Orbis 1.0 Bug Thread

The dao worldspell isn't working properly - all four elder elementals spawn on every tile that doesn't have an improvement on it.

This fixes the elementals spawning everywhere (and crashing your economy unless you spend a few hours deleting them all.)

Spoiler python/entrypoints/CvSpellInterface.py :
Code:
def reqElementalSwarm(caster):
	pPlayer = gc.getPlayer(caster.getOwner())
	iWater = pPlayer.getImprovementCount(gc.getInfoTypeForString('IMPROVEMENT_MANA_WATER'))
	iFire = pPlayer.getImprovementCount(gc.getInfoTypeForString('IMPROVEMENT_MANA_FIRE'))
	iEarth = pPlayer.getImprovementCount(gc.getInfoTypeForString('IMPROVEMENT_MANA_EARTH'))
	iAir = pPlayer.getImprovementCount(gc.getInfoTypeForString('IMPROVEMENT_MANA_AIR'))
	if pPlayer.isHuman() == False:
		if (iWater + iFire + iEarth + iAir) < 3:
			return False
	return True

def spellElementalSwarm(caster):
	iPlayer = caster.getOwner()
	pPlayer = gc.getPlayer(iPlayer)
	iWaterAncestry = gc.getInfoTypeForString('PROMOTION_ANCESTRY_WATER')
	iFireAncestry = gc.getInfoTypeForString('PROMOTION_ANCESTRY_FIRE')
	iEarthAncestry = gc.getInfoTypeForString('PROMOTION_ANCESTRY_EARTH')
	iAirAncestry = gc.getInfoTypeForString('PROMOTION_ANCESTRY_AIR')
	for i in range (CyMap().numPlots()):
		pPlot = CyMap().plotByIndex(i)
		if pPlot.isOwned():
			if pPlot.getOwner() == iPlayer:
				if pPlot.getImprovementType() == gc.getInfoTypeForString('IMPROVEMENT_MANA_WATER'):
					newUnit = pPlayer.initUnit(gc.getInfoTypeForString('UNIT_WATER_ELEMENTAL_ELDER'), pPlot.getX(), pPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
				if pPlot.getImprovementType() == gc.getInfoTypeForString('IMPROVEMENT_MANA_FIRE'):
					newUnit = pPlayer.initUnit(gc.getInfoTypeForString('UNIT_FIRE_ELEMENTAL_ELDER'), pPlot.getX(), pPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
				if pPlot.getImprovementType() == gc.getInfoTypeForString('IMPROVEMENT_MANA_EARTH'):
					newUnit = pPlayer.initUnit(gc.getInfoTypeForString('UNIT_EARTH_ELEMENTAL_ELDER'), pPlot.getX(), pPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
				if pPlot.getImprovementType() == gc.getInfoTypeForString('IMPROVEMENT_MANA_AIR'):
					newUnit = pPlayer.initUnit(gc.getInfoTypeForString('UNIT_AIR_ELEMENTAL_ELDER'), pPlot.getX(), pPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
	iCount = 0
	for pUnit in pPlayer.getUnitList():
		if pUnit.getDuration() == 0:
			if pUnit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_ELEMENTAL')):
				iCount = (iCount + 1)
			if pUnit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_ELEMENTAL_HUGE')):
				iCount = (iCount + 1)
	for pUnit in pPlayer.getUnitList():
		if (pUnit.isHasPromotion(iWaterAncestry) or pUnit.isHasPromotion(iFireAncestry) or pUnit.isHasPromotion(iEarthAncestry) or pUnit.isHasPromotion(iAirAncestry)):
			pUnit.changeExperience(iCount, -1, False, False, False, False)
The experience points are still not being granted to units with Elemental Ancestry correctly. There were some typos in that part of the code but despite fixing those it still doesn't work. I'm not sure why.
 
Still having issues after driver update.

The text of the error is as follows:

Zarsynn edit: (Where'd the text go??!!!):eek: Follow nifty arrow above

This then causes a Visual C++ runtime error due to abnormal termination.

I would try reducing my graphics, if they hadn't been at their current settings for years without previous problems. It seems likely (to me, at least) that some sort of graphics bug has been introduced either in 1.0 or in patch a. However, if no one else is having problems like this, I'll have to assume the problem is with my system.

Either way, if some other people with XP could test for this, I would greatly appreciate it.

I keep getting the same exact thing: noticed too that the music isn't playing correctly. It's using a lot of the vanilla Civ IV (unless that's in the mix somehow? It's the one with the harps in ancient). Menu is OK though. Not sure if they're related or not, but my machine used to be able to run it with all full settings without blinking so it's pretty sure its nothing I've done...I even made sure all drivers were updated. I'm running Win7 32bit. Also have sound at 5.1, but have tried common dolby as well- same result.

-Z
 
I've been having CTD on move :

I'm exploring Sheaim territory with a horseman (I'm Scion) and when crossing a river I had a CTD. So ok, I load, move a bit north, and try to cross the river there : CTD too. (I have the save if you're interested.)

Also, my centeni start with undead and alive promotions, and they don't seem to loose alive when they are upgraded to full undead units.
 
Hi,

I've been trying out Orbis 1.0a. This is the first I've played this many turns. Starting at about turn 309, I get CTD when moving one or more units to a given tile. Reload and move to another tile and then it's OK. A couple of turns later the same thing happens. I'd be glad to supply any information, if you tell me where to look. Also have saved game, if you want it.
 
I get CtDs every fifth turn. Now I have installed patch 1.0a and the soundtrack. What can I do about it? I really liked that savegame a lot.
 
@imuratep : does it give you a 'Memory Allocation Failure' message ? If yes, there is no simple cure, and anyway it is not mod related. The easier is to play on smaller maps.
 
I'm getting Duel CTD's when playing on standard size maps with my girlfriend and I. Every game that we've played, sometime after tun 150 or so, there is a CTD for both of us, and the only thing that pops up is "civ 4 has stopped working". We haven't tried playing past these CTD's yet, so I don't know exactly what is causing it.

-Colin

Edit: Changes have been made to the illians, allowing them to have religions. However, Ralitor was left agnostic, is this intended?
 
Sup guys...

For those who asked before, I am running Window XP with 2 GB or RAM. It's an old machine which I hope to upgrade soon.

Another set of bugs I have found is with the Ratcatchers -
They cannot enter any square which has an enemy unit on it. (I was at war at the time.) So I could not place it in a city to perform a mission.

Another item, when I performed a mission on an improvement tile, my spy was caught but was able to escape. The text message which says your spy has escaped comes up with a TXT_KEY_ESCAPE_REVEAL message.

Haunted Tiles - In the small map game I am playing, anytime that a unit ends a turn in a haunted tile, I immediately lose control of it and it will get itself killed eventually. This has been a 100% possibility. Is any unit that enters a haunted tile supposed to be lost instantly? I've lost 2 heroes and several units that were level 7 plus. The hardest loss was an elven ranger I had up to level 16.

Is there a way to cure them of this haunted madness? I had a priest with him, but he could not cure him.

Any help here?
 
Sometimes it is memory allocation error, but usually it just crashes and says "civilization 4 does not work any more". Also in every other modmod I do not have this problem even in post-1.00 versions of Orbis so I think it is Orbis-specific. I always played on standard sized maps and had no crashes at all.
 
I have Construction (from a lair), but my bridges don't work.

The mouseover description for the item Rod of Winds seems to be my current chance to create a slave in combat. The Rod of Winds promotion is fine.

The Jeweller event takes the money but doesn't give the building. It's not available any more?

Mysterious Ship event: nothing happened, I thought I'd missed something and reloaded the autosave... and got 2 Caravels, a Lunatic and 50? gold.

The Charmed promotion on my Lunatic has the icon with the "1" on it whether it's the first or second of the two turns it takes.
It also prevents lair exploration, which I guess could be intentional.

The picture on the City Screen when producing a Warehouse is a red blob. NM: says fixed in 1.0b.


Baby Spider doesn't show up on the Units page of the Civilopedia. You can get to it via the Unit Categories page.

In the Civilopedia, the four "Shapechange to..." entries have links pointing at the Wolf and Bear units, when it should be the Wolf and Bear effects.

Grip of Insanity: No entry yet.

The Railroad link under Steam Power doesn't work.

The Brewery gives your Dwarves 2xp. The only Palatinate Dwarf I found was the Lancer. I suppose that's not a bug, but it sure seems weird. Maybe getting them drunk is the only way to get them on a horse? Are the horses drunk, too? :crazyeye:
 
The Brewery gives your Dwarves 2xp. The only Palatinate Dwarf I found was the Lancer. I suppose that's not a bug, but it sure seems weird. Maybe getting them drunk is the only way to get them on a horse? Are the horses drunk, too? :crazyeye:

The brewery is available to almost every civ, and they all have that effect, I just figured it was a flavor thing.
 
I have always crashes with the amurites when i using the siege option and range attack option of the siege mage.

I like the game very much
 
The Brewery gives your Dwarves 2xp. The only Palatinate Dwarf I found was the Lancer. I suppose that's not a bug, but it sure seems weird. Maybe getting them drunk is the only way to get them on a horse? Are the horses drunk, too? :crazyeye:

Units from the Prospector's Guild are dwarves. So having a brewery will give your prospectors another 2xp. This can be useful since you can upgrade prospectors to melee units.

Also, I think dwarves EAT horses, not ride them.

And, and for my bug reports:

* There are no pedia entries for any of the totems. Wolf, Bear, etc.
* I captured a city with the Nox Noctis. All of my units were granted Cloak of Esus, even those in enemy territory. A worker moved to rebuild an Iron mine my army was standing on and they were all booted back to one of my cities.
* I'm not sure if there is any way around this, but when the AI creates Privateers it boots all of your units out of the city. You can move your unit back into the city and the Privateer is instantly destroyed.
* Are ratcatchers not supposed to be able to move into cities that you are at war with? I can only sow unrest with my friends?
 
Orbis 1.0a bug:

I was able to explore goblin fort with a stack and got event for each unit (raze fort for gold/leave fort get gold/something else) so I got gold 3 times instead of 1 (and 3 event notifications).

Also are catapults supposed to get xp over time?
 
Also are catapults supposed to get xp over time?

Yes that's an old feature. Leveling up siege was too difficult so autoxp was added. Then ranged attacks gave xp and suddenly my most powerful units were the catapults. Then 1.0 removed xp for ranged attacks and now the autoxp is balanced again.
 
Yes that's an old feature. Leveling up siege was too difficult so autoxp was added. Then ranged attacks gave xp and suddenly my most powerful units were the catapults. Then 1.0 removed xp for ranged attacks and now the autoxp is balanced again.
Not really removed, just tweaked down. But ranged combat will have to be changed even further, mostly beacause of OOS.

Sorry for the delay with the new patch, I will try to prepare it soon, definetly before the weekend. depends how bug reports/fixing will go.
Regarding reports, if you report CtD or other features, please add ANY info to it. What is happening in game? What civs are in. Or, simply attach a save with CtD.
If you want the bug fixed, it also helps if you turn the python expceptions on. It should not make your game any worse - Orbis is quite free from these, and if bug appears, screenshot or info what was reported would be a lot of help.

I am not an oracle, you know :p

Another item, when I performed a mission on an improvement tile, my spy was caught but was able to escape. The text message which says your spy has escaped comes up with a TXT_KEY_ESCAPE_REVEAL message.
I have searched through the whole mod, mud could not find any reference to such text key. Are you sure that is exactly what was missing?
Haunted Tiles - In the small map game I am playing, anytime that a unit ends a turn in a haunted tile, I immediately lose control of it and it will get itself killed eventually. This has been a 100% possibility. Is any unit that enters a haunted tile supposed to be lost instantly? I've lost 2 heroes and several units that were level 7 plus. The hardest loss was an elven ranger I had up to level 16.[/QUOTE]
That is strange, and I do not think it works properly (perhaps is corrupted on your side)? Screenshots or save please?
 
Pick up orthus axe has TXT_KEY_SOMETHING (something is... somethine else :)), I saw it when it was on the ground or probably as an option to take by another unit.

I was going to report another bug but I cannot remember which :). Oh sure I will. I just enjoy mod a bit too much so I forget to report in time.
 
Ahwaric,

I will try to recreate the ratcatcher event to see if it happens again.

As for the haunted tiles, I will try with a new game and see what I get. It would be good if the priest or mage units can get something that can remove the 'crazed" or "mad" promotions. Remove Curse maybe? I was playing the Ljolsafar (sp?) on a Duel sized map. The Malakin and the Mercurians were my opponents. Not sure if that helps.

Will be trying a Tiny sized map with the Lj's next. Will see if the haunted tiles work the same way.
 
The event which reads "A citizen of <city> is standing in the town square yelling that you are incompetent and challenging your rule" has an option which is supposed to require the social order civic, but is not available even when you have that civic.
 
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