Orbis 1.0 Bug Thread

Whenever I exit from Orbis, I exit out and a window saying "Civ4 BTS has stopped working" pops up. It hasn't caused me any problems, but its still a bit odd and thought you would like to know.
Loving this mod, by the way! Keep the good work up :goodjob:
I know, it is annoying. Unfortunatelly, I do not know what is causing it. It seems when I fix bugs, it happens less often...
I would really like to eleminate it completly...
Does it happen to everyone?
"Release from Cage" spell/button is a pink square.
Apply patch a, it should fix this problem.
 
Yep, I also get this message.
 
I know, it is annoying. Unfortunatelly, I do not know what is causing it. It seems when I fix bugs, it happens less often...
I would really like to eleminate it completly...
Does it happen to everyone?

I have this problem too, on Windows Vista. I don't really find it annoying though; it's not much effort to cancel the window it pops up.

Apply patch a, it should fix this problem.

Sorry, I should have mentioned -- this was with patch a.
 
I know, it is annoying. Unfortunatelly, I do not know what is causing it. It seems when I fix bugs, it happens less often...
I would really like to eleminate it completly...
Does it happen to everyone?

No, Civ4 quits as always, without any messages. I get lots of MAFs but it's not your fault that I'm still running x32 WinXP. And new graphics of units are totally worth MAF from time to time ;)

EDIT: In fact, I think they might be connected somehow. Crash on quit often happens when windows fails to clear RAM after closing application.
 
I know, it is annoying. Unfortunatelly, I do not know what is causing it. It seems when I fix bugs, it happens less often...
I would really like to eleminate it completly...
Does it happen to everyone?

i do have the problem aswell, though not always
 
No, Civ4 quits as always, without any messages. I get lots of MAFs but it's not your fault that I'm still running x32 WinXP. And new graphics of units are totally worth MAF from time to time ;)

EDIT: In fact, I think they might be connected somehow. Crash on quit often happens when windows fails to clear RAM after closing application.

no you aren't, you are running x86 :mischief:
 
Just had a bug:
Could not find file Sounds/Soundtrack/Ancient/MTW_Olivia_01
it did not cause any crashes, but it did pop up (this is with Orbis 1.0a, playing as the Palatinate)

Edit: More missing soundtracks
Could not find file Sounds/Soundtrack/Ancient/MTW_Persian_Pyjamas_01
Could not find file Sounds/Soundtrack/Ancient/DarklyEverafter

-Colin

Edit 2: Another one
The civic tolls doesn't give the +25% hammers or the +25% commerce from trade routes
 
City Ruins keep spawning Guardian Vines. They don't seem to spawn Spectres anymore.

Sidar Ghost Spell "Hide" doesn't do anything when cast.

On side note I really like the new Sidar mechanics. They are a bit powerful early on since scouts can easily clear the map using their Sever Soul spell. Partial Immortality seems to work just as intended, allows me to play a lot more aggressively than usual.
 
something to fix...

and bless the dark empathy! my workers have embraced it!!!

and fatal CTD...( previous crashes were not fatal)
 

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Patched to a.

Malakim crossbowmen icon is pink square that reads arquebus.

Other than that and the stuff fixed up to a this version is amazingly stable! As someone said it is playing more stable for me than the last Orbis and even more stable for me than my last couple games of FfH2 vanilla. Very nice work and thank you for the quick XP fix.
 
Patch 1a : a warrior didn't succed to claim an ancient ancestral tower turned into a keep.

And I'm not sure the merchant trait works well... what is it supposed to do ?

(Palatinate is good ^^)
 
The civic tolls works for me, it's only +25 % for each value, so you need a 4 coin trade to see a difference.

I can't claim forts that evolved from something else (tower, goblin fort).
 
The is no base value (or if there is it's 0). The percentages means that you produce hammers, in this case equal to 1/4 of the income. Since you cant have .25 hammers you get nothing until you reach a full hammer, at a trade route worth 4 coin. At 8 coin you get a second hammer, etc.
 
City Ruins keep spawning Guardian Vines. They don't seem to spawn Spectres anymore.
They should still do it, but it takes 20 turns for the ruins to upgrade to haunted ruins and start spawning spectres. Standard ruins just get wines (not sure I will keep it that way, should I?)
Sidar Ghost Spell "Hide" doesn't do anything when cast.
On side note I really like the new Sidar mechanics. They are a bit powerful early on since scouts can easily clear the map using their Sever Soul spell. Partial Immortality seems to work just as intended, allows me to play a lot more aggressively than usual.
Will take a lok at hide. Also, severed soul should not be able to explore lairs, I will disable it.
Great that immortality works as intended, I am actually tempted to play Sidar now :)

BTW, if the weather on your side of the Baltic Sea is going to change the way it suddenly did on our side, I think that your Penguin is going to take a swimming lesson soon. Or perhaps he will adopt The White Hand as state religion? ;)
Patch 1a : a warrior didn't succed to claim an ancient ancestral tower turned into a keep.
And I'm not sure the merchant trait works well... what is it supposed to do ?
(Palatinate is good ^^)
Claiming is currently disabled in your own territory. It is assumed is it is in your territory, it do not need to be claimed (the fort tile always belongs to the last player that cliamed it).
There is a rare possibility that a fort/keep/castle is not owned by anyone. Not really sure how could that happen though. Ancient tower should adopt nationality when upgrading to keep (ownership is always updated on improvement upgrade/pillage). So, maybe it is already owned?
The is no base value (or if there is it's 0). The percentages means that you produce hammers, in this case equal to 1/4 of the income. Since you cant have .25 hammers you get nothing until you reach a full hammer, at a trade route worth 4 coin. At 8 coin you get a second hammer, etc.
Exactly. Both tolls & merchant trait require trade routes to bring at least 4 :commerce: to strat giving other yields. But they do, and the yields are displayed in city screen.
 
Claiming is currently disabled in your own territory. It is assumed is it is in your territory, it do not need to be claimed (the fort tile always belongs to the last player that cliamed it).
There is a rare possibility that a fort/keep/castle is not owned by anyone. Not really sure how could that happen though. Ancient tower should adopt nationality when upgrading to keep (ownership is always updated on improvement upgrade/pillage). So, maybe it is already owned?

I don't understand how culture from forts work. I have castle on Illian-Doviello border, next to Letum. Letum tile is described as 70% Illian, 30% Doviello, 100% Doviello Culture Control, and it belongs to Illians. Is this working as intended ? I thought forts are meant to force your control on surrounding tiles, this way they would be more strategically important, allowing you to grab important border tiles without war (of course opponent can built his own fort one tile away from yours to counter this).
BTW, AI is pretty good at building forts,they build them in important places :)
 
I have stupidly deleted the save in which I saw the following thing:

Infernal unit graphics seem a bit messed up, the spearman looks like a warrior, and the hellhound looks like a spearman. Any idea ? It was a game started on 1.00, and continued through the quick fix and patch.

I have a new ongoing game, will see if I can reproduce it !
 
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