Orbis Bug Thread (Old)

Status
Not open for further replies.
Actually, your previous post gave me all info I needed.

I have identified and changed the right part of the code. All units that have defined leader promotion (including all totem animals in 23 b) or leader xp (granted on joining the unit) were eligible for spawning from xp.

I can add some leader xp to great generals and tie spawning to only these units that grant some leader xp. Or, simply hardcode it to spawn UNITCLASS_GREAT_GENERAL only.

Either way, it will be fixed in the next patch. Do you think I should add leader xp?
 
I say hardcode it to spawn UNITCLASS_GREAT_GENERAL. Much more intuitive and stuff like this has zero chance of happening again.
 
Not sure if this qualifies as a bug, but as I mentioned a long time ago, it doesn't look like the Illians have any sort of art to show if their cities have a palisade, city walls or citadel.
 
Glad to hear it. I havre played a few autoplay games and it worked fine. I agree on the animals, but sometimes, when lairs get established, the population increases. I will wait for more feedback before tampering with the spawn per unowned tile rate again.
If the 5 unit stacks are too high, it is easy to change. If you think I should, I just need to change one number in global defines.
Hill giants are a problem. I wanted to keep them in the beginning of the game. But stack of 5 attacking a city is not fun.
So, I can do several things:
  • add animal tag to them - I think that will make them avoid cities (untested so I may be wrong). I always thought that it depends on UNITAI_ANIMAL, but they already got that. MAybe I should remove other options if they have it?
  • add tech prerquirement - will make them spawn later (with a random one from hillgiant steading from the start)
  • add a massive city attack penalty

WHAT? Do you have a save from just before it was born?
Some kind of great mammoth? I mean, all mammoths are great, but that should not happen.
I have fixed mammoth and polar bear spawn in 23 b, but I think nothing that would result in this...

EDIT. Great. Fixing one bug causes a few new ones...
I think the rerason is that mammoths are now leaders (used in totem acquiring). I need to hardcode the specific class or move general to the back of the file to make it the last leader (and thus spawn form xp)

For Hill Giants we gimped them with a penalty to city attack IIRC in FF. <bAnimal> doesn't make a unit avoid going in borders, if you didn't import the change from FF, then UNITAI_ANIMAL is responsible for that. If you did import the change from FF, then CIVILIZATION_ANIMAL is now responsible. Thus Gargoyles and Hill Giants will happily tear players apart. You could also use an AA promotion that is granted while in enemy borders to gimp the giants in any manner of your choosing (Blind would be my personal favorite, then they walk in and refuse to leave, but if another barbarian comes up, they have an escort and can come smack your town up)

Did you also notice you haven't been getting any great generals? Well, that's because they are being born as friggin mammoths! :eek:

(I am not kidding, same thing is happening to me in my current game. I must say, this is one of the weirdest bugs I've ever seen :D)

.023b

Actually, your previous post gave me all info I needed.

I have identified and changed the right part of the code. All units that have defined leader promotion (including all totem animals in 23 b) or leader xp (granted on joining the unit) were eligible for spawning from xp.

I can add some leader xp to great generals and tie spawning to only these units that grant some leader xp. Or, simply hardcode it to spawn UNITCLASS_GREAT_GENERAL only.

Either way, it will be fixed in the next patch. Do you think I should add leader xp?

I spotted that one as well, it was the reason I disabled the entire great general spawning, because in base FfH it loops over all units each turn looking for something to fit the requirements, and I was afraid of accidentally adding a unit that met the requirements and thus enabling GG spawning without meaning to do so :) I would say go with a global define that points at a specific unitclass to spawn (unitclass, not unittype, then you can make different Civs spawn different generals if you want)
 
Thought I'd transfer this to the bug thread.

In 0.22d
Just after I got Alcinus he "committed suicide rather than turn on his civilization", a message to that effect at any rate. By Turn 400ish, when I gave up due to continual CTD's, he still hadn't returned & I never found him with Emperors Dagger Spell; so it does seem there is another possibility.

That's the message for when Loyalty kills a unit instead of letting it turn to the Barbarians. Thought Tarq had Alcinus specifically blocked from being capable of gaining Loyalty though.

Edit
Better clarify, this has happened only once in 4 Scions games; the others games were in 0.22c though.
 
Opera is right - the reason is exactly the same as using different explore lair spell for every type of lair
The less python checks, the better for the game
 
Here's one: If a caster with the Illusionist promotion summons a Water Elemental, it is an illusion as expected. However if it dies and spawns the two smaller water elementals, they are not illusions and can destroy enemies normally. It needs to check if the dying elemental is an illusion and apply the illusion promotion to the new elementals that result if so. Dunno if doing such a check causes another tiny bit of slowdown which would not be worth the rather rare instances where this is an issue; thankfully that is not my department.

Overall things are greatly improved in 0.23b. My new hated enemy are frostling wolf riders. They're more than manageable but it certainly means I have to play smarter and no longer skimp on my garrisons and unescorted workers or settlers. In terms of animals, can you balance the spawn rates individually? Seems like while the rate is okay overall there are always a ton more tigers than lions. I haven't seen a lion at all in two games while tigers are common as mud.

Oh, no gorillas either but those are supposed to be quite rare aren't they?
 
Patch B seems pretty stable and playable so far, I'm enjoying it. There are still random stacks suddenly popping up from the fog of war, but it's stuff I can handle easily, like warriors or frostling riders. I actually think it's a new feature, not a bug at all, am I right?

Anyways, I encountered a strange bug. In my current Mechanos game, I'm waging a war against Hippus and I have saved the game one victory away from a great general emerging. There's a strange thing though. Instead of a general, a wolf is created. Just a regular wolf. And there's an announcement "Verocchio has created a Wolf (Animal)". Not a big problem, I can just wolrd builder my self a great general, but it's nonetheless a strange bug.

The save game is saved just one battle short of great general emerging, and I gave it a few tries and got the wolf everytime.
View attachment Great Animal.CivBeyondSwordSave
 
I assume it's the same bug as the above post but Svartalfar (Volanna as Leader) get Mammoth instead of Great Generals when the combat counter experiance meter is filled.
 
probably is the same...
 
For some reason, I'm not seeing any events pop up during my games. I did begin a new game with Play Now, and I checked to see if the Events Off option was on. I even went and reinstalled, but they still don't come up for some reason. Hmmm...

(Also, thanks for the mod! I wanted a little change from vanilla FfH)

ETA: Oh and yeah, I'm patched to 23b
 
Units (most notably warrior) are not animated. They stand spread-eagled over nothing and move, but without animations.

Lots and lots of broken keys (TXT_KEY is everywhere and irritating beyond end).
 
Orbis patch 0.23 c is ready.
I am not going to tell that it is a stable version not to jinx it, but it is close to it.
The main source of CtD was goody hut and it is now (thanks to Xienwolf's advices) fixed.
In fact, it could (should?) be more stable than 0.22 as totem (and battering ram) acquiring was reworked.

There are some minor fixes, too. Some balancing of the barbarian spawns will probably be needed, plus I want to work on balance of some other things (i.e. totems) now.

So, enjoy. Hopefully not finding too many bugs. Going to a friends wedding tonight and want to enjoy it ;)
Download here
 
:lol: I just finished merging with 0.23b and you release 0.23c!

Have fun at the wedding ;)
 
Things I want to add but lack skills/idea how to:

Game option (?) to disable random picking of minor leaders
I just thought of a way to do this. You could create two new leaders: RANDOM_MINOR and RANDOM_NON_MINOR, based on RANDOM_GOOD and all. With a bit of tweak in the DLL, you could make it so the value of the random leader is greatly decreased according to whether or not the random leader has the minor trait. Only issue: this would hinder the possibility to choose by alignment... You would need 6 random leaders to make it possible to choose both alignment and minor-ness. I don't know how gameoptions work... But it should be possible to tweak it only using a gameoption.
...
Just did a bit of search about gameoptions. In fact, it would be fairly easy to mod the DLL in order to not choose minor leaders according to a gameoption. I still think a RANDOM_MINOR could be interesting to use...
Make colonies use civ own minor leaders first, not a random minor leader
This shouldn't be to hard either. I checked the splitEmpire mechanics some days ago and it seems doable ;)
 
For some reason, I'm not seeing any events pop up during my games. I did begin a new game with Play Now, and I checked to see if the Events Off option was on. I even went and reinstalled, but they still don't come up for some reason. Hmmm...

(Also, thanks for the mod! I wanted a little change from vanilla FfH)

ETA: Oh and yeah, I'm patched to 23b

I'm actually having this same problem in my current game.
 
Status
Not open for further replies.
Top Bottom