Orbis Bug Thread (Old)

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As far as I can tell, it's possible to remove the Animals and the Demons from the game without affecting the other two factions. But when I checked 'No Barbarians', I didn't find a single animal on the map. Some skeletons ended up spawning from a Barrow, but without live animals to start with, there were no lairs, so no animal spawning..
 
I don't know how this is handled currently but I do know that the isBarbarian() check in the DLL check for whether the unit/player is demon, animal or savage. So I guess it's the same for the gameoption, removing all three factions.
 
Bug report by me for once: do any of you remarked that Cult of the Dragon-founders tend not to adopt a religion? I mean, I saw the Mazatl found it and then found RoK and NOT adopt RoK. And I saw the Sheaim found it and found OO and NOT adopt OO.
So, I investigated the source code and I think I found the culprit:
Code:
	int iBestCount = getHasReligionCount(eBestReligion);
	int iSpreadPercent = (iBestCount * 100) / std::max(1, getNumCities());
	int iPurityPercent = (iBestCount * 100) / std::max(1, countTotalHasReligion());
	if (iPurityPercent < 49)
	{
		if (iSpreadPercent > ((eBestReligion == eFavorite) ? 65 : 75))
		{
			if (iPurityPercent > ((eBestReligion == eFavorite) ? 25 : 32))
			{
				return eBestReligion;
			}
		}
		return NO_RELIGION;
	}
Basically, in a 4 cities civ with all cities having CotD, the AI would need at least 3 cities with another religion to adopt it (granted it passes as its best one). The code per se isn't bad, it's actually good, but the issue is that the AI thinks of CotD has an adoptable religion, so it won't adopt another one unless it is nearly as widespread, which, even though flavourful, is kind of dumb.
 
I noticed some minor glitches related to the No Espionage option. It works differently than in normal BtS:

1. You can access the espionage screen.
2. you can't see the other civs on the graph.
3. The espionage points are lost instead of being converted to culture (I'm not sure if it's a bug or feature).
 
I think I wasn't quite clear.

There's a game option 'No Animals'.
There's a game option 'No Demons'.

I'm assuming both of these work as intended, ie. only removing that particular 'civ'.

The 'No Barbarians' option, though, seems to remove everything. Or at least, no animals appear on the starting map.
 
I noticed some minor glitches related to the No Espionage option. It works differently than in normal BtS:

1. You can access the espionage screen.
2. you can't see the other civs on the graph.
3. The espionage points are lost instead of being converted to culture (I'm not sure if it's a bug or feature).
Except 3, those definitely are bugs. I think 3) isn't important though.

I think I wasn't quite clear.

There's a game option 'No Animals'.
There's a game option 'No Demons'.

I'm assuming both of these work as intended, ie. only removing that particular 'civ'.

The 'No Barbarians' option, though, seems to remove everything. Or at least, no animals appear on the starting map.
Because Animals AND Demons AND Savages are all considered Barbarians. Isn't there a "No Savages" option?
 
New update to the changelog:
Spoiler :
Patch G (unrealeased)
  1. Fixed a crash due to lair exploration;
  2. Fixed some missing TXT_KEYs resulting in NONE in the pedia;
  3. Fixed TXT_KEY_BUILDING_ELOHIM_TEMPLE so it's Oracle of Sirona and not Siriona;
  4. Fixed the resetting Cultural Values civicOption bug which I brought back;
  5. Fixed the bug allowing some civilizations to work peak tiles because of specific terrain yield bonuses;
  6. Reduced the anger of the Clairone event to 5 from 15 (a step ahead of future patch H of FFH);
  7. Added a small tweak in the DLL making civs with -100% distance maintenance modifier ignore distance when choosing to settle (mainly for ElohimGuardians modmod AI);
 
I'm having a problem and not really getting much good help on the main FfH bug thread so I figured I'd see what I got here.

Recently due to events beyond my ability to control via $$$, I had to switch to playing Civ via Steam. However, when I try to load FfH into the Steamapp folders, I get a really weird $_OUTDIR (or something like that) folder with the regular FfH folders underneath it along with a separate $_POLDIS (or something like) folder that has two FfH files in it.

I can't simply move the FfH2 folder to the main mod because then it just doesn't work. Nor does it play as is and worse before I figured that out, trying to load Orbis failed since the installation process couldn't detect the presence of the base FfH mod.

So what can I do other than rob a bank to get a decent computer?
 
Fireball can claim fort ... cool undocumented feature, eh?

Fireball lasts until beginning of next turn ... right now my fireballs can defend themselves (( and quite effectively since enemy throws his by-me-maelstorm-damaged units on them :D ))
 
I'm having a problem and not really getting much good help on the main FfH bug thread so I figured I'd see what I got here.

Recently due to events beyond my ability to control via $$$, I had to switch to playing Civ via Steam. However, when I try to load FfH into the Steamapp folders, I get a really weird $_OUTDIR (or something like that) folder with the regular FfH folders underneath it along with a separate $_POLDIS (or something like) folder that has two FfH files in it.

I can't simply move the FfH2 folder to the main mod because then it just doesn't work. Nor does it play as is and worse before I figured that out, trying to load Orbis failed since the installation process couldn't detect the presence of the base FfH mod.

So what can I do other than rob a bank to get a decent computer?

Rob Fort Knox ;) become a union mechanic (if you live in US), those make $32 an hour!
 
Bug: Mercenary Swordsman given from researching the Guild of the Nine tech: Recruit Mercenary spell says "TXT_KEY_" blah blah, something about spreading corporations :)
 
I'd like one, 's why I mentioned it :-p
I'll try to add it... But don't expect anything, ok?

I'm having a problem and not really getting much good help on the main FfH bug thread so I figured I'd see what I got here.

Recently due to events beyond my ability to control via $$$, I had to switch to playing Civ via Steam. However, when I try to load FfH into the Steamapp folders, I get a really weird $_OUTDIR (or something like that) folder with the regular FfH folders underneath it along with a separate $_POLDIS (or something like) folder that has two FfH files in it.

I can't simply move the FfH2 folder to the main mod because then it just doesn't work. Nor does it play as is and worse before I figured that out, trying to load Orbis failed since the installation process couldn't detect the presence of the base FfH mod.

So what can I do other than rob a bank to get a decent computer?
I can't help you with that, Arkham. You should probably try to get help from the Steam forums.

Fireball can claim fort ... cool undocumented feature, eh?

Fireball lasts until beginning of next turn ... right now my fireballs can defend themselves (( and quite effectively since enemy throws his by-me-maelstorm-damaged units on them :D ))
Fixed.

Bug: Mercenary Swordsman given from researching the Guild of the Nine tech: Recruit Mercenary spell says "TXT_KEY_" blah blah, something about spreading corporations :)
I need the whole TXT_KEY to fix this :)

Is it intentional that Treasure Chests require upkeep and supply?
How did you get to see that?

According to the XML, chests doesn't cost any unit supply...

New update to the changelog:
Spoiler :
Patch G (unrealeased)
  1. Fixed a crash due to lair exploration;
  2. Fixed some missing TXT_KEYs resulting in NONE in the pedia;
  3. Fixed TXT_KEY_BUILDING_ELOHIM_TEMPLE so it's Oracle of Sirona and not Siriona;
  4. Fixed the resetting Cultural Values civicOption bug which I brought back;
  5. Fixed the bug allowing some civilizations to work peak tiles because of specific terrain yield bonuses;
  6. Reduced the anger of the Clairone event to 5 from 15 (a step ahead of future patch H of FFH);
  7. Added a small tweak in the DLL making civs with -100% distance maintenance modifier ignore distance when choosing to settle (mainly for ElohimGuardians modmod AI);
  8. Fixed a bug allowing summons to claim forts;
 
Just to let you know, I am back and working on next patch. The changes are already listed in the first post.

I have managed to track down and fix a few things, including no barbarians option. I hope I also fixed the non-combat capture of cities by barbarians. Works fine in test situation, but only real gameplay will prove if I am right.
I want to release the patch later today, but it depends how my current work will proceed (trying to move expert miners to civilization from trait to fix a bug and easy use).

Oh, Opera, check your e-mail ;)
And sorry, but all g patches are belong to us (meaning me) :p
 
Checked, read, answered ;)

It was fun to take care of Orbis... But I feel kinda relieved now. Less work for me ;)
 
Opera said:
How did you get to see that?

According to the XML, chests doesn't cost any unit supply...

I compared the number of units that I have to the number of units that require upkeep and supply displayed in the financial advisor.
 
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