crash when I try to settle or make a building with a great person I gave myself in worldbuilder. Most annoyingly (but thankfully less common), if often crashes when I try to minimize the game. Any idea what could be causing this?

(I had deleted the quotes and pics from the great people and most of the heroes, as I find those popups can get really annoying. The CtDs seemed to get less common when I went ahead and deleted their unique names too, but not go away altogether.

p.s. How would I disable the changing State Names? I thought I had commented out all the python lines that called that SDK function, but the names still changed and the game seemed less stable so I put them back as they were.)
 
p.s. How would I disable the changing State Names? I thought I had commented out all the python lines that called that SDK function, but the names still changed and the game seemed less stable so I put them back as they were.)

FallFurtherOptions.ini is the easiest way

Code:
[Score Board]

# Show State Names instead of Player Names in the Score Board
UseStateName = 1
 
Not sure. Does it matter?

More importantly, why should spawning of elementals require that you have fewer than maximum Djinn?

Thanks, it was mis-indented - elementals should have been outside that if block.

Spring a Flood Plain and you get a plain by the river. Scorch the plain by the river and you get desert by the River.

The Floodplain *should* come back after around 30 turns (on Normal Speed). The delay is such that scorching every plains-river actually carries a cost (I found myself loving plains-starts for the ease of which I could make massive floodplain/plains hill empires)
 
Civilizations can still die, only to resurrect the turn after, without any unit or cities.
Is this still tied to the treasure chest? (and why was that ever implemented?)
 
(and why was that ever implemented?)

BEcause making a new unit, and art for it, to allow a piece of equipment to drop, is a lot of extra work for not a lot of payoff. The chest system makes adding equipment easier. And xienwolf mnentioned farther tweas in the works, with the eventual idea bing that you'd only ever have to make a promotion and mark it bEquipment to add a new piece of equipment.
 
I am playing as Dural - Danmos. I get a CtD every second turn since the Calabim declared war on me. I basically can play one turn, save the game and then load the game I just saved to avoid the CtD. I have 4 GB RAM, that should be enough I thought.

Also some minor thoughts:

Is that a bug or intended to have Units purchase "Plate" "Pikes" and so on when the tooltip states that these items are lost with Mithril Weapons and the Unit already uses Mithril Weapons?

As a side note it seems a little odd to have an Arquebus Unit get all the Master Fletcher Upgrades - "Bloodglas" "Fine Bows" "Composite Bows"
-> "Flaming Arrows"

Bug:

I can't build "School of the Fallen One" when I have Ashen Veil in town. Not even in the Holy City, also changed my state Religion for testing.. still the same.

View attachment The Maker Turn_0342.CivBeyondSwordSave
 
NOT that I'm really complaining but... One of the reason I really don't press Body mana and the "hasted" promotion in my games is that it only lasts one turn. However, in my latest game playing with the Calabim, this no longer appears to be the case regardless of what the description on the Hasted promotion that the vampires currently have states.

This may NOT be a "bug" (you may have thought that only lasting one turn was a waste also), but the description states that it has the 100% odds of wearing off in 1 turn (as it always has). But... This isn't proving to be the case. It doesn't seem to be wearing off of ANY of my vampires -- this being after 9 or 10 turns.

Is this a bug or have you folk modified the haste promotion to stay around for a while?

Thanks.
 
Is this a bug or have you folk modified the haste promotion to stay around for a while?

Promotions with a duration granted by spells don't count down while there is a caster of that spell in the tile.
 
As a comment, guys - I jut reinstalled up to Patch B to test, and I still can't frickin get State Names to show up - it just shows the player names, which sucks, because while a small bit of flavor, I really liked it.

Also, TXT_Key error in the Magic Immune promotion.
 
I haven't seen this mentioned yet, and its so serious that I find it hard to believe I am the only one experiencing it, but:

The AI very rarely builds any cottages (and for that matter, farms). The vast majority is still lumbermills (wasn't this fixed in a previous version?) For what its worth, I am playing on PerfectWorld2, and there tends to be a lot of forests in the habitable zones. Note also that this is especially crippling to civs like the Scions, who once they obtain haunted lands, turns their entire territory into basically completely undeveloped land...

Additionally, and this has been mentioned rarely in this thread, the AI seems to refuse to research many of the most basic techs. I have seen civs not research festivals (how do you survive without the most important building in the mod, the market??), animal husbandry, education, etc. by turn 300. It seems like they almost immediately beeline for some high or mid-level tech, well before they have set up any economy whatsoever.

I'd almost rather you force EVERY civ to start with the same general tech path, hitting all the early economy techs. That, and fixing the worker AI could solve much of the problems opponents currently face...
 
As an aside to this, I've noticed that in most (all?) of my recent games, the forest was not cleared from my starting area. This makes it very difficult to get an economy going and also to wage proactive defense.
 
As an aside, Edo, I only build markets in some cities, and in some games in general. Usually my economy does just fine without the things, whether I'm Scions, Calabim, Bannor, whatever.
 
When playing as Balseraph's great bards can build the Masquerade Gypsy Camp HQ wonder, which does nothing as their citys start with the guild.
 
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