Fall Further - The Original Thread

I am trying out the Elohim. I found Pool of Tears, Mirror of Heaven and Sirona's Beacon on my landmass, and visited them. My cities are huge ;)

Nice start - +3 Health and +1 Happiness :)

Anyway, my scout found a Ring of Striking in a lair. I cannot pass it to another unit. Are these unique equipment items not meant to be passed around?

Should be able to pass it - I'll check on it. (remember that you select the receiving unit and "take" equipment rather than giving it with the unit that has the equipment?)
 
That would make sense, though there's not currently an XML way to tell what sort of land you're in (own, team, neutral/rival, enemy) on the promotions. It was actually something Xienwolf and I spoke about yesterday regarding the Nox Noctis discussion elsewhere on the boards - having those sorts of tags and AutoAcquire/MustMaintain would allow for the invisibility to be properly optional. This would probably be able to use the same mechanic if it's implemented.

Didn't the defensive trait at one point give some kind of bonuses only within friendly territory? Feels like their should be some way to adapt this code.
I agree though that -1 attack strength is really really annoying, especially with warriors vs early barbarians . Its particularly annoying given that you get more XP for attacking other units than defending against them.
-1 attack when in enemy territory would be much more reasonable.
 
Didn't the defensive trait at one point give some kind of bonuses only within friendly territory? Feels like their should be some way to adapt this code.

It was handled in a Python onMove and didn't work in a number of situations (borders moving in particular).
 
It still gives a defensive bonus that only applies in borders, but that is a seperate tag. I'd recommend adding a new boolean tag that makes all the effects of a promotion apply only in your borders. (You could then get rid of the tag Homeland currently uses if you like.)

(I also still think that Homeland should give a bonus based on the percent of the tile's culture that you control. Thus, the Elohim would be better at retaking their own lands and worse at defending recent conquests.)
 
Thanks - I can reproduce this one - kinda.

It should be CtDing, but the debugger is catching it. Problem is that it then isn't allowing me to Alt-Tab out to see what it has caught. The result is that I need a hard-reset rather than just seeing the CtD.

Xienwolf - can you check this one too and see if it's any nicer?

EDIT: Scrap that - managed to persuade it to let me get at the debugger second time around.
EDIT2: Null pointer in "setHasPromotion" it seems - going to investigate which unit may be causing it.
Spoiler Stack Trace and Debug info :

Code:
STACK_TEXT:  
WARNING: Stack unwind information not available. Following frames may be wrong.
0013eb68 01f1cdca 01fffcee 00000000 00000007 CvGameCoreDLL!CvUnit::setHasPromotion+0xee0
0013eb6c 01fffcee 00000000 00000007 00000001 CvGameCoreDLL!CvGame::getActivePlayer+0xa
0013eb9c 01fa88e6 48355178 00000000 4841b900 CvGameCoreDLL!CvPlayer::setGold+0x1e
00000000 00000000 00000000 00000000 00000000 CvGameCoreDLL!CvGlobals::infosReset+0x226


STACK_COMMAND:  ~0s; .ecxr ; kb

FAULTING_THREAD:  00000d94

PRIMARY_PROBLEM_CLASS:  INVALID_POINTER_READ

BUGCHECK_STR:  APPLICATION_FAULT_INVALID_POINTER_READ

FOLLOWUP_IP: 
CvGameCoreDLL!CvUnit::setHasPromotion+ee0
0209a3b0 8a08            mov     cl,byte ptr [eax]

SYMBOL_STACK_INDEX:  0

SYMBOL_NAME:  CvGameCoreDLL!CvUnit::setHasPromotion+ee0

EDIT3: It's an Austrin unit in the city of Bayomo if you want to continue the game straight away FaustVs - use Worldbuilder to remove Bayomo. That should allow you to play on. I'll try to work out the exact cause but so far as I can see there are no units that should be gaining or losing a promotion in that tile.

EDIT4: One of the two Austrin warriors (Rogues alone are fine). Starting to doubt the information from the stack trace - the only way I can see for those units to gain a promotion is using the "Travel Light" ability, but I just disabled that (made it require UNITCOMBAT_BEAST) and there's no change. The other possibility I guess would be an event triggering for the Austrin, but I'd have expected that to select a different unit if those warriors weren't there. The "SetGold" on the stack trace is odd too.

All I had to see was the reference to a Null Pointer on a promotion. It was fixed in the attachment to this semi-patch last night. I messed up a bit on my code for unit's upgrading and forgot to account for not having a race at all.
 
Even better, why is it Orc :)

I don't believe it is an ork. The Lizardman and Orc promotions both still use the same graphics. No, this unit is half man, half horse, and half lizard.
 
Installed all the new patches and on turn 79, playing Kahdi, the game just stopped The music continued to play and the "I'm thinking" turning globe was running but my whole system froze up. I wasn't building anything other than settlers or normal buildings. I had to use the Task Manager to stop the program. :cry:
 
Installed all the new patches and on turn 79, playing Kahdi, the game just stopped The music continued to play and the "I'm thinking" turning globe was running but my whole system froze up. I wasn't building anything other than settlers or normal buildings. I had to use the Task Manager to stop the program. :cry:

Got a copy of the save game?
 
I don't believe it is an ork. The Lizardman and Orc promotions both still use the same graphics. No, this unit is half man, half horse, and half lizard.


I'm getting the same thing - both I and the AI can upgrade scouts to centaurs and wolfriders. Is it an FF or FFH thing - I rarely play without FF so not sure?

Loving all the changes guys - there goes my weekend again :) Adding the conquerer trait to Decius is a much better fit than the elohim and with the option for him to lead the calabim, it finally enticed me away from playing the svartalfar. Currently building my forces ready to assimilate some strategic neighbouring cities (look at Faeryl!)... that is if the lizzies didn't keep romping through my territory on centaurs :eek:
 
It is sounding like I messed up something when I made it possible to upgrade in Assimilated Cities. The code was closely linked with the <UpgradeCivilization> tag on UnitInfos, which Centaurs use (not sure if Wolfriders do).
 
Hmm... For some reason, the game crashes every time I try to load a save game. The saves are current, with FF patch d and the newest version of the Scions, which is supposed to be compatible. I can play the game just fine, but if I have to save and reload it crashes.

I was just able to save and reload a Scions game. Scions-mod could still be the problem but I'm not seeing it with this install/game.
 
I'm getting the same thing - both I and the AI can upgrade scouts to centaurs and wolfriders. Is it an FF or FFH thing - I rarely play without FF so not sure?

Loving all the changes guys - there goes my weekend again :) Adding the conquerer trait to Decius is a much better fit than the elohim and with the option for him to lead the calabim, it finally enticed me away from playing the svartalfar. Currently building my forces ready to assimilate some strategic neighbouring cities (look at Faeryl!)... that is if the lizzies didn't keep romping through my territory on centaurs :eek:

It's a FF thing introduced when Xien was trying to fix a FfH thing :D He's just been working on it and I'll take a shot at it tomorrow if he doesn't have any luck overnight.

Main goal now is to get things as stable as we can before adding anything else. There's been more DLL work done between 040 and 042 than there was in all the versions previously (Xienwolf is a coding machine...) and that's made it much easier to add a *lot* of new content. Time to slow down a little bit and see what's working well, both literally and in terms of game balance. If we can get the upgrading issue finally sorted, Patch E should be the last one for a little while (Patch week could be considered over).

Details of the few new features that Patch E introduces have been posted to the first page. Elohim Pacifism is now only outside of team borders (Xienwolf added the tags needed to do that neatly), Lucian is upgradable without losing his "Lucian-ness" and a few other things besides.
 
I just played the mod for the first time and I have to say, wow.

I didn't get that far. On a dual size map, Erebus, I was on an island all by my lonesome.

I won a Conquest victory without even meeting the other guy =P, the Barbarians owned him and I ended up getting like, 15000 points and getting the 2nd highest rank.
 
I like your modmod very much, but I have a problem - when I play it, I experience strong and very nasty lags, especially when moving units and before the end of turn, though I have none, while playing FfH itself. Is there any cure for those lags?
 
I think monks are too nerfed now. They are useless in attack and defense now and used to be my favorite unit. :(
 
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