FF 0.43 Bug Thread

I suspect that an AutoAcquire for all units in HL which gives them a PyPerTurn will be a lot faster than looping over the entire map. Unless you are doing the loop along with the maploop we already have for Lizardmen/UniqueFeatures.

Nope, I'm not using the Liz function - So you think that'd be faster? (The function looks for HL plots, then starts sorting through the units seeking first eligible unit types, then damaged ones. (Perhaps those last two should be reversed no matter what.) When it finds a unit fitting the criteria it adds a promotion.
 
Are you serious?:eek:

I've built the Grand Menagerie in each of the FF .43 games I've played. It has come a bit later after the barb attacks have settled down, but I find in FF (vs. FFH) there are always plenty of animals around - especially those hard to find usually like Gorillas and Tigers.

Also, after building the GM I am usually able to give each city its full contingent of animals as well.

Honestly, capturing animals in FF is a little too easy IMO and I am not complaining.;)

I AM serious, as a matter of fact! It works normal in my FfH but not in my FF games. And I tried reinstalling... :( doesn't work for me, I'm afraid (But it always works fine for Griffins!).
 
Ok, this stuff gets even weirder!!!! I can't catch a wolf, but i CAN catch a FLYING WOLF!!?????:eek:

The sole difference between Griffins and other animals is that Griffins can fly. So i added a flying promotion to a wolf in WB and suddenly my hunter (with subdue animal) CAN catch it! :crazyeye: the same hunter still isn't able to catch a normal wolf. he just kills it.

Actually, it works if an ANIMAL has any other promotion, not just flying...

How can this be? :confused:
 
ok, i know this has been mentioned before, but it appears that I am unable to get awakened units as the risen emperor. I'm now in my 3rd game playing as him, and all my population has come from events, capturing other cities, building and using legates. With a capital size of 4, running GK, 3 patrian artifacts, fur silk and gold hooked up in my last game, i'm now past turn 250 without a single spawn. Playing OCC games as the other leader (korina?), i did get quite a few awakened, over 8 in the first 100 turns.

Also, the message displaying the odds isn't showing up, even though i've edited the file mentioned in the other SoP thread, removing the # in those 3 lines.
 
ok, i know this has been mentioned before, but it appears that I am unable to get awakened units as the risen emperor. ... the message displaying the odds isn't showing up, even though i've edited the file mentioned in the other SoP

Very weird. You don't see the display when playing as Korrina either?
 
in customfunctions.py:
Spoiler :
Code:
# default adjustments of gamespeed training are M =2, E = 1.5, N = 1, Q = .67
#			iSpawnChance = ((iTombPop / 3) + (iNumTemples / 2) + (iNumCen / 2) + iNumHalls + 3) * iCivicMod / iSpeedMod * iAwSndMod
#			iSpawnChance = ((iTombPop / 3) + (iNumTemples / 2) + (iNumCen / 2) + iNumHalls + (iNumShrine / 3) + (iPA / 2) + iSilkMod + iGoldMod + iGemsMod + iIvoryMod + 3) * iCivicMod / iSpeedMod * iDecayMod * 0.01
#			iSpawnChance = (iCapMod + iBodyManaMod + iTemplesMod + iCenMod + iHallsMod + iShrineMod + iPAMod + iSilkMod + iGoldMod + iGemsMod + iIvoryMod + + iDyeMod + iTPopLmtMod + 3) * iCivicMod / iSpeedMod * iDecayMod * 0.01 * iAIMod * iPopLowMod * iLeadMod			
			if pPlayer.isHuman():
				message = "%0.2f" %(iSpawnChance)
				CyInterface().addImmediateMessage(message,"")
#			if ASpnd < 3:
#				iSpawnChance = iSpawnChance + 3

just to check if this is right, was taken from this post

just started a game as korinna, played around 50 turns or so. Had every single tile in the BFC filled with quarries artefacts, just to make sure i would have some sort of spawning modifiers. No spawn chance showed up, no awakened spawned.
 
Sounds like the spawning function isn't activating at all. I suggest re-installing the customfunctions file and remove those comment marks again. You should see the spawn chance appear the turn after you settle your first city.
 
in customfunctions.py:
Spoiler :
Code:
# default adjustments of gamespeed training are M =2, E = 1.5, N = 1, Q = .67
#			iSpawnChance = ((iTombPop / 3) + (iNumTemples / 2) + (iNumCen / 2) + iNumHalls + 3) * iCivicMod / iSpeedMod * iAwSndMod
#			iSpawnChance = ((iTombPop / 3) + (iNumTemples / 2) + (iNumCen / 2) + iNumHalls + (iNumShrine / 3) + (iPA / 2) + iSilkMod + iGoldMod + iGemsMod + iIvoryMod + 3) * iCivicMod / iSpeedMod * iDecayMod * 0.01
#			iSpawnChance = (iCapMod + iBodyManaMod + iTemplesMod + iCenMod + iHallsMod + iShrineMod + iPAMod + iSilkMod + iGoldMod + iGemsMod + iIvoryMod + + iDyeMod + iTPopLmtMod + 3) * iCivicMod / iSpeedMod * iDecayMod * 0.01 * iAIMod * iPopLowMod * iLeadMod			
			if pPlayer.isHuman():
				message = "%0.2f" %(iSpawnChance)
				CyInterface().addImmediateMessage(message,"")
#			if ASpnd < 3:
#				iSpawnChance = iSpawnChance + 3

just to check if this is right, was taken from this post

just started a game as korinna, played around 50 turns or so. Had every single tile in the BFC filled with quarries artefacts, just to make sure i would have some sort of spawning modifiers. No spawn chance showed up, no awakened spawned.

Wait, is that code directly from your customfunctions.py file? Because you have all three definitions of iSpawnChance commented out (unless there is a definition that was not copied here). That might be the culprit, although I would think it would raise a "referenced before definition" exception.
 
in customfunctions.py:
Spoiler :
Code:
# default adjustments of gamespeed training are M =2, E = 1.5, N = 1, Q = .67
#			iSpawnChance = ((iTombPop / 3) + (iNumTemples / 2) + (iNumCen / 2) + iNumHalls + 3) * iCivicMod / iSpeedMod * iAwSndMod
#			iSpawnChance = ((iTombPop / 3) + (iNumTemples / 2) + (iNumCen / 2) + iNumHalls + (iNumShrine / 3) + (iPA / 2) + iSilkMod + iGoldMod + iGemsMod + iIvoryMod + 3) * iCivicMod / iSpeedMod * iDecayMod * 0.01
#			iSpawnChance = (iCapMod + iBodyManaMod + iTemplesMod + iCenMod + iHallsMod + iShrineMod + iPAMod + iSilkMod + iGoldMod + iGemsMod + iIvoryMod + + iDyeMod + iTPopLmtMod + 3) * iCivicMod / iSpeedMod * iDecayMod * 0.01 * iAIMod * iPopLowMod * iLeadMod			
			if pPlayer.isHuman():
				message = "%0.2f" %(iSpawnChance)
				CyInterface().addImmediateMessage(message,"")
#			if ASpnd < 3:
#				iSpawnChance = iSpawnChance + 3

just to check if this is right, was taken from this post

just started a game as korinna, played around 50 turns or so. Had every single tile in the BFC filled with quarries artefacts, just to make sure i would have some sort of spawning modifiers. No spawn chance showed up, no awakened spawned.

Hmm... On mine, the third iSpawnChance line is NOT commented out. As the next lines call iSpawnChance, but all lines which could potentially define it are commented out, the spawn chance counter will not show up. The first two lines are old formulas I believe, probably saved so it can be easily reverted if the new code doesn't work out?


Edit: Just went through around 150 turns on a normal speed game with that line commented out... Not only did I not get a spawn chance message, I didn't get any spawns. I'm thinking that iSpawnChance is called in that process, as well. Just uncomment that line, and you SHOULD be fine.

Edit 2: Yep, as soon as I fixed that line the notifier popped up each turn, and I've had 4 spawns in 30 or so turns.

Edit 3: Also, as the poster above me noted, it SHOULD call a 'referenced before definition' exception, however, the same variable is used by the Archos for their spiders. Since the scions don't have anything that particular line uses to define the variable, it just shows up blank.
 
Hmm... On mine, the third iSpawnChance line is NOT commented out.

Doh, yeah, I just looked at the uncommented lines. There's so much commented junk in my functions (trial and error coding) that I barely see it anymore.
 
thanks guys, let's hope that'll help. I was already wondering about those comment marks, but since i basically know nothing about coding whatsoever, i figured i'd just follow the advice on that thread mentioned earlier.

I still wonder why that happened in the first place though, not like I myself commented that section.
 
I AM serious, as a matter of fact! It works normal in my FfH but not in my FF games. And I tried reinstalling... :( doesn't work for me, I'm afraid (But it always works fine for Griffins!).

Actually I've noticed that lions are harder to find in the later versions of FfH and FF. Tigers/Panthers have all but disappeared unless someone has FoL and can summon them. To me, I've noticed it's bears, bears, bears, wolves, bears, bears and polar bears. :crazyeye: Okay, not totally true since I do also see Giant Spiders and those damned griffins who always seem to know when to show up right after you've barely beaten something else. :p

I rarely see gorillas; most of the time I have to buy them off the hunter in that special event.
 
Hi all,
Currently playing Scions FF0.43 patch D and I have just gotten this huge negative units costs (-231) and negative inflation (-157).

I got this after casting haunted lands with redactors. Clearly a bug somewhere.

Edit: Also is Korrina following the Black path supposed to be immortal like the Dark council? She died in combat and did not resurrect :(
 

Attachments

Actually I've noticed that lions are harder to find in the later versions of FfH and FF. Tigers/Panthers have all but disappeared unless someone has FoL and can summon them. To me, I've noticed it's bears, bears, bears, wolves, bears, bears and polar bears. :crazyeye: Okay, not totally true since I do also see Giant Spiders and those damned griffins who always seem to know when to show up right after you've barely beaten something else. :p

I rarely see gorillas; most of the time I have to buy them off the hunter in that special event.

I guess as always it depends on the size/type of map you use. I always use a Huge Fantasy Realm map and see plenty of all the animals. That's why building the GM at some point in the game seems easy to me - the AI of course never builds it.

I also am able to capture plenty of Elephants. I use the Elephants to block choke points and the Griffons are great for perching on mountain peaks outside of your borders to ensure barb cities don't pop up and to give you an early warning of approaching enemies. They do burn up the maintenance costs though.
 
Playing as the Scions I know you cannot use the Loyalty spell to prevent Alcinus from leaving you. However, it also doesn't seem to work for other units as well.

As a strategy I always have an Adept/Mage nearby with Law I when I have The Baron and other werewolves. As soon as a Ravenous Werewolf is 'born' I slap Loyalty on him. In the past this has been able to prevent him from going barbarian as often his first combat and chance to turn into a Blooded Werewolf can take time.

However, I had a Ravenous Werewolf with Loyalty go barbarian - well actually die. I got a message that unit (Werewolf) would rather die than not serve the Emperor.

Is this just a feature of the Scions or is it for all FF? Units with Loyalty can still turn?
 
when you capture a hidden nat. animal, you can see in the notice which civ the animal belonged to.

The SoP headless promo is available for alive units, seems quite impractical.
 
Loyalty now works as advertized, they die instead of going Barbarian. It is a small side-effect of code placed to prevent exploiting Burning Blood and other such "Chance to Betray" functions in a game with Barbarians disabled.
 
Should you be able to give catapolts the Gift with Redactor? Lore wise it makes sense, but also dosn't.
 
Oi,

So. I know this bug is known, or atleast I hope so...

Many games, there is an earth node just sitting around.
So far I have obsurved this is mount kalshek's node. No idea where mount kalshek has gone in this.

How do I know?
One, I play mazatl alot. And I see this damned node like. 2/3 games. In jungle.
Two. I play with all unique features on. So in SP games I always check to be SURE the mount isn't somewhere else. As of yet, it has yet to be.

Infact, I just generated 10 games of torodial wrap erebus. And in NONE of them were the mount present. Rather, simply an earth mana node, with no jungle on it even. Flavormod off, all unique features on.

O.o Make that every game I generated, I tried 10 other mapscripts. (once each) Every time, no Mount Kalshek, and theres an earth mana node hanging somewhere.

Blessings/Wildlands/Living world/All uniques. Flavor OFF (Excluding erebus, where its internal flavor cannot be turned off, but flavor 2.0 was off none the less)
 
The SoP headless promo is available for alive units, seems quite impractical.

How so? They're the ones who'd appreciate the defensive bonus more than anyone, I'd think.

Should you be able to give catapolts the Gift with Redactor? Lore wise it makes sense, but also dosn't.

Yes. Redactors do 4 Impossible Things before breakfast. And that's on weekdays.
 
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