[MOD] Fall from Heaven

Played one full game on .95 continents/standard/normal/settler and had no crash issues at all, domination victory in late 300s. Noticed a couple of bugs that have already been addressed, but haven't run it with the new patch yet.

Keep up the good work Kael! :goodjob:
 
kopaladin said:
I think theres a bug with guardian of nature. I'm using guardian of nature and one of my cities was created by 3 forest and 7 jungle giving me +10 happy for natural parks.

I've started clearing some jungle and after it disappears I still get the +1 happy bonus for it. If I plant new forests I don't get the happy bonus. I tried changing terrain with the world builder and that didnt affect happiness either.

I also have a new city I built after switching civics and it had 4 natural forests in radius it (2 in initial city radius) - didnt receive any happy bonuses.

I conquered a city with 4 forest squares and I don't receive the bonus either after the revolts die down.

It seems to me that the bonus is only being calculated when you change to guardian of nature civic.

This happened to me in .9 before but I had only noticed the lack on creating forests at the time.

That first city getting +10 happy got changed to +2 correctly. Not sure when this happened. I changed civics but kept guardian of nature. Still some other conquered cities are not changed.

Anyone else having wierd issues with guardian of nature bonuses?

Yay! my games don't crash!
 
AljayBoy said:
Couple of things, Prophets and disciples are said to give 20 culture points on their civilopedia descriptions and when you hover hover them when selecting them to build. However when you hover over the actual unit it says 30 points, not sure if it gives 20 or 30 as i havnt been bothered to check yet.

Doesn't the amount they give get changed based on game speed? if you played on epic they give more than on normal.
 
Im having a hard time zeroing in on Lunargents crash. It is interrmitant so its really hard to focus in on. I know the following so far:

1. Backreving all of the python to the 0.90 version doesn't stop the crashes.

2. Destroying all the enemy cities but 4, destroying all units in the game, destorying all the playes cities except 2 doesn't stop the crashes.

3. Destroying all the enemy cites but 4, destroying all units in the game, destorying all the playes cities except 2, turning off specialist automation and unassigning all specialists seems to stop the crashes.

4. Just turning off all of the specialist automation and unassigning all the specialists doesn't seem to stop the crashes (although it may get less frequent). (maybe the AI specialists are causing crashes too?)

5. There were no change in the specialists between 0.90 and 0.95.

Unable to pinpoint so far. If anyone else having crashes on 0.95 could zip and attach their saves in this thread I would appreciate it.
 
kopaladin said:
Doesn't the amount they give get changed based on game speed? if you played on epic they give more than on normal.

Buildings will effect this too, its a base 20, but modified by a bunch of stuff.
 
In .95 did priests lose the ability to build the temple and spread religion at the same time?

In my game my priest of leaves does not have the option to build temple in a non leaves city. In .9 I could build temple and it would also convert them in one step.

If I use a disciple to spread leaves, then my priest has the ability to build a temple.

Did this change in .95 or is this a bug?
 
kopaladin said:
In .95 did priests lose the ability to build the temple and spread religion at the same time?

In my game my priest of leaves does not have the option to build temple in a non leaves city. In .9 I could build temple and it would also convert them in one step.

If I use a disciple to spread leaves, then my priest has the ability to build a temple.

Did this change in .95 or is this a bug?

Its an intentional change. I had to take away a priests ability to "force" a building, regardless of requirements, because it became possible to religion starve an enemy civ by using your priests to chase the order out of a veil rival or vise versa.
 
Kael said:
Its an intentional change. I had to take away a priests ability to "force" a building, regardless of requirements, because it became possible to religion starve an enemy civ by using your priests to chase the order out of a veil rival or vise versa.

Makes sense then. Is it in the change log or am I just blind?
 
Does anyone find a use for aristocracy civic?

-1 food +2 gold for farms just never seems worth it when I compare vs a cottage.

Option 1:
grassland plot +2 food
+farm = +4 food
+aristocracy = +3 food +2 gold

Option 2:
Cottage
grassland plot = +2 food
+cottage = +2 food +1 gold
+hamlet (10 turns) = +2 food +2 gold
+village (20 turns) = +2 food +3 gold +1 hammer
+town (40 turns) = +2 food +4 gold +1 hammer

After 10 turns it's only 1 food difference and after 30 turns you're trading 1 food for 1 gold & 1 hammer. The quick benefit isn't large enough for me to turn down better civics like god king.

I think it would be more appealing to me if it was -1 food +2 gold and +1 hammer or -1 food +3 gold.
 
Zhardan : I've tried your savegame to verify your crash and it works fine here.

In my own game i'm at turn 380 so far no crashes whatsoever (smartmap map , normal with 12 civ if i'm not mistaken)
 
Does anyone find a use for aristocracy civic?

-1 food +2 gold for farms just never seems worth it when I compare vs a cottage.

The main good thing about aristocracy is its flexibility. You can farm to let your cities grow a bit, then go aristocracy if you're strapped for cash, then return to another civic if your cities are getting a bit unhealthy and need more food, etc.


I like 0.95 so far, haven't had any crashes. I'm surprised at the difference it makes to have actual fantasy civs. I hadn't been using Harbaals civs before, but now I see how great it is for immersion, when you're no longer fighting the French or the Aztecs with archmages and demons.
I also like the new music, both the leader-specific and the background stuff.
 
Kael said:
I wasnt able to reproduce any issue with the elven archers. Can you zip your save and attach it to your post?

in the save "bug" if you delete my elven archer the game won't crash.
I've had numerous other occurencies and the last time ("autosave") I couldn't determine what was the problem (or probably I was just too demotivated...) and I just quit :(
 
kopaladin said:
Does anyone find a use for aristocracy civic?

-1 food +2 gold for farms just never seems worth it when I compare vs a cottage.

Option 1:
grassland plot +2 food
+farm = +4 food
+aristocracy = +3 food +2 gold

Option 2:
Cottage
grassland plot = +2 food
+cottage = +2 food +1 gold
+hamlet (10 turns) = +2 food +2 gold
+village (20 turns) = +2 food +3 gold +1 hammer
+town (40 turns) = +2 food +4 gold +1 hammer

After 10 turns it's only 1 food difference and after 30 turns you're trading 1 food for 1 gold & 1 hammer. The quick benefit isn't large enough for me to turn down better civics like god king.

I think it would be more appealing to me if it was -1 food +2 gold and +1 hammer or -1 food +3 gold.

1- 40 turns are a whole lot IMO...
2- a pillaged town loss is not comparable to a pillaged farm loss
3- to get the +1 hammer you need another civic... it's not fair to put it in the equation. Also the tech for that civic is way ahead of Aristocracy
4- 3 food vs 2 food can mean the difference to working or not working another tile. If you consider that, there is no match in the choice as in the second tile you can work a cottage for example. Or a mine for more production.
 
Kael said:
Im having a hard time zeroing in on Lunargents crash. It is interrmitant so its really hard to focus in on. I know the following so far:

1. Backreving all of the python to the 0.90 version [...]

Unable to pinpoint so far. If anyone else having crashes on 0.95 could zip and attach their saves in this thread I would appreciate it.

Kael, as someone who spends his workday fixing bugs, I admire the effort you invest into this issue. This sounds like something I'd call "not reliably reproducable", and I'd wait to see how many more customer complaints there will be to weigh the actual bother of this issue against the amount of manpower and time that'll go into fixing it.

Just very recently I tried to find out why my Civ couldn't load ANY mapscripts I'd downloaded. With the help of surt and Sto from these here forums I looked carefully through the error logs... and found nothing. The game just simply failed to load the mapscripts, citing an error in string.py, line 1, "". I reinstalled the game and the very same mapscripts suddenly worked without a problem.

What I'm saying is that while the developers have created the most awesome game I've played in years, it is also evident that this piece of software has some serious issues still. There may simply be nothing YOU can do to fix this.

I know how it is once you've sunk your teeth into a bug. You don't WANT to give up ;) So, if you can't seem to solve it at all, don't get too frustrated. And maybe it'll all be fixed magically with the next patch no one of us knows is coming very soon :)

And really, kudos for your efforts ;)
 
Kael said:
Im having a hard time zeroing in on Lunargents crash. It is interrmitant so its really hard to focus in on. I know the following so far:

1. Backreving all of the python to the 0.90 version doesn't stop the crashes.

2. Destroying all the enemy cities but 4, destroying all units in the game, destorying all the playes cities except 2 doesn't stop the crashes.

3. Destroying all the enemy cites but 4, destroying all units in the game, destorying all the playes cities except 2, turning off specialist automation and unassigning all specialists seems to stop the crashes.

4. Just turning off all of the specialist automation and unassigning all the specialists doesn't seem to stop the crashes (although it may get less frequent). (maybe the AI specialists are causing crashes too?)

5. There were no change in the specialists between 0.90 and 0.95.

Unable to pinpoint so far. If anyone else having crashes on 0.95 could zip and attach their saves in this thread I would appreciate it.

Here is one of mine. Just happened to me a few minutes ago. Not sure what is causing it.
 

Attachments

If I want to set civ to debug errors in my CivillizationIV.ini file what settings should I modify?

I was thinking:
HAPDebugger = 1
ShowPythonDebugMsgs = 1

Is this right? Any other settings I should change?

I'd like to help figure out the latest set of crashes I've been getting in .95.
 
acantoni said:
Zhardan : I've tried your savegame to verify your crash and it works fine here.

In my own game i'm at turn 380 so far no crashes whatsoever (smartmap map , normal with 12 civ if i'm not mistaken)


Damm. ¿Maybe is possible because my game is spanish version? :_(
 
Fr8Train said:
If I want to set civ to debug errors in my CivillizationIV.ini file what settings should I modify?

I was thinking:
HAPDebugger = 1
ShowPythonDebugMsgs = 1

Is this right? Any other settings I should change?

I'd like to help figure out the latest set of crashes I've been getting in .95.

Nope; if you set HAPDebugger on, you need to have the HAP Debugger application installed and running. Just change this line:

; Enable the logging system
LoggingEnabled = 0

Set it to 1. You'll find the logs in my documents/my games/sid meier's civilization 4/Logs. My bet is, though, that Kael won't be able to do a lot with that sort of feedback. What you should do is send him a savegame in which the crash occurs. The more different savegames you can create that trigger this crash, the better (usually).
 
Well I just had a crash using 095. Using undead civ with Ashen Vale. Sudden black screen appeared and crash. I'll post it for you to check. Happens within 1 or 2 turns of this save (was on turn 160 or so). The only thing notable was a warrior unit got an upgrade right before and had attacked a barbarian warrior unit gaurding a village. The village gave a map extension.
 
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