FF 0.43 Bug Thread

1. Two captured barb/orc Axemen turned into human axemen.

2. A captured barb Lizard Ranger turned into human ranger

Undead humans? "Undead" is a racial promotion, and would replace "Orc". The graphics changed?

3. The weirdest - an Archer turned into an Ecclesiastic!!!

I've no idea how the HL would do that.
 
I know you guys are flat out with bug and feature coding at the moment, but if you could these performance issues really need some serious time devoted to them. It's got to the point of making even small maps of FF virtually unplayable for those of us without supercomputers. For reference, look at the amount of time it takes to load a turn 300-400 turns into FF, and then go back to vanilla BTS and see how long that takes.

FFH isn't much better actually. It's only partially a FF problem.

Indeed. It's been getting worse as more features have been added to the mod.
 
Thanks for the feedback, T. I found the Estranged spell seemed to have a better chance of turning/killing units than wearing off.

If I'm doing the math right the odds of a unit going barb after getting Estranged is probably set too high. Around 1 in 3.

The Promotion has a 20% expiration chance per turn, and a 10% chance of making a unit become Barbarian. Someone out there know the odds of an Estranged unit going barbarian?

The odds, btw, of a wounded unit becoming Undead and picking up Estranged in the first place is 15%. (Higher than I'd intended - forgot that "12" in the random # generator gives 0-12 rather than 1-12.)

I suspect the odds of both going-Undead and going-Barb should be lowered.
 
Over what time period? Given that you're Estranged, your odds of turning barb long term are 1/3 if me and Excel aren't very much mistaken. With a 2/3 chance of wearing off. Which makes sense given that one or the other has to happen.

Over 5 turns it's roughly 25%, with a 55% chance of it wearing off instead.
 
very minor cosmetic issue: spectres ( i.e. the ones summones with Death II ) have the normal human voice ( the one used by warriors ) , which feels kinda out of place. you could give them the same voice as the skeleton or anything that fits better ;)
 
I have a game where Hyborem did not build its capital. Hyborem & minions are just milling about hither and yon outside my borders. Does this have to do with the bug preventing AI units from taking action if they are "encircled"?

Speaking of which, wouldn't it make more sense for Hyborem to first check if there are any existing barb cities and pick the best of them if any (a bit like Basium does), before actually building a capital? This alternative approach might make Hyborem more powerful more quickly. In most of my games otherwise, Hyborem ends up in a corner with little space to actually develop, especially when playing Erebus. On a Terra game, Hyborem usually ends up "overseas", and it's less of a problem, depending on the timing.
 

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Interesting issue with upgrading Korrina to Black Lady (see attached image).

I didn't actually notice the issue for about 15 turns then went back through my saves to see if she'd always been like that...:rolleyes:

That image was taken the same turn she was upgraded and one turn before I got bronze working, which would make Red Lady possible. For some reason the game didn't replace the Alive promotion with Undead nor remove Defender of the Empire or Channeling I (though spellcasting promos seem to be blocked). It did give her Stealth and Hero though...making her the ultimate defensive assassin.:cool:

Hardly a game breaker...she seems to be just as effective as either of the intended versions. I'll miss Cannibalize and Implacable for her but as long as I get Undying (hopefully it depends on DotE and not Red Lady status) I'll cope...;)
 

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For some reason the game didn't replace the Alive promotion with Undead

Thats strange. It's what I'm seeing, and it's strange.

Some whim of the Emperor, perhaps?

nor remove Defender of the Empire or Channeling I (though spellcasting promos seem to be blocked).

No spellcasting promos isn't a surprise - she'll be the wrong UNITCOMBAT now. But as for not losing the promotions she should...

I think I know how to fix that - thanks for the report. The puzzling thing is that I can't find any code that's even trying to do it.

EDIT: There's an easy fix, though.

I'll miss Cannibalize and Implacable for her but as long as I get Undying (hopefully it depends on DotE and not Red Lady status) I'll cope...;)

Red Lady, I'm afraid. :) Trying getter her wounded and parking her in a Haunted Land tile. Or having a Redactor give her the Gift. The Red Lady is specifically barred from the spell, Black Lady isn't.
 
Pelemoc's schemer promotion affects every city on the map (at least according to its tooltip) so everyone has rather large negative diplo modifiers towards you and all their cities loose 2 gold starting when you research currency.
 
Undead humans? "Undead" is a racial promotion, and would replace "Orc". The graphics changed?



I've no idea how the HL would do that.

Yeah, the graphics changed and they lost the orc/lizard thing.

Yeah, I was really surprised about the Archer becoming an Ecclesiastic - the others kind of make spooky sense. ;)
 
If I'm doing the math right the odds of a unit going barb after getting Estranged is probably set too high. Around 1 in 3.

The Promotion has a 20% expiration chance per turn, and a 10% chance of making a unit become Barbarian. Someone out there know the odds of an Estranged unit going barbarian?

The odds, btw, of a wounded unit becoming Undead and picking up Estranged in the first place is 15%. (Higher than I'd intended - forgot that "12" in the random # generator gives 0-12 rather than 1-12.)

I suspect the odds of both going-Undead and going-Barb should be lowered.

I hate to say it but whenever odds are involved in this mod/modmod, funny things happen. Maybe the odds are unrealistic or affected by other unknown factors. For example, more often than not I get the GP with the lowest odds rather than the highest.

In this case all I can say is units are turning/being killed rather than losing the Estranged promotion. Honestly, I didn't have that many Haunted Lands tiles and certainly didn't keep too many living units on them. Still, it seems like whenever a wounded living unit ended up on one, it was gone shortly.
 
I downloaded and installed patch E. I started a game as Sheaim, but it has not gone well so far. I have had 4 CTDs. However, these are the frustrating ones that cannot give you a saved game to post. I reload, play another 10-15 turns and it crashes again. It reminds me of the problem we had in the first FF with units or the fire on ice bug.

Regardless, it is frustrating as I have a pretty good game going and it isn't fun to have to keep reloading.

One thing I did notice - the barbs came much later than turn 49!:goodjob:
 
Pelemoc's schemer promotion affects every city on the map (at least according to its tooltip)

Patch F? What do you see? I've got:

Cannot Purchase With Experience
-2 /gold/, -0.10 /diplomacy/ in rival cities within 2 tiles


Yeah, the graphics changed and they lost the orc/lizard thing.

Good... at least that's consistent. :) I think the only way to fix it is to make Undead not a racial promotion. Or allow it a special rule - it can be added without removing previous race. (We may have just seen that with the Black Lady bug.)

Tomorrow I get to start putting some serious time into playing. First time since 043. I'm hoping to find a bug or two before anyone else. :mad:
 
My heavily-promoted Adventurer Hero Hunter just ran afoul of a lair.

He got:

a. Damaged down to 0.XX
b. Wither
c. Poisoned

I let him sit for 5-6 turns. No healing.

I moved him back to a city and let him sit there awhile. No healing.

Is this unit now a throwaway or is there some way to heal it?

Thank you.
 
Yeah, it seems that wither prevents healing. Can either keep him until you get a priest unit able to remove Wither, delete him, or get what use you can out of him until something kills him and he dies.

Thanks. I didn't know a priest unit could remove Wither - I thought only Cure Disease.

Unfortunately, I am quite a ways from researching Priesthood - I don't even have a religion yet. It's too bad as the unit was a strong early game unit good for getting through the barbs to the goody huts and lairs. :(
 
Did the unit change into an Ecclesiastic (the unit), or look the one (the graphic?).


The crashes are due to Loyalty trying to save your Barbarian units. I messed up in my selection of variables and it means instant crash instead of non-death. So we'll have to emergency patch that one I'm afraid.


Also, if you use Chipotle cheatcode to enable debugging commands, you'll notice that all random numbers are being reported to your event log as of next patch.


Barbarian delay should now be even longer than FfH is when you are running on slow difficulties. In addition to the number of cities thing.
 
I'm playing a game right now as the Dural, with End of Winter enabled.
Research wasn't an option from the start (I was generating 10 flasks/turn, but all the techs were red and couldn't be selected).
At first I thought it might be a new intentional feature related to End of Winter, so I played through the first 300+ turns (game speed is on Epic).
I've still got no research options, and judging by what I can see, the AI players haven't researched any techs either.
 
Did the unit change into an Ecclesiastic (the unit), or look the one (the graphic?).


The crashes are due to Loyalty trying to save your Barbarian units. I messed up in my selection of variables and it means instant crash instead of non-death. So we'll have to emergency patch that one I'm afraid.


Also, if you use Chipotle cheatcode to enable debugging commands, you'll notice that all random numbers are being reported to your event log as of next patch.


Barbarian delay should now be even longer than FfH is when you are running on slow difficulties. In addition to the number of cities thing.

I didn't check to see if it was a 'real' Ecclesiastic or just a model change. I just saw it sitting there fortified on a Haunted Lands/Mine/Hill Tile and thought it truly was a spooky effect.

You are right on about the Loyalty bug. Playing as Sheaim with Chao mana I had a Horseman created with mutation - several good promotions, but also Enraged. He was NOT a barb unit when I slapped Loyalty on him though. He has not turned. However, from what you are saying it is best to give up on this game. Or, would deleting the Horseman fix it and just stay away from Loyalty for any Enraged units until the fix?

For epic speed the main barb invasion came around turn 200 - about the same as FFH in this game. However, just like FFH, the barbs were not just goblins and warriors. There were Lizardmen, Axemen and the occasional Wolf Rider in the mix - along with Skeletons, Scorpion Clan goblins and archers.

Anyway, it worked pretty well as 'only' two AI civs have been wiped out as compared to the usual eight. ;)
 
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