FF 0.43 Bug Thread

Personally, as I always enjoy the early exploration period and abundance of animals, I generally go in and triple the minimum barbarian spawn turn.

EDIT: Possible bug I just noticed. With the epic lairs that are explorable multiple times, do they use the same upgrade code as normal improvements? If so, I don't think they are ever going to become re-explorable most games. After exploring both the Pyre and Aifon Isle, they both say "City must work to become blah blah blah". Does that mean they won't upgrade until a city is built near them? That will be a little hard for Aifon Isle...
 
Possible bugs and cosmetic issues:

* Entries which appear within City seems to lack Sid's tips and point to a TXT entry instead.

* Raided a dungeon and got bushwhacked by a Spectre. Later on, whilst exploring, the Spectre seemed to be best friends with a Bear. They used to go everywhere together, like they were in a badly written fairy tale. I guess the AI treats them both as Barbarians, but it looked ludicrous to see this bear wandering around the woods and a Spectre running after it going "wait for me!"

* Dunespeak - The pop tells me it can get acquired after certain criteria are met, but the Civilopedia maintains its silence over the matter. Maybe, I need to learn Dunespeak. Maybe the first rule of Dunespeak is that you don't talk about Dunespeak.

* Civ4Alerts are very handy. There's no BUG mode or trophy room. Is this a conscious choice?
 
The earth mana tile would be Standing Stones, mysteriously removed. I've had the same and also had Letum Frigus removed during test games. Haven't discovered yet precisely where/why this is happening, I am inclined to suspect that the starting plot normalization is doing it somehow/somewhere.

@Jabie: What entries in a city? Really no clue where to start to look to figure out what you are talking about with that one :( As for the Spectre & Bear, they are both Barbarians. Dunespeak ought to list the requirements right after stating that you need to meet the requirements, which would be Malakim and in a Desert. There ought to be a trophy hall, I'll check on that one, and by BUG mode do you mean CTRL+ALT+O options screen? That one is intentionally not there as we simply haven't written one yet.
 
Unique Features are not showing the mana they grant in the civilopedia. btw, IIRC the standing stones grant nature mana while mount of kalshekk gives earth.

and I can confirm that Barbarian World makes the game unbearably slow :(
 
Some extra testing for the 'Barbarian World' thingie:

Started a game with it enabled, nothing else. Slow turns.
Went into WB, deleted all Barbarian units. Turn still slow, maybe a teeny bit faster but hard to tell.
Next turn, went into WB and deleted all Barb cities. Turn back to normal speed.

So my conclusion would be that the 'fault' lies in the AI handling of the cities. Too many cities, too spread out for one AI to handle them all efficiently?
 
I'm working on a revision to how the City AI works right now. Among other things I am trying to make the AI perform Terraforming actions in a similar manner to how they do worker actions. While I am in there I will be completley re-writing how the city decides what to build and when to do it.


Each one is a pretty complex routine, so don't expect results before christmas, or expect any results before then to be rather buggy :) But ideally it will sort out the Barbarian speed issue. If I see anything which is obviously slowing them down while I am in there I'll touch it up.



Could you try starting a normal game (non-Barb world) and placing a bunch of Barbarian cities yourself with Worldbuilder? If that doesn't slow things down in a similar fashion then I can limit how much I look at. Personally I haven't been able to notice the slowdown myself or I would just run such a test right now.
 
Ok, I just reviewed my code and the Barbarians should not arrive any earlier than they do in base FfH UNLESS you have Barbarian World enabled. That allows them to start spawning as soon as the animals start to spawn.

Whoa! That certainly knocks the Barbarian World option out of games for me!

The animals start spawning around Turn 7 at Epic Speed. If you are saying that the main barb force will come then you will see every civ be wiped out quickly. In Epic speed it generally takes about 20 turns to build that first defender. You would have to keep both of your starting units in the city and forget about exploring.

Still, I guess it is better to start with no barb cities than to have the main barb force arrive on Turn 49. This will give the player more time to enjoy the exploring phase of the game before all hell breaks loose!;)
 
I am getting the same bug with lairs/dungeons that I get with FFH.

There are enough bad results you can get from exploring, but it is just plain frustrating when you explore and get...

SAVING GAME

I'm not sure what is up with that.

BTW, I got the event where I bought a Dungeon on one of the tiles inside my borders. I explored it, and guess what I got? A damn Eidolon and a few lesser thugs! Man, he was hard to bring down with my Tier 2 units!:eek:
 
The combat log is enabled regardless of the game setting.
 
Thanks a million for the Vista fix. Anyways, Risen Emperor Scions game with Patch D.

-Contrary to the Scions documentation thread, I can build: Aqueduct, Granary, Herbalist, Smokehouse, and I'm willing to to bet that I can build Groves as soon as I research them.

-I seem to lose Alcinus a lot. For awhile I thought he just never respawned but I eventually found him perched on top of the Mirror of Heaven while I was out catching animals and I had to bring the guy back home in a straight-jacket. Anyways, he turned into a barbarian two turns in a row and after I put him down a second time he never respawned. I jumped into the world editor to make sure I didn't lose him again, but he's definetely gone for good now. Kinda makes it hard to build the Dark Council. :\

-Necropolis cancels out the happiness from wine, but from buildings like Inn's you still get happiness from wine. Is that intentional?
 
Thanks a million for the Vista fix. Anyways, Risen Emperor Scions game with Patch D.

-Contrary to the Scions documentation thread, I can build: Aqueduct, Granary, Herbalist, Smokehouse, and I'm willing to to bet that I can build Groves as soon as I research them.

-I seem to lose Alcinus a lot. For awhile I thought he just never respawned but I eventually found him perched on top of the Mirror of Heaven while I was out catching animals and I had to bring the guy back home in a straight-jacket. Anyways, he turned into a barbarian two turns in a row and after I put him down a second time he never respawned. I jumped into the world editor to make sure I didn't lose him again, but he's definetely gone for good now. Kinda makes it hard to build the Dark Council. :\

-Necropolis cancels out the happiness from wine, but from buildings like Inn's you still get happiness from wine. Is that intentional?

1. Most of the Health buildings were added back in, as a Unhealthy Discontent building has been added that pops up if you have too much unhealth.... 2 unhappiness, something major to avoid.

2. Alcinus will actually respawn as a member of another civ occasionally, in which case you have to go take him out with a special assassin unit or wait for him to turn again.

3. This one I have no idea on. ;)
 
Bleh, looks like I need to do some more Alcinus hunting then :\

-Forgot to note that I can build Praetorians (Royal Guard units) without Aristocracy. Don't know if that's intended.
 
Patch D:

I have 2 spirit and 2 ice mana. New adepts get 1 level of spirit (courage) but no auto level for ice.
[Edit]: Maybe OK. Have 3 ice. Adept got free level 1 then free level2 when upgraded to mage. [/Edit]


Also, is the acceleration (force 1) working? I get the arrow icon but it's never highlighted. Adept was in stack with living units and catapults.
 
Do principes calculate their extra cost correctly? I find this very odd. It might be something else too but I doubt it.

Civ4ScreenShot0002.jpg


EDIT: My army consists of:
1 trojan horse
1 Pelemoc
1 Melante
20 mercenaries
7 honored bands
18 centenis
20 principes
1 Korinna the Protector (still shackled if that counts)
1 doomsayer
1 trireme
2 workers

EDIT2: I upgraded my centenis to principes and my upkeep costs went up (though I still pay negative maintenance for my army. Talk about efficiency. Still now I am even more confused.
 
Whoa! That certainly knocks the Barbarian World option out of games for me!

The animals start spawning around Turn 7 at Epic Speed. If you are saying that the main barb force will come then you will see every civ be wiped out quickly. In Epic speed it generally takes about 20 turns to build that first defender. You would have to keep both of your starting units in the city and forget about exploring.

Still, I guess it is better to start with no barb cities than to have the main barb force arrive on Turn 49. This will give the player more time to enjoy the exploring phase of the game before all hell breaks loose!;)

My main thought on this one was that it is silly to allow Barbarian cities without allowing them defenders. But since they DO build units on their own, it might be a decision which I should retract.

I am getting the same bug with lairs/dungeons that I get with FFH.

There are enough bad results you can get from exploring, but it is just plain frustrating when you explore and get...

SAVING GAME

I'm not sure what is up with that.

BTW, I got the event where I bought a Dungeon on one of the tiles inside my borders. I explored it, and guess what I got? A damn Eidolon and a few lesser thugs! Man, he was hard to bring down with my Tier 2 units!:eek:

I would love if you could manage a savegame with this happening reliably. And where does it save the game too? IIRC you stated that it just pops up the savegame screen in the background, so you have to hit enter for the game to continue (which would mean the save is default name and location unless you type something while waiting?)

The combat log is enabled regardless of the game setting.

Yes, small oversight of the program used to compile our changes, it slipped through each version since I introduced the option. Hopefully next patch we actually get it to change properly :)

Do principes calculate their extra cost correctly? I find this very odd.

Someone else reported issues with the extra cost on these units. Just haven't had a chance to test it out quite yet to get precise numbers. Supposedly deleting a few will garner you quite limitless income potential till we do fix it ;)
 
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