FF 0.43 Bug Thread

Just installed Fall Further and everything seems fine, but I get a weird issue when I start a game the intro movie doesn't run. Same with the initial info screen were it says "your civilization yada yada". It just skips straight to the currently selected unit. Also when I create a city, I can't name it, it just picks the default name.

Don't know what can be causing it. Anyone?

Edit:nvm... I just uninstalled and reinstalled the mod. Seems to work fine now.
 
One possibility is the spawning code is taking awhile to run. If that's the problem then it should be painfully obvious in the next version, but here's something you can try: Open the game in the World Builder and give one of your cities a population of 70. That should shut down the spawning calculation - see if the turn time alters.

A (probably stronger) possibility is Haunted Lands.
 
One possibility is the spawning code is taking awhile to run. If that's the problem then it should be painfully obvious in the next version, but here's something you can try: Open the game in the World Builder and give one of your cities a population of 70. That should shut down the spawning calculation - see if the turn time alters.

A (probably stronger) possibility is Haunted Lands.

The haunted lands was my first thought... I'm a bit over 400 turns into a game right now, going for cultural victory in 10 more :), and while I don't have much turn delay it DID get noticeably longer when I covered my first continent in Haunted Lands, and then a smaller jump when I covered my second continent.
 
Ok thanx

Is there a way to fix the haunted lands problem ? the scions are one of the coolest civ in the game, so i hope there will be a solution to this problem.

about the fix, should i had 70 population to my city or other player cities ?
and btw, what about the problem with the AI that never use siege weapon ?
 
You don't have a save game from a turn shortly before this happened by any chance? Massive food production shouldn't have any influence at all. I like to keep the avoid mechanism optional and off by default. To force it on might easily lead to a messed up AI (or a better one, who knows).

unfortunately no :( I checked and I got a savegame on turn 50 ( way before that city was founded ) and one on turn 150 ( way after that oddity happened )
 
To check if it's the spawn code affecting the game speed, add 70 pop to one of the Scion cities. If it's the haunted lands, it's most likely due to the fog in the graphic.

Yep and yep - the other possibility for the Haunted Lands is the python run looking for wounded units.

Spawn python, graphics, or HL python I'm pretty sure something can be done. Just need to nail down where the problem is. My computer hasn't seen a significant slowdown yet. After "E" comes out I'll take a crack at figuring it out.
 
Is it supposed to be you can't revive Korrinna with Resurection? Because I can't. Also, only one Scion Archer has unique graphics, the other two men are normal. And Alincus, the Scion mage Counciler, losses xp (but keeps promotions) when he dies, allowing you to get huge number of promotions with him
 
Using patch D -- observed a number of barb animals roaming freely within Civ borders.

Had a bad mem allocation that caused a crash on turn 447 during the AI's turn. I think it's because I ended up declaring war to two other civs, one of which was the Lanun. I suppose the Lanun attempted to use their world spell and caused my computer to have a brain fart. (Standard Erebus size, nine civs + Basium & Hyborem, Standard speed, no dragon, no hell terrain).

Regarding the scions
  • I think I read somewhere that there was a hard limit on the overall number of reborns that can spawn randomly. That's too bad because, later in the game, there are lots of cities needing reborns, and it's fairly difficult to produce them just through cathedrals. I've got only two cathedrals so far, for about 18 cities.
  • I also thought that scions weren't supposed to be able to build granaries, herbalist, aqueducts (etc). These buildings have been available and largely unneeded.
  • The inquisition spell doesn't work either. What the heck does the "Gift" spell actually do? What about the Emperor's Mark? Are they supposed to do something?
  • I noticed a slowdown, but that seem to have been linked to the number of AI units running around. Once I knocked out two AI civs, the game sped up a bit. I didn't see any slowdown due to the Haunted Lands fog, if that's any help.
  • As regards that haunted fog, it would be cool if it extended into sea squares, in order to allow ghost ships (eventually).

An of course, the AI has been horrid. I've seen big stacks of enemy units just sitting in front of one of my vassal's cities. The two forces just sat there, eyeing each other for a very long time while I was capturing/razing many of the AI's cities. The AI's units wouldn't run back to defend their capital (all successive five or six of them by the time I destroyed the AI's empire). Nope... didn't even twitch. :)
 
Using patch D -- observed a number of barb animals roaming freely within Civ borders.

Maybe they're not barb animals, just Hidden Nationality? Although not likely, since in my FF games I CANNOT EVEN CATCH THEM!!!! :mad:

Please someone address this issue! :cry:
 
Regarding the scions
  • I think I read somewhere that there was a hard limit on the overall number of reborns that can spawn randomly. That's too bad because, later in the game, there are lots of cities needing reborns, and it's fairly difficult to produce them just through cathedrals. I've got only two cathedrals so far, for about 18 cities.
  • I also thought that scions weren't supposed to be able to build granaries, herbalist, aqueducts (etc). These buildings have been available and largely unneeded.
  • The inquisition spell doesn't work either. What the heck does the "Gift" spell actually do? What about the Emperor's Mark? Are they supposed to do something?
  • I noticed a slowdown, but that seem to have been linked to the number of AI units running around. Once I knocked out two AI civs, the game sped up a bit. I didn't see any slowdown due to the Haunted Lands fog, if that's any help.
  • As regards that haunted fog, it would be cool if it extended into sea squares, in order to allow ghost ships (eventually).

1. The limit is between 20 and 70, depending on map size... I think it's between 40 and 50 for a standard. Personally, I tend to focus on building a handful of super-cities that get to where I can produce a reborn in 5-10 turns, and only then really worrying about my 'settlements'.

2. Originally, the Scions couldn't build the health buildings. Now, however, they automatically receive a two unhappiness building if their cities are too unhealthy, so the health buildings were reallowed.

3. Yeah, I had the same complaint about inquisition... Requires you to have a state religion, so it's unusable by agnostics. I know the Grigori have their own version, so I'd like to see the Scions be able to use that. The Gift spell grants units the undead race, so if you capture living units you can make them undead, and get the Implacable and Cannibalize promotions, along with the haunted lands buff. And lastly, the Emperor's mark is available in all cities actually built by the Scions while playing as the Emperor. It's required to build some units atm, although that looks like it will be removed, and works like a free Obelisk.

4. Actually, I'd like to see the Haunted Lands be reworked to operate along the lines of Hell Terrain... Keep it manually spread, but allow resources to change, along the lines of sheep to toad. Would be more in line with the 'pedia entry talking about all the strange things to be found there... Probably too powerful a change, though.
 
1. The limit is between 20 and 70, depending on map size... I think it's between 40 and 50 for a standard. Personally, I tend to focus on building a handful of super-cities that get to where I can produce a reborn in 5-10 turns, and only then really worring about my 'settlements'.

My two cities produce a reborn in 5 and 7 turns respectively. It's a shame though to have to use your very best cities just to produce reborns.

I also noticed a big problem with the maintenance cost of Honor Bands. Way off kilter (I think that was brought up earlier). I only had 5 of these units because of that, and by the time I had them killed off or upgraded, there was easily a 50 gold income difference.
 
Hrm.. strike that, Brigit (held) is an angel.

In testing, if I place Brigit in worldbuilder, she is fine. If I capture Brigit (Held) from the Barbarians, the result is a non-Angel Brigit.

I just noticed that when I capture workers (from the barbarian state at least) they lose their racial promotions too.

Edit: and then the next time I captured one it did have the promotion. How odd... Maybe it was a worker the barbs captured and it never had a racial promotion, but for some reason its graphics looked like a goblin worker.

Edit2: Now that I think of it though, that second time I happened to capture it with a units with a couple command promotions.
 
I just noticed that when I capture workers (from the barbarian state at least) they lose their racial promotions too.

Edit: and then the next time I captured one it did have the promotion. How odd... Maybe it was a worker the barbs captured and it never had a racial promotion, but for some reason its graphics looked like a goblin worker.

I've captured workers from several civs in my last game as the Scions, and while they all changed to the Scion worker graphics they were not undead. It SHOULD be either keeping the original race or applying the new one, but they end up with none for some reason.
 
I seem to be suffering massive slowdown while playing FF, even when compared to FFH. I play on duel-sized maps with only 3-4 AI's, but within 100 turns the turns are taking 5-6 seconds. It doesn't seem to be related to the civ i'm playing.

My specs are: 2.8 Ghtz processor, 512 meg graphics card (Nnvidia 7600 gt), 2 gig ram.

I also get slowdown in normal FFH, but it's not nearly as bad as this. It becomes unplayable ~200-300 turns in.
 
My two cities produce a reborn in 5 and 7 turns respectively. It's a shame though to have to use your very best cities just to produce reborns.

That's WAD - The game-play is supposed to at least partially shift in focus from spawning to hammers or other methods. The idea is that it's generally hard to get population - early game you scramble for spawning modifiers, later you have to spend even more hammers. Or use war, or lots of $.

I also noticed a big problem with the maintenance cost of Honor Bands.

Next patch should see that fixed. The extra cost has been shifted from a straight +1 gold to extra support cost. That should make it more susceptible to influence from military civics, which makes sense. It's also part of the Heavy Formation promotion, which is more in line with what's supposed to be going on.

Xienwolf's fixed the buggy tag to we can go back to the old way if it is better.

Re: "Give Gift" and "Emperor's Mark"
"The Gift" is undead-ness. Next version it'll have an additional effect. (It'll be in the pedia.)
I've added a pedia entry for Emperor's Mark. Thanks!
 
That's WAD - The game-play is supposed to at least partially shift in focus from spawning to hammers or other methods. The idea is that it's generally hard to get population - early game you scramble for spawning modifiers, later you have to spend even more hammers. Or use war, or lots of $.

Fine. In the late game (turns 500+), I did have four cathedrals, so the issue wasn't as pronounced. On the other hand, by then I had way too much cash each turn (like +350/turn, with God King & 100% budgeted for research, while spread out all over the map). I was blowing off thousands of gold creating hordes of mercenaries on the last few turns. That did feel a bit overpowered. :crazyeye:

Thanks for the other info.
 
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