FF 0.43 Bug Thread

Great Mod!!!

Nothing major but when I hover over my civ symbol at the top left of the screen, it displays patch A, not patch C. After patching it did cause me some confusion (not hard to do in any case).

I'm pretty sure I'm running C since the GP bar is back (thanks for that!!)
 
Found a cosmetic bug, really annoying.

Picture 1.) Heres what the berseker is supposed to look like for scions.

Picture 2.) Heres what it looks like after I built it.


EDIT: It actually appears to be the "Hauntstalk" promotion gained when in the haunted lands thats bugging the graphic.

Picture 3.) Heres the same berseker outside of the haunted lands without the "Hauntstalk" promotion.
 

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Proper one shows up for me in testing, do you have Frozen Animations turned on maybe?

I'm seeing the bug, too. "Hauntstalk" is picked up via autoacquire in Haunted Lands and applies a new artstyle (UNIT_ARTSTYLE_HAUNTSTALK.) Currently only Ghostwalkers have a definition there. In previous versions undefined units didn't change styles.

Is this be related to the bug that prevents all the models of a unit (Scion Archers, for example) from adopting the civ's artstyle?
 
I'm seeing the bug, too. "Hauntstalk" is picked up via autoacquire in Haunted Lands and applies a new artstyle (UNIT_ARTSTYLE_HAUNTSTALK.) Currently only Ghostwalkers have a definition there. In previous versions undefined units didn't change styles.

Is this be related to the bug that prevents all the models of a unit (Scion Archers, for example) from adopting the civ's artstyle?

Possibly because Berserker graphics are only applied through ArtStyle anyway (they're not a UU), therefore when you've replaced the artstyle and they can't find an entry, they just fall back to a standard Berserker.

===

I've pulled the Artstyle from Hauntedstalk for the moment, can reapply it after looking at it a little more (making all Scions units UU's isn't really an option).
 
Vista user. Up to date with windows updates. BtS 317 (No unofficial patches) FfH 34h, FF043C.

FF not working for me. Tried shortcut and the game failed before I even played one turn.

Tried loading FfH then loading a mod from there. Actually got into the game, but no interface whatsoever. Played a few turns, checked WorldBuilder (that still worked) Went to Exit to Menu before I got a crash (via Escape key).

Tried loading from BtS 317. Got into the game again. No interface. Played three turns then Retired. Retirement screens came up, although mini-map which showed progress was a pixelated mess. Upon choosing (Exit to Main Menu) I got a crash again.

Took a quick look in eventvwr, but it's fairly meaningless. Application Error. EventID 1000. It seems to be a fairly standard "trouble 't mill" message when an Application crashes according to Google.

Is there a way of turning off the BUG mode in FF? With the interface not working, i'm wondering if there's a problem in BUG. Or am I barking up the wrong tree.
 
Vista user. Up to date with windows updates. BtS 317 (No unofficial patches) FfH 34h, FF043C.

FF not working for me. Tried shortcut and the game failed before I even played one turn.

Tried loading FfH then loading a mod from there. Actually got into the game, but no interface whatsoever. Played a few turns, checked WorldBuilder (that still worked) Went to Exit to Menu before I got a crash (via Escape key).

Tried loading from BtS 317. Got into the game again. No interface. Played three turns then Retired. Retirement screens came up, although mini-map which showed progress was a pixelated mess. Upon choosing (Exit to Main Menu) I got a crash again.

Took a quick look in eventvwr, but it's fairly meaningless. Application Error. EventID 1000. It seems to be a fairly standard "trouble 't mill" message when an Application crashes according to Google.

Is there a way of turning off the BUG mode in FF? With the interface not working, i'm wondering if there's a problem in BUG. Or am I barking up the wrong tree.

Grab Patch D - hopefully Vista is a happy bunny again.
 
Grab Patch D - hopefully Vista is a happy bunny again.

a BIG thanks to you Vehem, xien and team. Thanks for the great job and quick response to that vista problem. :D

The game seems to be playable now using Vista. :D
 
quick response to that vista problem. :D

Somehow it feels like a very long time ago that we started looking at that problem, but it was actually only about 3 days ago. New warning label for the box methinks.

"Vista Warning: May cause time dilation"

Small bug when playing as scions. My Legate attacked a defense-promoted worker, and was able to take both a slave and a reborn from the one unit... Spontaneous cloning? :lol:

Well, if we take the "Units represent regiments" approach, then you just happened to enslave half of them, and simply capture the other half as indentured servants ;p

Though rationalizations aside, it should probably just be one capture mechanic in effect per unit. I think that's the stance with Command, so we should probably follow that example.
 
Not sure if this is a bug, but the Dowsing ritual was not buildable after discovering mysticism. I couldn't find any other requirements besides the tech.
 
First, my thanks to the development team for getting the Vista fix pronto! Good job guys!

I noticed my first few turns had long delays while the AI moved or something happened. A little further into the game it is fine though.

A few things I saw that are carryovers from .42:

1. The main barb force is still coming way to early, especially at the slower speeds. In my epic speed game I had a ton of barbs on my doorstep on Turn 49! As I mentioned with .42, this doesn't work for two reasons:

a. I was prepared with 4 defenders. The AI never prepares and 6 of the 10 AI civs were wiped out before turn 75. At least the AI barbs don't seem to be targeting just one civ at a time as it is in FFH .34. However, I know it was talked about before, can anything be done to slow down the appearance of the barbs to avoid so many civs getting wiped out early?

b. The other thing is having all those barbs on the map so early really eliminates the exploration phase of the game. You simply cannot send lone exploring unit out to check out lairs/dungeons and/or capture animals. This IMO is one of the most fun elements of the game and is missing in FF. Again, give us a little more time to have fun with the exploration phase of the game instead of plopping down a load of barbs on the map so soon. Also, just about every lair/dungeon/goody hut gets a guard that is very difficult to take out with a Scout. :(

2. Does anyone think the Adventurer promotion really works when exploring dungeons/lairs? I have never seen better results from it. I think the success rate exploring these is abysmal with or without the promotion. Definitely, high risk, but it would be nice if that promotion actually did improve your chances of getting a good result.

3. I am not yet at Turn 150 in the epic speed game and have lost 2 99.9% battles. Just bad luck, eh? But, boy, it really sucks when your highly promoted Centeni loses a 99.9% battle to a freakin' Gorilla. :mad:

4. I always let the computer randomly choose the civ I get to play. My first .43 game I get the Scions of Patria. I was totally lost. There is some good flavor material on the civ, but precious little that I could find explaining how this civ works. Yes, I am figuring a lot out through trial and error, but what a unique, different civ!

And, why did two barb Goblins kill the Velite unit I had in my city when I had 4 strong Centeni units defending? Those were not Goblin Marksmen.

Anyway, thanks again for making this nice modmod available to us poor Vista users!:goodjob:
 
I don't think Divided Souls are working correctly (patch D). If you sever soul, you get two severed souls that "cannot move" for one turn. And they appear to have 1 turn duration. So they vanish before you can even move them.
 
For some reason I can't upgrade Elephants into War Elephants...

Also, having just captured Brigit for the first time ever, it occurs to me that she is a little bland. At the very least, shouldn't she have the Angel race? :) Possibly Flying as well would be appropriate.
 
Not sure if this is a bug, but the Dowsing ritual was not buildable after discovering mysticism. I couldn't find any other requirements besides the tech.

Dowsing, and the other FF rituals, have been disabled atm... The patch log implies they're planning something, but no clue as to what.
 
And, why did two barb Goblins kill the Velite unit I had in my city when I had 4 strong Centeni units defending? Those were not Goblin Marksmen.

That's actually because of the promotion that Velites start with... Gives them retreat chance and an increased chance to defend the stack.
 
1. The main barb force is still coming way to early, especially at the slower speeds. In my epic speed game I had a ton of barbs on my doorstep on Turn 49! As I mentioned with .42, this doesn't work for two reasons:

a. I was prepared with 4 defenders. The AI never prepares and 6 of the 10 AI civs were wiped out before turn 75. At least the AI barbs don't seem to be targeting just one civ at a time as it is in FFH .34. However, I know it was talked about before, can anything be done to slow down the appearance of the barbs to avoid so many civs getting wiped out early?

b. The other thing is having all those barbs on the map so early really eliminates the exploration phase of the game. You simply cannot send lone exploring unit out to check out lairs/dungeons and/or capture animals. This IMO is one of the most fun elements of the game and is missing in FF. Again, give us a little more time to have fun with the exploration phase of the game instead of plopping down a load of barbs on the map so soon. Also, just about every lair/dungeon/goody hut gets a guard that is very difficult to take out with a Scout. :(

I have to assume you are using patch D, so sucks to hear that AI are still getting wiped out. I did tweak their defensive code, but I guess they still can't cut it.

As for the barbarians coming early, I'll check again, but I could have swore I made it so that normal barbarians shouldn't show up until the same point they would in base FfH.

I don't think Divided Souls are working correctly (patch D). If you sever soul, you get two severed souls that "cannot move" for one turn. And they appear to have 1 turn duration. So they vanish before you can even move them.

Somehow they got flagged as "SpecialUnit Spell" type, which causes the unit to be deleted at the start of the turn even if it doesn't have a duration.
 
Some events happens twice in a single city... while probably they shouldn't.

Like:

Chose inscription for your monument.
A great artist emerges at the carnival.
 
Cualli assasins are not displaying their proper graphics. Instead they look like normal assasins (vanilla spies). I do not have frozen animations on.
 
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