Is it a bird? Is it a plane? No? Then it might be a bug...

And the whole world declares on me.

While I'm in crusade mode.

Was this like a massive string of messages

"a has declared war on you"
"b has declared war on you"
"c has declared war on you"
"d has declared war on you"
"e has declared war on you"
"f has declared war on you"
"g has declared war on you"
"h has declared war on you"
"i has declared war on you"

With a deafening multi-war-horn.


OR

Did each of them individually contact you and declare war, one by one.

If it's the former, that's not an AI issue, but a python bug somewhere. I believe it's supposed to happen when you start on the final tower, not on one of the sub towers. It also happens when the Illians complete The Draw, or when someone starts building the final Altar of the Luonnotar. I'm pretty sure it's a python effect just making the whole world declare on you.


But if there were diplomacy screens involved, then we may have an AI issue. Perhaps they thought they could take you as a united force.
 
This..

"a has declared war on you"
"b has declared war on you"
"c has declared war on you"
"d has declared war on you"
"e has declared war on you"
"f has declared war on you"
"g has declared war on you"
"h has declared war on you"
"i has declared war on you"

With a deafening multi-war-horn.

is what happened, and it was as I began the Tower of Mastery.

So python is to blame.

Am I alone in the community in thinking that this hard crunched python response is perhaps inferior to letting the AI make their own minds up on whether they want to declare or not? Obviously there are occasions when dog-piling a nation to prevent it winning IS going to work, but if (like Logos, Gyr and I) we are all best friends, and a war ain't a good idea for anyone, how does investigating alliances as an endgame solution sound?
 
is what happened, and it was as I began the Tower of Mastery.

ah, I misread. I thought you were building the tower of necromancy.
people declaring war when you start the tower of mastery is intentional, and not a bug. Perhaps an issue for discussion though.
 
Yeah that always has happened. Same thing happens when you start to build the last of the Religious tower thingie...

No Orthus axe? odd. However I am 80% sure Orthus never spawned in my game... however I got BOTH giant apes. I have never seen malalalalawhaterver, the Orangutan looking one, before. That was neat.
 
In original FFH, the AI auto-wardecs the player if they start to build the tower of mastery. It was put in to prevent a complete builder game, and then starting the tower with an army too small to defend yourself.

-Colin
 
I'm not really sure what is wrong. Noticed on a trade with Tasunke that getting his world map crashed the game to desktop. Repeatadly. So decided to try going into world builder. And that causes CTD as well. I could continue the game... just not getting any world maps for now. But figure something out there is causing that crash. And once my ships find it, it's game over. :(
 
I've never liked the auto-war-declare thing - maybe have a threshold of friendliness? This is like North Korea, Cuba, Nigeria, and Venuzuela declaring war on the USA, and suddenly great Britain is like "you might be awesome soon, let us help kill you too!"

Diplomatic agreements should mean something even if you're going for Tower/Religious victory. As it stands there's no reason to play nice on the way to either victory because everybody's just gonna try to dogpile you anyways.
 
The Balseraph Galley is a red blob (a tiny red blob) and it's pedia entry is broken (only when playing as the Balseraphs). That rubber duck graphic would be cool for them, if that wasn't already the plan ;).

Recurve archers are excellent anyways
They have a few extra first strikes, and Woodsman II for free.
Also, build a master outfitter (not fletcher) and buy the Windstones upgrade for all your archers. It allows them to shoot over 2 tiles (Austrin only)
If that's the intent, then you've got another bug, because Windstones is Recon-only, not Archery.
 
Killed Orthus, no Axe drop. WAI?

Items drop as treasure chests now. Was there no treasure chest on the tile to take an axe from? (Should glow like a promotable unit to stand out)

is what happened, and it was as I began the Tower of Mastery.

So python is to blame.

AI doesn't completely understand that you are winning the game if you finish that building, and it needs to stop you. So to encourage that action they are forced to Declare War. Most AIs who have some standing force will amass a bit more and attack if not already involved elsewhere, it is hectic sometimes, failure at others.

I'm not really sure what is wrong. Noticed on a trade with Tasunke that getting his world map crashed the game to desktop. Repeatadly. So decided to try going into world builder. And that causes CTD as well. I could continue the game... just not getting any world maps for now. But figure something out there is causing that crash. And once my ships find it, it's game over. :(

Do you have Gridlines turned on? Turn them off and try again if so, see if it still crashes. If not, MAYBE the Scions Haunted Lands crash is only happening when you can actually see the units, but most likely it is not that, so I'd like to get a save from you so I can see if this is our third CtD issue of 51.

Oh dear, thanks for informing. That doesn't even make sense, I don't think there are any recon units which have a ranged attack.

If a promotion grants you a range, then you only need something else to give you a value and you are capable of ranged attacks. If Windstones provides both range AND value adjustments, then it GIVES ranged attack ability. If it only provides one of those 2, and no other gear provides them the other, then it is a definite bug/oversight.
 
Gridlines are not on, and the game still has the same CTD issue. Things are fine on my happy little island. But can't get the world map or access world builder. Here is the most up to date save file from it Xienwolf.

*edit* Save file moved to bug thread.
 
Yes, Xienwolf, no drop. No treasure chest. Nothing.

As much as I love this latest update, I will have to say that I've never experienced so many CtDs with any game in my life, so far :(

Worst part is that they seemingly appear at random, so I can't pin point anything that might be causing them. No warnings, just a notice that the program has stopped working and crash to the desktop.
 
Anything special about the kill? Odd location, strange promotions on the attacker or anything at all like that? I just tried killing Orthus myself and got an Axe, so whatever caused it was a situational bug and I'll need some help replicating it :(

Justicar: Crashed for me as well, checking things out now to see if I can fix this one or not.

EDIT: All I can tell on the debugging is that a city exists somewhere that shouldn't. So I would have to guess the Animals or Demons managed to acquire one. I'll see what I can do to cause something to break on my own, but unfortunately I can't figure out much to do with the save just yet.
 
Deirdra just attacked me with 27 rubber duckies....it may be a bug.

Sarcastic ass, you say? That would be an astute judgment, methinks.

Word.

:)
 
1) it seems that there's no techs that shorten the time needed to chop forests/jungles, is that working as intended?

2) checked the tech advisor, and technologies that give 75% faster buildtimes of improvements and roads don't show any icon about it, but they do show the info on mouseover. so for example exploration has no icons whatsoever, which looks kinda odd since it looks like it doesn't give anything. however, techs that give increased yields with certain improvements ( like engineering for the mills for example ) show an icon. if that icon could be used also to graphically show the "75% faster workrate for building X" in the tech that would be kinda useful methinks.

3) a minor suggestions: imho all lairs should spawn with a defender on them, not just goblin forts. it just feels weird to see them unprotected and be able to explore them or just sit on them and prevent barbs from spawning

4) any idea when the rituals are going to be added back in? I'm talking about curse the lands, appease the gods etc. , it's been a long time since they've been gone but I see they're still in the pedia :D

5) in custom game, if you choose a civ and scroll down to the bottom of the list you'll find Z_TXT_CIV_something, not sure if this is normal or what?

6) it seems that the version of Flavourmod included in FF 051 is still 2.7.0 ( or at least that's what CvFlavourInterface.py claims ) . that would be pretty sad, since the versions that came out after that had some pretty nifty tweaks and feature in them :(

aside from that, I think it would be a nice idea to include with 051 the mapscripts that usually come bundled with flavourmod, namely Perfectworld2.03, MountainCoast1.2.0 and ErebusContinent2.0 . ;)

7) a scout explored a lair, and it got the result "rubble falls off, threatening to kill... you suffer 1% damage" 1% damage doesn't seem to make much sense to me :D

8) I started a game with end of winter and barbarian world. aside from the fact that despite barbarian world the game runs pretty smooth ( which me likes VERY MUCH! :D ) , I notice that some land is still grassland or plains, which I think is normal and will eventually become plains and desert. however, one thing looks really weird. see the attached screenshot on ErebusContinent, and the way the ice is all cracked instead of being solid in the southern portion of the map ( look at the minimap ) . seems to me that end of winter thinks the southern portion of the map is hotter, but actually I'm using toroidal, so both the northern and southern section are cold, while the equator is the middle strip of the map. weird, but possibly a mapscript issue. edit: yeah, now I see. it's caused by the fact that ErebusContinent, when not using toroidal, considers the south as hot and the north as cold.

9) the dawn of man screen for Varn Gosam still claims he starts with Creative and Financial, whereas he starts with Spiritual and Creative. actually, I think Spiritual and Financial would fit him better, but whatever.

10) umh, maybe lairs should not spawn very very close to starting locations. turn 1, I've just seen a capitol with a barrow 1N of it and one 2S of it, so both in the BFC. the one that was 1N of it had some deer under it though :lol: possibly an issue with the mapscript actually. should lairs spawn on resources? then again, maybe it was flavourstart placing a resource there after the map got generated though.
 
Anything special about the kill? Odd location, strange promotions on the attacker or anything at all like that? I just tried killing Orthus myself and got an Axe, so whatever caused it was a situational bug and I'll need some help replicating it :(

Nothing special comes to mind.

Orthus was moving through my cultural boundaries. I had five warriors in the city he first headed to. Instead of attacking the place, he pillaged all the roads around it (only improvements I had at the time) then once he started heading towards the next city, I moved all of the warriors out to confront him. He turned around and killed on on the barbarians' turn, then I piled the rest on him until he died, come my own.

No fancy upgrades on the warriors. The first upgrade for strength. The one that got him managed to do so on a 20% victory chance. All the messages popped up about Orthus having died, but there wasn't anything left after his death. No treasure chest, no option to pick anything up, nor see anything. Orthus had been on a regular grassland tile, the warriors moving off of a hills to attack him

I figure it was one of those random, strange bugs, as I too haven't been able to duplicate it in any other game.
 
I just ran some worldbuilder tests on the Orthus issue, because I had a similar problem pop up. It turns out Orthus drops the axe every time, but, if the treasure chest is inside your cultural borders it disappears at the end of the turn if nobody picks it up.
 
Svartalfar in the game? Maybe they stole the Axe? Don't think they can steal that early though :(


The Chest popping out of your lands is certainly a problem, I'll have to see where I missed something with my Communal tag. Chest should only auto-destroy when empty, and should NEVER move or be moved.
 
[to_xp]Gekko;8287339 said:
1) it seems that there's no techs that shorten the time needed to chop forests/jungles, is that working as intended?

It isn't possible to alter the time required for a feature yet, haven't written code for that particular portion of build orders.

[to_xp]Gekko;8287339 said:
2) checked the tech advisor, and technologies that give 75% faster buildtimes of improvements and roads don't show any icon about it, but they do show the info on mouseover. so for example exploration has no icons whatsoever, which looks kinda odd since it looks like it doesn't give anything. however, techs that give increased yields with certain improvements ( like engineering for the mills for example ) show an icon. if that icon could be used also to graphically show the "75% faster workrate for building X" in the tech that would be kinda useful methinks.

Bah, damnable Python. Yes, that would be a good thing to have...

[to_xp]Gekko;8287339 said:
5) in custom game, if you choose a civ and scroll down to the bottom of the list you'll find Z_TXT_CIV_something, not sure if this is normal or what?

Error from not fully redacting a change which wasn't included in 51 at the end of things. That is the Random Civ which Random Good/Neutral/Evil leaders belong to.

[to_xp]Gekko;8287339 said:
9) the dawn of man screen for Varn Gosam still claims he starts with Creative and Financial, whereas he starts with Spiritual and Creative. actually, I think Spiritual and Financial would fit him better, but whatever.

The part at the top that states his Traits, or something in the text blurb that gives strategy/background?
 
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