FF 0.50 Bug Thread

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Haven't read all of these yet, but wanted to point out that moderators, and especially NON-moderators like the people who are on the team for this mod, cannot claim control of a post. So starting a thread with the exact title as what the official thread shall be when made is quite non-helpful.

However, it was well intentioned, so good on ya ;) I'll make a new post to reply to issues so far, one I spotted was a complaint about "worldbuilder being removed" we just pulled the button because it broke and seems to be broken in a way that needs one of our features removed, or changes in the EXE. You can still use worldbuilder by pressing CTRL+W
 
Quite a few bugs in some of my experimenting.

Is it really correct that hell oceans spawn Iras? they are supposed to be spawned only by the Avatar of Wrath. I also have had some hellfires popping up seemingly randomly.
The graphic for horned dread is lost whenever the unit enters the haunted lands. you might have to make horned dread promotion remove the ghostwalker only hauntstalk promotion.
Is it correct that quite a few master equipment promotions require one of the metals but are removed by iron and mithril?

In FfH only Avatar can pop out Iras. But in FF demons enter the world based on how far you let the world fall into darkness, and how advanced the demons become. It is expected that some balancing might be needed, like shifting the tech for Ira spawning back in the tree some more. Also might need to tweak demon tech advancement to account for the civilization's contribution to the AC and alignment. Then a good civ who has heavily decreased the AC might even cause the demons to lose progress on technologies, while an evil civ with a very large contribution to the AC will cause near-instant boosting of the Demon Tech levels.

And Hellfire can appear in any hell tile as part of the lair creation cycle. In fact it is the most likely lair TO appear by quite a considerable margin. However, if it appeared in non-hell terrain THAT is an error.

I turned off 'place all uniques' and turned off 'broader alignments' and we seem to be OK. :rolleyes:

EDIT: Seem to still have the issue in MP hotseat. Will try other leaders to see if repeatable. -Z

Edit 2: Definitely repeatable, and seems to be limited to svartalfar in both MP and SP. Soon as first settler placed, boom. Successful with more than 1 turn with Scions/Archos, and Scions/Sidar

now off to game :)

-Z

Thanks for isolating this one for me. Svartalfar Citysets are the culprit. And most all the other reports in this thread of a crash after ending their first turn would be due to the Svartalfar being in the game. Till th ecityset is fixed, I advise everyone turns off Svartalfar in their games.

I found a fort labeled Pool of Tears.

I would be inclined to say it is the fault of the mapscript placing forts automatically, but not checking to see that it doesn't overwrite any permanent improvements.

I've noticed a couple bugs but most have already been referenced above. One that wasn't, at least I think it's a bug, even after researching exploration it takes forever to build roads outside of my territory. It's four turns inside and about 30 outside my borders.

Yeah, the discount in build times is based on the techs known by the person who owns the tile you are working on. Roads are the only case where you can actually build something outside of your own territory. So we'll have to look at making the default cost of roads cheaper I suppose. It does make a little sense to be harder to build roads out of territory, but not THAT much harder.

All the reports of cheap improvement-over-forest as opposed to forest chop are a similar problem of needing to look over precise costs of everything involved in this system, and me having to re-write it to account for features present causing a change in build-cost automatically/appropriately. I had written the tags and placed the system working in the DLL before the XML where I spotted that oversight, then shortly after the damnable Barbarians started causing massive crashes.... long story shortened: I forgot about these tags completely, so they never got balanced.

I got a seemly random CtD in my first game, and then started over.



I just got the message that Cernnunos has created Brigit. I think that an animal freed her, but it seems way to early for one to actually have the needed levels.

Also, I'm wondering what happens when Brigit dies while belonging to a civ without a capital. Does she respawn on the spot she was first created like the Horsemen/Avatar do? Is she just destroyed? Does it cause a crash.

Should be impossible for the animals to take Brigit, not just for level, but also for lack of HN on either side of the fence. Very perplexing.

Anyway, if any Immortal unit dies and there is not a valid capital city for them, they will attempt to spawn in their starting plot, wherever that was. If there aren't any enemies or other obstructions in the tile then they will respawn.

Oh, I forgot to mention. A great prophet was born in a faraway land on turn 4. Somehow that doesn't seem quite right.

Lair Exploration.

I just found a demonic city early on. It had no size displayed, no city art, etc. It was guarded by a Gargoyle from the nearby Guardian of the Prinstinus pass.

Crap, crap, double friggin' crap. You didn't do anything that might have caused them to act differently did you? Animals or Barbarians having a city does very bad things, learned this well after having decided not to let them have cities anyway, so haven't worried about being unable to find the cause and forgot about it.

Again, crap.

PLEASE say you did something to cause this one, or at least that it hasn't happened again (and then I'll pray it continues to not happen again...)
 
All the games I've played so far were classical age start advanced start games, so I'd guess that perhaps the demons were allowed to buy cities at the beginning of the game.

I also had the Barbarian world option on, so it seems having barbarian (but not demonic or animal) cities would be normal. I assume that you meant having Animals or Demons having cities does very bad things, as the Barbarians have always been able to have cities and would need them in order to get Acheron.



I did make a few tiny changes to some xml files (having Aureales start with the Perfect Sight promotion, Radiant Guards start with the Guardsman promotion, Einherjar start with the Guardsman and Valor promotions, making Valor a (second) Law I spell, moving Unyielding Order to Law III, adding a second version of Pillar of Fire as an Order/Divine/Channeling III spell, adding a second Shadow III spell that gives the Hidden promotion to all units in the stack, and increasing FREE_XP_MAX from 100 to 500), but I don't see how any of these would have caused the problem.

Now that I think of it, I didn't do a fresh install of FfH before installing FF, but since downloading 0.40q I had made minimal changes. The only python change I remember making in that version was letting Scorch turn Marshes into Plains. The vast majority of the changes in that version were to CIV4BuildingInfos.xml, which FF would overwrite anyway.



It did not let me use worldbuilder, so I couldn't look to see if there were any other barbarian/demon/animal cities, or confirm that the animals owned Brigit. A couple turns after I found the Demonic city the game crashed again, perhaps due to those "very bad things."




(Not really a bug, but I was expecting the Eras to have been readjusted like those in normal FfH. I don't like the slow early part of the game, but this Classical start seems too far advanced. Also, I was a bit surprised that Armored Cavalry still exists and that the mounted line is like it used to be be before 0.40f.



Also not a bug, but mentioning worldbuilder made me think to ask for you to address something that has annoyed me since BtS first introduced advanced starts; once you have given all of your cities a certain building, that building is no longer listed so you can't choose to remove it from any of those cities like you could when you were still able to add more. I find it really annoying if I accidentally buy a building for my only city and can't remove it when I realize I meant to choose something else, since I don't want/can't afford to buy another city. Could you make these buildings still show up when all the cities have them already, so you could undo it?)
 
Does anyone else have 'Unit Statistcs <U>' written next to the unit picture? It gets rather annoying, as it blocks some of the tooltips (such as how long an improvement takes to build).
 
And also, by turn 10 I had seen 4 great people messages. 2 Commanders, an Engineer, and a Prophet. Anyone else seeing unusually large amount of great people or is it a coincidence. Sorry for the double post.
 
Yes, I meant Demons and animals for cities being bad. I haven't checked out advanced start stuff before, tend to forget it exists. I would assume there is a block to keep the Barbarians in general from touching the entire routine, but I'll have to verify for certain. Barbarian World gameoption most certainly didn't cause it though.


You should be informed I suppose that the global define for max XP is absolutely meaningless in Fall Further. Set it at 1 and see for yourself :)

Our files would overwrite pretty much every FfH Python file, and most certainly the spellinfos, so your scorch modification would also have been overwritten.

As stated, worldbuilder is via hotkey only for now (CTRL + W)


I honestly have no intentions to ever touch advanced start, except if it causes bugs like allowing the demons and animals to purchase cities.


EDIT: @Guybrush: Move your mouse over the little trophy by the end turn button to get the unitstats help box to disappear.

Great People pop from Lair Exploration. AI aggressively hunts for lairs now, so yes, you will see quite a few great people quite quickly since initially there are plenty of lairs.


@everyone in general: Please stop posting in this thread, unless as part of a discussion. If you have a bug to report, use the official bug thread :)
 
Oh, I forgot to mention. A great prophet was born in a faraway land on turn 4. Somehow that doesn't seem quite right.

Lairs can give GP now. (A balance issue but not a "bug", if I'm remembering correctly.)

Playing as Scions (Risen Emperor), I'm able to upgrade my still-shackled Korinna the Protector into Korinna the Red Lady. She still has the shackled promotion for -1 movement, but since the Red has 2 base movement, she winds up with 1 movement and can move while still shackled.

Yep - that's as-intended. You should also find that a Shackled Korrina can't enter another civ's territory unless they're a Team-mate. So Red/Black lady are more "Hobbled" than Held.

Edit - and another bug, after upgrading Korinna I'm able to build the "Shrine of the Champion", I guess because Korinna the Protector is "dead" now and replaced by the Red Lady. Another change since last version that I can't complain about but I wonder if it's intended.

That'd been fixed? :) I can never decide if that's a bug or a feature. The Scions are morbid enough...

Secondly, should River of Blood really effect Fallow civs? I mean... ouch.

The Scions are supposed to have a significant # of living people running around doing dishes, chopping wood, etc. Esp. early in the game.

But you should see River of Blood hitting the Scions with a reduced effect. It's the Mercurian WS you need to worry about...
 
Turn 146 and running great so far. It's a bit tougher to highlight the city names to zoom in. AI very aggressive, a few high level animals have me pinned down at the moment (how cool!). 3 mushrooms popped before turn 90. I only played FF a few times before I updated to FfH2 so it's all kinda new but it feels like the early game is much more interesting. I'll enjoy not having to garrison workers now. Theres 4 marble plots around me and 3 mana thats all fairly close and yes Im using the flavourstart option EDIT and the resource option. Uhhhh...Not a fresh FfH install, just patched and had no probs w/ directories. OK now back to the game! Thanks!:goodjob:
 
I cannot load the mod:

GFC Error: failed to initialize the primary control theme

043 load fine though.

When I look into the Resource/Themes/Civ4 folder only one file is present:
Civ4Theme_HUD.thm

If I copy missing files over from previous version it can start but the menus are strange ...
 
My first .50 FF game is with Doviello/Mahala. Huge Fantasy Realm map, 11 civs, Prince difficulty.

I don't see a balance thread yet - some of these might be shifted over there.

1. As noted, my Scout was killed on his second goody hut from a hostile reaction.

2. 2nd Scout was mutated THREE times on a 3 lairs. Well, actually only the first worked, but this gets back to the lair repetition issue.

3. As noted, GPs seem a dime a dozen. I did get a Great Commander myself from a lair, but there have been many in the first 50 turns. Cassiel had two Adventurers by Turn 31.

4. From one lair, out popped a Gargoyle for me and one for the barbs. I thought this might be a balance issue getting a powerful unit like this in the early going, but Lucian popped a Lich for me a short time after. This is a game-turner, folks, before turn 100. I am mowing civs down like crazy.:D

5. I selected the No Hell Terrain option, but while exploring, around turn 200 I ran into a bunch of it. Some even had Penguins on it. :) I think the culprit might be the Archos who also seem to have gotten lucky with a Lich although I didn't know one could create hell terrain. At any rate, no use in having that option for no hell terrain if it can be overridden.

5. Starting turn 275 I started getting Memory Allocation Failures. I got these in FFH, but much later when the huge map is full. I exit, reload, play another dozen turns, then get another. I'm not looking forward to playing much longer if this continues. :(
 
I cannot load the mod:

GFC Error: failed to initialize the primary control theme

043 load fine though.

When I look into the Resource/Themes/Civ4 folder only one file is present:
Civ4Theme_HUD.thm

If I copy missing files over from previous version it can start but the menus are strange ...

Found my problem it seems the FFH patch q installs in
Beyond the Sword\Mods\Fall from Heaven 2

Whereas the my main FFH was in
Beyond the Sword\Mods\Fall from Heaven 2 034

It seems I forgot to install the main FFH 2 :)

Reinstalling the right FFH & FF solved it yay!
 
how about this problem? tell me if any of you get it as well... when i start a game, i have no interface... very odd.
 

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Did everything look correct up to that point?

EDIT: Oh, and please use the other bug thread...

To answer that question Xienwolf, it was playable and all: i can settle, i can move my units, give them commands. All this using shortcuts. But when I get to the point of casting spells, i gave up :P.

Could you give me a link to the thread? Thanks.
 
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