Fall Further - The Original Thread

That one is from your Mapscript (PerfectWorld) almost certainly. For the spiders, I'll just keep on trying. Was it your first spider who potentially was upgrading, or had other ones worked, and this one was a fluke (could be a timing issue)? Any special details about the spider (enhanced movement from promotions or whatnot)?

OK, thanks for checking into this again.

I think the problem with the baby spiders occurs when they reach 17 experience pts (probably growing into a large spider, I presume). The rest of the fights involving spiders do not otherwise seem to cause problems. That's why the error sometimes takes until turn 350+ to manifest itself.

I went back and ran the Dural again, with the exact same result as the one I described in my first post -- units that cannot be selected once they move into the capital city. This seems to be specific to the Dural race.

Here's the text for the error:

Spoiler :
Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 801, in handleInput

  File "CvMainInterfaceFF", line 6762, in handleInput

  File "CvMainInterfaceFF", line 615, in getPlotListButtonName

  File "CvMainInterfaceFF", line 1066, in selectGroup

AttributeError: 'NoneType' object has no attribute 'getGroupID'
ERR: Python function handleInput failed, module CvScreensInterface
 

Attachments

Loaded your save and I cannot get the same issue. I just have to move the unit into the city and try to select either of them right? I fortified them, deselected, reselected... couldn't get any issue popups :(


As annoying as it may be to do so, it might be necessary to uninstall (and manually ensure that the entire folder is deleted) and then re-install/repatch everything. There could be a file that is out of place and causing issues to arise.

EDIT: Finally got the Spider problem to occur for myself. The problem was that I was testing it in large numbers, so it was always selecting a different unit before upgrading the spider, evne if it would have had moves remaining. I had to get it to not select any other units to make things work right/wrong. Will see what I can do now to fix the issue, till then, the workaround is to make sure there is another unit waiting for orders when you use a Baby spider or any Werewolves or normal Wolves (I think that is everything which can change to another unit via combat)
 
Loaded your save and I cannot get the same issue. I just have to move the unit into the city and try to select either of them right? I fortified them, deselected, reselected... couldn't get any issue popups :(


As annoying as it may be to do so, it might be necessary to uninstall (and manually ensure that the entire folder is deleted) and then re-install/repatch everything. There could be a file that is out of place and causing issues to arise.

I was about to suggest the same thing (and it's normally my last resort to do so) but also to do the same with the Fall from Heaven directory. The first thing Fall Further does is copy the Fall from Heaven files before modifying the ones it needs to. That means that any changes made to the Fall from Heaven directory (either by other mods or possibly even accidentally) are inherited by Fall Further with unpredictable results. A clean install of both will at least rule that much out. I've also been trying to reproduce both issues but with PatchA installed I can't reproduce either.

EDIT: Scrap that - Xien's onto something.

for some reason sidar require obeliscs to build deivided souls, not hunting lodges... seems odd

They're an odd lot, them Sidar. Always studying them obelisks to learn the secrets of severing their souls and wotnot.

(decided to switch the prereq building as an additional "quirk" to the unit - seems more "Mystical" and "Arcane Chantish" than a Hunter/Lodge)
 
Loaded your save and I cannot get the same issue. I just have to move the unit into the city and try to select either of them right? I fortified them, deselected, reselected... couldn't get any issue popups :(


As annoying as it may be to do so, it might be necessary to uninstall (and manually ensure that the entire folder is deleted) and then re-install/repatch everything. There could be a file that is out of place and causing issues to arise.

EDIT: Finally got the Spider problem to occur for myself. The problem was that I was testing it in large numbers, so it was always selecting a different unit before upgrading the spider, evne if it would have had moves remaining. I had to get it to not select any other units to make things work right/wrong. Will see what I can do now to fix the issue, till then, the workaround is to make sure there is another unit waiting for orders when you use a Baby spider or any Werewolves or normal Wolves (I think that is everything which can change to another unit via combat)

Will do... eventually. :(

I'm running a game with Chislev. So far, the only issue here is not civ related. When you click on the great person bar at the top center of the screen (underneath the research bar), it causes a Python error.

Spoiler :
Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 801, in handleInput

  File "CvMainInterfaceFF", line 6785, in handleInput

RuntimeError: unidentifiable C++ exception
ERR: Python function handleInput failed, module CvScreensInterface


------------------------------


EDIT

What's that number for in the black dot on the upper left of the screen, near the research bar?
 
Patch B for 041
1. Fix which prevents Council of Esus to be spread before founding (through Undercouncil resolutions).
2. The random result for "Wonder" which creates a "confused Spiderkin" in the main mod now allows the caster to cast "Sever Soul" instead (as with Divided Soul).
3. No longer uses FFHBUG main interface. Now uses an earlier version with some BUG features added (resolves python stability issues by removing the cause)

===

For item 3, I have rolled back to a Pre-040 version of the CvMainInterface.py - which is the file that affects the main screen and the city screen. The short version there is that the PLE icons are gone, as is some of the extra info (extra trade route details etc).

We'll be re-adding parts of this, one at a time as we test them - so far I've re-added the GP progress bar (and fixed an issue with clicking it when there's no GPP stored anywhere) and reattached the UnitStats icon. Next on the list is probably the scores - Xienwolf has been looking at the unit filtering and grouping that PLE implemented to see if it's feasible to reimplement it in either the DLL or in Python written with FfH in mind.

The BUG features that remain unaffected by this include Civ4Lerts (which is my favourite part anyway) and the enhanced advisor screens. These still provide additional feedback - which is nice.

===

If there are any further Python errors similar to the ones reported (and there shouldn't be now) - let us know. If there's an error which mentions "MainInterfaceFF.py" - then PatchB has not been applied properly - that file is no longer used as the main interface.
 
I was playing Khazad with my daughter in the new .41 and noticed that although the Dwarven Vault is shown in the city menu, its grayed out and the game doesn't acknowledge it or any of the bonuses/minuses it grants.
 
I've noticed that Decius seems to be a Calabim leader (and evil) in FfH but I put in 'random' Bannor leader and got Decius who is Bannor and evil. I thought Bannor was supposed to be the 'Paladin' race and very Lawful Good.

What gives?
 
I've noticed that Decius seems to be a Calabim leader (and evil) in FfH but I put in 'random' Bannor leader and got Decius who is Bannor and evil. I thought Bannor was supposed to be the 'Paladin' race and very Lawful Good.

What gives?

No one quite knows what Decius is about yet - he's a leader for 3 different races that Kael added and can be any alignment. You can get him as a leader for the Bannor, the Calabim or the Malakim.

I was playing Khazad with my daughter in the new .41 and noticed that although the Dwarven Vault is shown in the city menu, its grayed out and the game doesn't acknowledge it or any of the bonuses/minuses it grants.

Did you have between 100 and 150 gold with a single city? In that case, the vault doesn't provide an effect, but will display a title in grey when you hover it in the city screen.

I've just tested it with varying amounts of gold in the vault, and below 100 it correctly gave negative effects while above 150 it started giving positive. The 100-150 gold per city range is the "standard" range and doesn't do anything special.
 
we had 243 gold. i restarted the game with just khazad on turn 1 with just the 50 gold and it didn't give (low) or a minus. still greyed out. went back to .40 and it worked fine. seems to be with .41 with B patch.
 
we had 243 gold. i restarted the game with just khazad on turn 1 with just the 50 gold and it didn't give (low) or a minus. still greyed out. went back to .40 and it worked fine. seems to be with .41 with B patch.

Hmm - odd. It seems to be working fine with 041 for me. Can you post a screenshot of the "greyed out" part - not sure where you mean.

Also - is anyone else having a similar issue?
 
i'll try a reinstall of the program and make sure it is installing into its own root directory and see if it works. doing without patch B, Monarch level....

worked fine...

installing B patch, defaulting to same directory, asking do i want to install anyhow, i assume yes... trying it out.... works now as well...

must have been a glitch in the matrix....thanks. good modmod.

keep ya apprised of any thing else i may find then not find.
 
must have been a glitch in the matrix....thanks. good modmod.

Eep! They're figuring out that Fall from Heaven is just a elaborately constructed fantasy world to keep their minds occupied whilst we use them as human batteries... Send an agent.
 
I've a big problem here. I can't compile the new FF CvGameCoreDLL. This worked perfectly well with previous source code versions of Fall Further or FfH or BtS or any other dll I did compile in the past.

I recognized there were 26 new source files coming with Fall Further 041, so I added them to the list of files to compile. That's the list:

Spoiler :

Code:
CvDefinesModTools.h
CvExploreArea.cpp
CvExploreArea.h
CvExtendedEventEngine.cpp
CvExtendedEventEngine.h
CvExtendedEventStructs.cpp
CvExtendedEventStructs.h
CvOnEventModules.cpp
CvOnEventModules.h
CvRandomExtendedEvent.cpp
CvRandomExtendedEvent.h
CvSpyMissionModules.cpp
CvSpyMissionModules.h
CvUnitPool.cpp
CvUnitPool.h
CvUnitPoolManager.cpp
CvUnitPoolManager.h
CvWatchTypes.h
CvXMLLoadUtilityModTools.cpp
CvXMLLoadUtilityModTools.h
CvXMLLoadUtilitySetMod.cpp
CvXMLLoadUtilitySetMod.h
CyCityInterface2.cpp
ExtendedEventEnums.h
md5.cpp
md5.h
After starting the build process a lot of errors started to pop up, but many of them seemed to be connected to a missing construct with the name "ExtendedEventTypes". I checked and "yes", the (probably) enum "ExtendedEventTypes" isn't defined anywhere. I suppoose it should be defined in the file "CvEnums.h", like all the other EventTypes, but it isn't.

Maybe there is a source file you forgot to upload or to update? Or did you upload some files which aren't used in this version and I'm therefore don't have to compile to get a working dll? Any other ideas?
 
I'm betting that I didn't include any of the extra bits/pieces there. Vehem tossed me a full set of files and I continued to use my old project file with the new cpp & h stuff. Evidently none of it is integrated properly, since I am compiling without any issues.

Just finished a full compile of my latest work (found out I wasn't exposing things to Python quite properly), so in the spoiler is a list of the compile log/message/tracker thingy (each .cpp it ran)

Spoiler :

CvArea.cpp
CvArtFileMgr.cpp
CvCity.cpp
CvCityAI.cpp
CvDLLButtonPopup.cpp
CvDLLEntity.cpp
CvDLLPython.cpp
CvDLLWidgetData.cpp
CvDeal.cpp
CvDiploParameters.cpp
CvFractal.cpp
CvGame.cpp
CvGameAI.cpp
CvGameCoreDLL.cpp
CvGameCoreUtils.cpp
CvGameInterface.cpp
CvGameTextMgr.cpp
CvGlobals.cpp
CvHallOfFameInfo.cpp
CvInfoWater.cpp
CvInfos.cpp
CvInitCore.cpp
CvMap.cpp
CvMapGenerator.cpp
CvPlayer.cpp
CvPlayerAI.cpp
CvPlot.cpp
CvPlotGroup.cpp
CvPopupInfo.cpp
CvPopupReturn.cpp
CvRandom.cpp
CvReplayInfo.cpp
CvReplayMessage.cpp
CvSelectionGroup.cpp
CvSelectionGroupAI.cpp
CvStructs.cpp
CvTalkingHeadMessage.cpp
CvTeam.cpp
CvTeamAI.cpp
CvUnit.cpp
CvUnitAI.cpp
CvXMLLoadUtility.cpp
CvXMLLoadUtilityGet.cpp
CvXMLLoadUtilityInit.cpp
CvXMLLoadUtilitySet.cpp
CyArea.cpp
CyAreaInterface.cpp
CyArgsList.cpp
CyArtFileMgr.cpp
CyArtFileMgrInterface.cpp
CyCity.cpp
CyCityInterface1.cpp
CyDeal.cpp
CyEnumsInterface.cpp
CyGame.cpp
CyGameCoreUtils.cpp
CyGameCoreUtilsInterface.cpp
CyGameInterface.cpp
CyGameTextMgr.cpp
CyGameTextMgrInterface.cpp
CyGlobalContext.cpp
CyGlobalContextInterface1.cpp
CyGlobalContextInterface2.cpp
CyGlobalContextInterface3.cpp
CyGlobalContextInterface4.cpp
CyHallOfFameInfo.cpp
CyHallOfFameInterface.cpp
CyInfoInterface1.cpp
CyInfoInterface2.cpp
CyInfoInterface3.cpp
CyMap.cpp
CyMapGenerator.cpp
CyMapGeneratorInterface.cpp
CyMapInterface.cpp
CyMessageControl2.cpp
CyPlayer.cpp
CyPlayerInterface1.cpp
CyPlayerInterface2.cpp
CyPlot.cpp
CyPlotInterface1.cpp
CyRandomInterface.cpp
CyReplayInfo.cpp
CySelectionGroup.cpp
CySelectionGroupInterface.cpp
CyStructsInterface1.cpp
CyTeam.cpp
CyTeamInterface.cpp
CyUnit.cpp
CyUnitInterface1.cpp
FAssert.cpp
FDialogTemplate.cpp
_precompile.cpp


On the downside, you get to remove all of those new files from your project. On the upside, I finally understand your earlier comment about having to manually add a bunch of new stuff.


I'll have to look closely at all the extra files sometime. Ideally they help to explain why BUG isn't working so well now. But most likely they are just fluff code since I haven't integrated anything much into the DLL from them. Just looking at the names I would say the Extended Events is probably nice, but not being used at all thus far, I would hope the Explore bits are for the AI, and I imagine the XML tools are things I planned to do later anyway
 
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