Orbis Bug Thread (Old)

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This is exactly as it works in FfH. But still an overlook.
Maybe a ranged combat strength advance instead? The Balistics I advance.

In my games AI usually claims forts. Strange.
I have seen them claim forts on occasion when they encounter them in the wild. Perhaps the bug is that the castle by their capital upgraded from a tower, and somehow in that process the AI overlooked capturing it.

Also, the AI had at one or two points the force to easily capture the fort from me, but chose not too. Does the AI know how to capture forts?

Yeah, the name is making trouble again. Adventurer promotion is a bit weaker than hero promotion and adventurers have hero one.

But the Hero promotion does not grant improved exploration results.


Also, along the lines of AI bugs, ranged striking units seem unwilling to ever attack. Gargoyles, for instance, will run around using their ranged 3 attack instead of actually just killing the units around them seemingly indefinitely.


vis a vis Orbis Continents, perhaps I am using the wrong settings, but I do not ever seem to encounter Griffons in the wild. Also, while I occasionally see Trolls (usually in packs of 3-4), I have yet to see (or at least notice) a troll cave.


Oh, and one more thing: The Ratcatcher's guild takes about 4 times as long to build as the Ratcatcher spy unit, which can in turn be used to found the Ratcatcher's guild.
 
Ok, the patch is finally ready. Took longer than I wanted it to and I did not have much time to test it. But even if there are bugs, ptach G hopefully fixes more than it breaks ;)

Remember to reinstall Orbis using FfH patched to f or g as a base. The patch breaks saves.
 
Kudos for making the Galleons stick around, also the new events seem interesting and fun. :cool:
 
I've been playing Orbis at patch F, mostly on diety (learning through the "new random seed on reload" option and tons of reloading :mischief:)and I can say theres just no way to play civ without this mod anymore, but there are some things I notice that dont feel right:


1.
If I have an army with casters in it that can toss fireballs I can just toss out a bunch of those around my army and skip turn/fortify them and the AI will throw their units to attack the fireballs on their turn (since the fireballs dont despawn when I end my turn but rather at the beginning of my next turn). This allows for much weaker defence for my army since I can auto negate alot of the incoming attacks with fireball blocks, even if they can move around the fireballs to get to my army the AI seems to consider them weak and a good prey instead of my army, even for their tough units. Could be good for the AI in exp terms to some extent maybe (if fireballs even give exp I dont know) but they really should'nt waste their units attacks on nothing when there's a real threat that can be attacked instead. I dont know how coding/modding works but I'd think it'd be an easy fix if the AI would simply just not prio attacking targets that have the "unit will die in 1 more turns" tag on it.


2.
The haste spell, the timing of when you cast it has a big impact.

Let's say you have some horsemen with 2 moves left and a adept with 1 move on a grassland tile. They want to go to this hills/forest tile right next to them and into another hills/forest tile on the other side. Normally this would take them 2 turns to do but if you first move them into the first hills/forest tile (which depletes both the horses 2 moves and the adepts 1) and THEN cast haste they will get 1 more move point to use, and they'll be able to enter that 2nd hills/forest tile. They should be paying 3 points in total this turn, meaning their hasted bonusmove should only have been useful to a unit which entered the tile with 3 or more moves for this example. However this is somewhat inconsistent, very few times the game seems to remember that you moved through heavy movement reducing terrain (it takes 3 moves to enter a hills/forest tile) and it will take away your hasted move bonus as you get it, and this is really how it should be IMO. Most of the times though it does not and you're able to "cheat" the movement costs of terrain. Sorry, no idea for a fix if you would even consider this not intended or a bug, but nerfing this would make the AI a bit stronger I would guess :)(again, no idea if they take units movement range in consideration when they deploy their units)


3.
You know how a city will keep excess hammers after somthing has been built for the next order... it seems silly that you can save up tons and tons of hammers for a wonder (or anything) in advance as you tech for it. Say your city has a prod of 70hammers (which isn't too hard to achieve) and is Q'd up to build alot of 60hammer units, that means every turn you will add up another 10 hammers to the pool of unnused labour. Then 60 turns later you tech up to some wonder tech and boom, you complete the wonder the next turn. I haven't checked but I believe you're able to use the bonus production to militaryunits from buildings/civs and use it for buildings this way aswell. last game I played my capitol had 1037 excess hammers qued up after less than 30 turns since the last wonder :crazyeye:, maybe a hardcap of like 100 or so would be good for it, could reflect how you could use excess material in a different project, but hardly all of it.


4.
When the AI declares war on you it feels like its nearly impossible to get him to make peace again unless you bash in his face real hard, they always feel theres good loot to be had even if I have a bad case of the bottleneck defence racked up on a erebus map. Feels like AI only compares armysize and then goes to action.


I've also had some cases of goblins capturing guarded cities but that seems to be mentioned already. There's some more awry stuff but I cant seem to remember them right now. Sorry if these mostly aren't bugs, just go ahead and move the post accordingly.
 
annoying cosmetic issue:

Doviello and Balseraph Archmages currently use the "standard" archmage model (blue robed guy) ..... which fits neither doviello nor balseraph flavourwise and since both civs already have unique adept/mage graphics i think its better just reusing those - maybe, if possible, with some minor detail changes to help differentiate them instead. But even without small detail changes, i think i m not alone in prefering a doviello/balseraph archmage looking like an adept of their civ instead of looking like an archmage that is more suitable for elohim.
 
on moving an amurite scout into letum frigus - python error is thrown, nothing happens.

Traceback (most recent call last):

File "CvSpellInterface", line 74, in onMove

File "<string>", line 0, in ?

NameError: name 'onMoveLetumFRIGIDUS' is not defined
ERR: Python function onMove failed, module CvSpellInterface
 
A few more bugs from patch G/G...

Illians start with the Religion cultural value (but are agnostic, which may make sense from a Fluff perspective, but just looks like a bug when you consider the in-game modelling).

Letum Frigidus does not activate if it is already within cultural borders. Which is to say, if you build a city next to Letum Frigidus and then walk your scout into it, you will not get the Frigidus dialog. This also means you will later get fluff events that Letum Frigidus awaits to be discovered...

The "recent surge of promising scholars" event has a tendency to trigger far too early in the game (I've had it trigger three games in a row before turn 10. That's just mean, man.).

Calabim can't build Elder Councils for no apparent reason.

Still missing Griffons and Troll caves (Orbis Continents still)...

And, bug or not I'm not sure, but the Demon player claimed a keep in a game recently. Somewhat disconcerting 8).


That's all for now ;).
 
@Plopp
1.I hate fireballs - they are just summons. I hate summons, easy to make AI fool. Not much I can do here without deepredesigning of the whole system.
2.I thought it took into acount total movement used during a turn. Was wrong it seems. No idea how to change it.
3&4 general civIV gameplay design - need to accept it. 3 is for reducing micromanagement. And 4 - Ai is AI.
annoying cosmetic issue: [...]
But even without small detail changes, i think i m not alone in prefering a doviello/balseraph archmage looking like an adept of their civ instead of looking like an archmage that is more suitable for elohim.
But I need to keep it to avoid confusion, When I have soemthing for replacement, I will use it. may try changing mages a bit but I am currently too busy with other things, sorry.
A few more bugs from patch G/G...
Illians start with the Religion cultural value (but are agnostic, which may make sense from a Fluff perspective, but just looks like a bug when you consider the in-game modelling).
They are very religious... But true, one of the effects will not work if there is no state religion. Will change the civic or rather illians will get conquest instead.
Letum Frigidus does not activate if it is already within cultural borders. Which is to say, if you build a city next to Letum Frigidus and then walk your scout into it, you will not get the Frigidus dialog. This also means you will later get fluff events that Letum Frigidus awaits to be discovered...
Python error, fixed in H.
The "recent surge of promising scholars" event has a tendency to trigger far too early in the game (I've had it trigger three games in a row before turn 10. That's just mean, man.).
Will check that one. I did not have time to test the new events so if any seems broken/unbalanced then let me know.
Calabim can't build Elder Councils for no apparent reason.
No living elders? OR Elderly cattle is still just cattle, why should lords listen to them?
Anyway, base FfH thing.
Still missing Griffons and Troll caves (Orbis Continents still)...
Griffons spawn later (if there is place). Mapscript should not affect this. Do griffons spawn at all guys?
Will check the troll lair thing.
And, bug or not I'm not sure, but the Demon player claimed a keep in a game recently. Somewhat disconcerting 8).
So you now have keep possesion ;) Intended.


That's all for now ;).[/QUOTE]
 
Any idea when you will release patch H? I ask because I don't want to bother to update my personal patch to patch G if patch H is right around the corner. I am only asking for some rough estimate here. A few days? A few weeks? A few months?
 
BTW, what's up with the Illians? Right now all their city tiles automatically change to what is equivalent to plains. That's horrible in Orbis because of the high food consumption and really cripples their early game IMO (it's actually an advantage in the late game but few games last that long). I can see that it seems silly that to Illians ice is fertile like grassland (standard in FfH and other modsmods) but I guess you can rationalize it by assuming they use magic instead of normal agriculture. All plains terrain is bad in FfH, but in Orbis it just sucks.

In contrast the Scions are ridiculously overpowered. Because they don't need food I tend to build cottages on plain hills / plains and with instant haunted lands the resulting yield is ridiculous. I like that you removed the annoying micromanagement (i.e. manual creation of haunted lands) but the haunted lands feel to powerful now. Maybe reduce the bonuses a little.
 
Good, will be easy to merge :)

Edit: Oh, un cadeau pour moi! Merci :goodjob:
(Nice addition, the french sentence ;))
 
Just some bugs ...

- the "Unfortunate Assassin" event lacks texts for alternatives 4 and 5. Also, I, that is Cardith L., seem to attract rather a lot of early assassins. :lol:
Three attempts in the first 30 or so turns (normal speed), then no events at all for the next 150 turns (w "Living World").

- the Balseraph's chariot is a red blob; scary, but supposedly not intended? ;)

Thats fortunately all for now.

Edit: Scary red blob units: Balsy chariot, Elohim scout
 
Very impressive patch! I really like what you have done with the Scions. Some minor things:

1)Undead fort commanders summoned into haunted lands still start with Spooked. Seems to wear off fast.

2)Something strange is happening with Barbarian units attacking a single unit in my stack and then entering and sitting in the stack. Might be related to them attacking reaching creepers.

3)Are there supposed to be animal reaching creepers now? I've been seeing them around my haunted lands.

4)Not sure if it is a bug but reaching creepers can cast "Root and Bloom" mulitple times. This gives you the rather nasty power to carry around a full grown creeper and converting lots of land.

5)Release elephant ability can still be miscast. It needs to be adjusted from a spell to an ability.

6)First time I've suffered from CTD. Happening around turn 130 during the AI turn. I can't track exactly what is causing it.
 
A couple of errors I encountered in Orbis... The first was when attempting to access the Mercenary Selection screen (I only tried it once...).

Traceback (most recent call first)

File "CvSpellInterface", line 32, in cast

File "string", line , in ?

File "CvSpellInterface", line 2258, in spellRecruitMercenary_em

Attribute Error: 'model' (or module, I wrote rather quickly and sometimes cannot even read my own writing) object has no attribute 'showMercenaryChooserScreen'

The second error appeared when I completed the ritual "Blood of the Phoenix" (may be just coincidental with its completion, but I don't think so due to the "onProjectBuild" function in the following list):

Traceback (most recent call first)

File "CvEventInterface", line 23, in onEvent

File "CvCustomEventManager", line 75 in handleEvent

File "CvCustomEventManager", line 86, in handleDefaultEvent

File "CvEventManager", line 1371, in onProjectBuild

NameError: global name 'unit' is not defined

Thanks.
 
Perhaps this is intentional and I'm really NOT complaining, but... By turn 100 of a game I played with the Grigori I had received eight (8!!) adventurers. This rate seemed a little awesome to me since I was used to only getting three or four adventurers in FfH before I cast the Grigori world spell (after which I could get a few more).

I would up finally with nine adventurers (by turn 150 I think); afterwhich I received absolutely NO more even after I cast their world spell and had converted several of the adventurers into heavy infantry and Luonnotars.

Is this by design or is there a problem here somewhere?

Thanks.
 
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