FF 0.43 Bug Thread

A WOC error in my game. Very frustrating as this is my 3rd FF game in a row that went kaput. :(

I tried to ZIP the file, but only 20k difference??

Any fix suggestions appreciated. :)
 
I would just like to know if it is intended that Archos can't build adepts. In the adepts are in the city's buildable units but are blocked when i hover on the build adept icon it says Requires NONE.
 
That means that Archos probably cannot build Mage Guilds, which with the latest changes Kael designed means they cannot build Adepts. So they need to switch over to using Witch Doctors (Doviello unique unit replacement for the Adept) so they will not have a building requirement.
 
Here is the OOS Log I'm using the Archos and The Scions is used by my friend. The host is the Scions.
 

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A WOC error in my game. Very frustrating as this is my 3rd FF game in a row that went kaput. :(

I tried to ZIP the file, but only 20k difference??

Any fix suggestions appreciated. :)

WoC here too, repeatable and all that. I'll try to figure out the actual cause of it on Thursday when I am done with finals. If you want to solve things earlier than that, you can try deleting other civilization's from the game to figure out precisely who is causing the hang-up.
 
I have a CtD with Sions on patch F on a small pangea map on turn 594.

Interresting is I have two Alcinius but I don't remember how did that hapened !

Also it will crash every time I load this save.

Did my homework and isolated the crash in Cualli city of Tlachinolli.
I just removed those 3 caravel there and it passed to turn 595 without crashing, yay!

I attach edited turm 595 for your reference.

EDIT: Still crash a few turn later :( I will keep looking...

EDIT2: Definately something related to Cualli new sea unit, removed a newly created one from the capital and now it goes well...until the next one.
 

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So far running well at turn 637, just removed this second boat from capital.

Another thing is the "True Pilgrim" cannot add to city only create a new one, which is rather useless if you run god king...
 
So far running well at turn 637, just removed this second boat from capital.

Another thing is the "True Pilgrim" cannot add to city only create a new one, which is rather useless if you run god king...

Thanks - Tarq already caught that one and added a fix for the next patch.
 
Remove the entire Cualli civilization just to be sure and see that the game runs reliably from there on. .

I removed the C. civ. and the game ran for several turns...

Definately something related to Cualli new sea unit,

Here's something to try if you want to continue the game: After removing the ones present go to the UnitInfos file (Assets/XML/UnitInfos) find the entry for the unit and change the tech requirement to TECH_NEVER. I believe that'll keep the unit from being built but not make your game incompatible.

Another thing is the "True Pilgrim" cannot add to city only create a new one, which is rather useless if you run god king...

There's a "hotfix" for that on the previous page. (Look for "rebornhack".)

Sions Necromancer seems broken they cannot cast any spell :(

Can't reproduce that here. Was it after a particular event/spell/mana type?
 
I have a stack of necromancers casting skels and fireballs.

Nevermind it seems ok now...

Could it be a side effect of the haunted land sickness ?
All my cities have haunted land inside now and 95% of my land.

And I have removed the C. civ from this game, so far no crash at turn 757.
 
iNaval is not defined in python function reqAccelerate.

adding this line should fix the python exception

iNaval = gc.getInfoTypeForString('UNITCOMBAT_NAVAL')
 
iNaval is not defined in python function reqAccelerate.

adding this line should fix the python exception

iNaval = gc.getInfoTypeForString('UNITCOMBAT_NAVAL')

Thanks - fixed (again)

It should actually be the other line that is removed (it should effect Naval units, but was originally cloned from Repair). The bug has actually been fixed once already, but the change must have been reverted whilst we were merging all the different versions together - will be less of an issue now that we're using SVN.
 
Two items on wounded units in FF:

First, I noticed there is a small difference with FFH (and vanilla Civ, I think) when you select the heal icon in FF. In FFH that unit will heal/sleep until it is fully healed. However, in FF I find that despite not being fully healed the unit will keep waking even though damaged. One of the first times this happened I wasn't paying attention, thought the unit was healed, and sent it to its death in a battle it would have easily won if healed.

Not really a big deal unless you are swarmed in your only city by barbs or enemy units and your units keep waking rather than fully healing. Maybe it is the same mechanism that causes units set to sentry to wake as it happens when other units are around?

The second thing I think is in FFH too. That is the effect of poison on units. Personally, I think it is overdone, especially with HN units. For example, I had my HN Giant Spider defend and kill a Scorpion Goblin. My attack odds were 99.9% had I decided to go after the Goblin. How many turns did it take the Spider to fully heal? How about 36 turns? I just don't get why poison affects HN units so much more than regular units. It is frustrating enough to get a damaged HN unit in non-friendly territory and see how long it takes to heal.

Even further, one time I was lucky to get my HN Griffon mutated from a Shipwreck. This included Poison Resistance, but that didn't seem to work at all when it was poisoned by those Scorpion guys. It was still many, many turns to fully heal.

Finally, don't ever get a poisoned, withered unit or, I have found, it will never heal. As far as I can see you cannot get rid of the wither promotion and the poison combination will keep the unit's strength at 0.
 
Still experiencing significant processing slowdown circa Turn 400 and beyond. Anything in the works to improve game performance?

I noticed in my savegame that there is a lot of giant tortoise on the sea in this small map.
You could wipe them out in the world editor, make things a little bit faster if your game have too many as well.

Why not limit their number according to the map size? Let say 5 for a small map.
I am not even running ragin barbarian or barbarian world, coud it be even worse with those options?

Last if you feel like it, I have some experience in C/C++ optimization, I could have a look at the source of the custom DLL to see if I can spot anything. Just let me know where to get it.
 
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