Fall Further 051 Bug Report Thread

Occam's razor says [...]

Act of God; it's impossible to fix.

I think Occam's razor has held us back a bit, over the years.


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I'm gonna have to side with the "it's Omegon3's mods that are causing the problem" group, unfortunately. The FF code is undoubtedly complex stuff, so there's bound to be interdependency in it, somewhere. The trouble will be finding it.*



* - UNIT 666 is not a programmer of any kind and is aware that the opinion expressed above may be flawed or incorrect.
 
Not sure if it is even worth reporting, but I suddenly had a Bannor axeman run through my screen from the lower right corner to the upper left corner across a sea in the middle of my turn. I haven't been able to replicate the bug and it was just a graphics glitch but I thought it was sorta amusing.
 
Lemminkäinen;8397873 said:
Not sure if it is even worth reporting, but I suddenly had a Bannor axeman run through my screen from the lower right corner to the upper left corner across a sea in the middle of my turn. I haven't been able to replicate the bug and it was just a graphics glitch but I thought it was sorta amusing.

I've seen this a few times too. I wonder if it's even fixable. Seems like the kind of thing that might be a base .exe issue.

It seems to occur when one of the units in a meshgroup just gets "stuck". Sometimes they stand in one place doing nothing, or run on the spot, while the rest of their unit continues on. They're not selectable, and seem to essentially just be a graphical glitch. But when that unit gets into a battle, the missing guy becomes unstuck, and proceeds to run halfway across the world to reach his unit, crossing whatever mountains and oceans are inbetween. If you can't see the stuck guy, and you're involved in the battle, this gives the impression that the game has crashed or frozen as the troops just seem to be standing around waiting and doing nothing.

he'll usually arrive eventually, though.
 
I have experienced a similar random unit running away; it happened when a fight between a barbarian and one of my units started, one of the barbs did a small quarter-circle jog and then ran in a straight line off the screen -the option for battles to auto-zoom my camera was on, so the screen at that moment was quite small-, I assume that since the barbarians lost that fight that the unit disappeared. This was in FF+; and, I'm not sure who started the fight in this example. I didn't really think much in the way of it at the time, but now that someone mentions something semi-similar.

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On a side note, changing things in the xml or python during game play shouldn't effect the currently loaded game, as the python and xml are loaded when you run the game, and I pretty sure it doesn't reload them without reloading the whole program. Though, changing things before you load up might cause repercussions.
 
On a side note, changing things in the xml or python during game play shouldn't effect the currently loaded game

Changes to python *do* effect the currently loaded game. The game freezes as a little "Reloading python..." message comes up and imports the bug you've just added into the game ontop the bug that's already there. At least that's my experience when working on mods. I think the "bug you've just added" part is entirely optional.
 
Hello,

I just found a realised a problem which appeared in 0.51 and was ok in 0.50.
I have a line a 4 promos which are "autoacquire" for a unit so that whenever the unit gains a level it will automatically spend it on the next level of that promotion, until level 6. It was working as expected in 0.50.
However now in 0.51, when the unit gains a level, it takes the whole 4 promos and then jump to level 5 with still only 2 xp (see on screenshot).

Spoiler :
attachment.php



Below the promotion code (first 2):

Code:
		<PromotionInfo>		
			<Type>PROMOTION_TEAR_STOMACH_RANK_1</Type>
			<Description>TXT_KEY_PROMOTION_TEAR_STOMACH_RANK_1</Description>
			<PromotionPrereq>PROMOTION_TEAR</PromotionPrereq>
			<TechPrereq></TechPrereq>
			<bAutoAcquire>1</bAutoAcquire>
			<iChangeDuration>8</iChangeDuration>
			<PrereqCivilizations>
				<PrereqCivilization>CIVILIZATION_TEARS</PrereqCivilization>
			</PrereqCivilizations>
			<PrereqUnits>
				<PrereqUnit>UNIT_TEAR_STOMACH</PrereqUnit>
			</PrereqUnits>
			<iVisibilityChange>2</iVisibilityChange>
			<UnitCombats>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_BEAST</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
			</UnitCombats>
			<Button>Modules\NormalModules\Tears\Art\Buttons\Promotions\TearRank1.dds</Button>
			<iExtraCombatDefense>1</iExtraCombatDefense>
			<PromotionNextLevel>PROMOTION_TEAR_STOMACH_RANK_2</PromotionNextLevel>
		</PromotionInfo>
		<PromotionInfo>		
			<Type>PROMOTION_TEAR_STOMACH_RANK_2</Type>
			<Description>TXT_KEY_PROMOTION_TEAR_STOMACH_RANK_2</Description>
			<PromotionPrereq>PROMOTION_TEAR_STOMACH_RANK_1</PromotionPrereq>
			<TechPrereq></TechPrereq>
			<bAutoAcquire>1</bAutoAcquire>
			<iChangeDuration>10</iChangeDuration>
			<PrereqCivilizations>
				<PrereqCivilization>CIVILIZATION_TEARS</PrereqCivilization>
			</PrereqCivilizations>
			<PrereqUnits>
				<PrereqUnit>UNIT_TEAR_STOMACH</PrereqUnit>
			</PrereqUnits>
			<PromotionOverwrites>PROMOTION_HELD</PromotionOverwrites>
			<iVisibilityChange>2</iVisibilityChange>
			<iMovesChange>1</iMovesChange>
			<UnitCombats>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_BEAST</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
			</UnitCombats>
			<Button>Modules\NormalModules\Tears\Art\Buttons\Promotions\TearRank2.dds</Button>
			<iExtraCombatStr>1</iExtraCombatStr>
			<PromotionPrereqAnd>PROMOTION_TEAR</PromotionPrereqAnd>
			<PromotionNextLevel>PROMOTION_TEAR_STOMACH_RANK_3</PromotionNextLevel>
		</PromotionInfo>
 

Attachments

  • Civ4ScreenShot0050.JPG
    Civ4ScreenShot0050.JPG
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Missing TXT_KEY_PROMOTION_STONESKIN_PEDIA on Meskwaki when I put my mouse over him (seen in the attachment).
 

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  • meskwaki.jpg
    meskwaki.jpg
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Since I'm obviously in the small minority thinking my changes have nothing to do with the problems, I'm certainly done arguing (and continuing with this thread). If anyone out there evers wants to try duplicating my problem (and is stupid enough to do so), try playing six or more civs in a "hotseat" mode in a huge world (I happened to be playing either RSM or Techtronics Earth). But, since these problems don't seem to pop up on single (except of the issue where command buttons disappear or you can schedule nothing in your cities due to lack of buttons -- but, again undoubtedly -- this is a result of my mods), I'm doubting if anyone will get that ambitious.

Anyway, you guys have a great mod and did a fantastic job designing it. I just happen to think that, in the mode that I typically play, there's a few problems. Wish you the best!!!
 
A possible bug: Bhall has DWARVEN Axemen. Is it possible for barbarian factions to get axemen of other races besides Orcish?
 
The Khazad have just been eliminated, and now the pop up window telling me so will not close, nor will the game let me continue. Save attached. Should happen as soon as the game loads as it was an autosave.
 

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When trying Wayan's save:
The pop-up closes...but a new one comes up every second -this was discovered by moving the initial pop-up and discovering a stack of clones underneath; also, it can be noticed in the score area that the Khazad are blinking in and out of existence-. Something seems to be reviving and killing the civilization and giving a pop-up with each death. Its caught in a loop; the trigger for the bug is whatever keeps reviving the Khazad after they die.
 
hooray, a reproducible bug.

Wayan, if you'd like to continue this game, I'd estimate that the most likely cause is a treasure chest somewhere. Go into the worldbuilder and havea look around for chests.

If you can't find anything, I'd say wipe out the khazad through the world builder. Erase their cities, delete their units, etc. Hopefully that will prevent it from occuring
 
As the Bannor in this game I am being charged to support 154 units outside of my borders.:eek: I only have 19 units total, the only units outside my cultural borders are 7 axemen and a cleric. (1 Captain, 2 Master Sergeants, 2 Seargents, 1 Corporal, and 1 Private))
 

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Tufloss: Have you been throwing a lot of fireballs?

Also, are the Treants that spawn from a lair event supposed to not die after a few turns like normal ones? Two strength 10 units camping outside your borders with Woodsman II on turn 20 seems a bit much.
 
As the Bannor in this game I am being charged to support 154 units outside of my borders.:eek: I only have 19 units total, the only units outside my cultural borders are 7 axemen and a cleric. (1 Captain, 2 Master Sergeants, 2 Seargents, 1 Corporal, and 1 Private))

Have you been using fireballs or summoned units a lot ? I think we currently have a bug where those increase your maintenance, which is not good.
 
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