Orbis Bug Thread (Old)

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Not Sure if this is some kind of Bug or just very bad Luck but 1/4 to 1/3 of all non Combat Explore events gave me Rod of Winds in my curent game. Now I already have 5 Rods of Winds oO
 
Yes, I am noticing a lot of repeat of events happening with this new version.

I got the board game event 4 times over the first 100 turns of the game, which means playing at Emperor level with pearls I could get my capital city up to size 9 or 10.

The meteor event also happened 3 times, of course I could just sell the rock for money, but if another race had the other prerequisites might be able to make the scorch staff 3 times.

I am new to this game, I have only started 5 games and gone over 100 in all 5, but the announcements of the AI civilizations get a bard has happened a lot in the first 100 turns. This might be event related as well. Because I have not been able to discover how these races get a bard so quickly.

These were the events that happened multiple times. This is with patch H (not the newer changed one 12 hours later :lol:) with me starting a new game first to clear the cache and then starting a new custom game. Also the "Living World" option was not selected so my events were not being doubled.
 
The bards are due to the Clairone event I believe. Did you notice some crappy AI city? They usually go for the bard even though they get a huge malus due to anger...
 
Perhaps fixed in the latest Orbis patch, but because it's a real game killer I figured that I would report it anyway. I don't know if it's related, but this error came immediately after a vote for the Overcouncil (didn't matter which option I picked).

Traceback (most recent call first):

File "CvScreensInterface", line 748, in forceScreenRedraw

File "CvMainInterface", line 988, in redraw

File "CvMainInterface", line 1451, in updatePlotListButtons

RuntimeError: unidentifiable C++ exception

Like I said, this is a REAL game killer because you cannot get past it. The error just keeps repeating. Nothing special was happening at the time (no projects or special buildings coming in; no new units being produced).
 
Is there an effect of Chaos 3 (Wonder) that would transport the caster back to the capital? It looks as though that has happened to me, but I never saw it before. (The Archmage was not Immortal.)
 
Perhaps fixed in the latest Orbis patch, but because it's a real game killer I figured that I would report it anyway. I don't know if it's related, but this error came immediately after a vote for the Overcouncil (didn't matter which option I picked).

Traceback (most recent call first):

File "CvScreensInterface", line 748, in forceScreenRedraw

File "CvMainInterface", line 988, in redraw

File "CvMainInterface", line 1451, in updatePlotListButtons

RuntimeError: unidentifiable C++ exception

Like I said, this is a REAL game killer because you cannot get past it. The error just keeps repeating. Nothing special was happening at the time (no projects or special buildings coming in; no new units being produced).
Any ideas on how I can fix this so that I can finish my game(s). I started another "hotseat" game and, around turn 250, I got it again. I don't see ANY relationship between this and the previous game so far as when it occurred...???:confused: Is there any way to trap this error so that, at minimum, the game can keep going?

Thanks for anyone that can help as this is getting real frustrating (and, no, I haven't made any changes to the pythons except for one line relating to the awarding of angels for Mercurians upon a unit's death -- and that worked like a charm).
 
Here's the culprit:
Code:
					screen.addSpecificUnitGraphicGFC( "InterfaceUnitModel", CyInterface().getHeadSelectedUnit(), -20, yResolution - 350, 160, 198, WidgetTypes.WIDGET_UNIT_MODEL, CyInterface().getHeadSelectedUnit().getUnitType(), -1,  -20, 30, 1, False )
It happens in updatePlotListButton; when you select an unit. I'm unable to find this function in the DLL though so I don't know what's wrong.
 
Also, one thing I just thought about: people reported ultra-severe slowdown with BarbarianWorld... Obviously, it has to do with the many units. But it doesn't seem to slow FF that much... And then I realized something: wouldn't that be the fault of the UnitStatistics? IIRC, it's python-based... So maybe a lot of units will make the game really slow.
Code:
# Change this to either enable or disable unit statistics for all players.
# Other players' statistics will be hidden unless g_bShowAllPlayers is 
# Also set to True
# Default value is False
g_bTrackAllPlayers = True
Turning this to False may do good to the performance, don't you think?
 
Any ideas on how I can fix this so that I can finish my game(s). I started another "hotseat" game and, around turn 250, I got it again. I don't see ANY relationship between this and the previous game so far as when it occurred...???:confused: Is there any way to trap this error so that, at minimum, the game can keep going?
Does it happen with every unit or just a particular one?
What patch do you run?
Can you post a save?
Thanks for anyone that can help as this is getting real frustrating (and, no, I haven't made any changes to the pythons except for one line relating to the awarding of angels for Mercurians upon a unit's death -- and that worked like a charm).
And a copy of your modifications, please...
Turning this to False may do good to the performance, don't you think?
Opera, have I told you recently that you are genius? :D
Obviously, it has to do with the many units. But it doesn't seem to slow FF that much...
There are many other possibilities though. I have heard FF 51 runs better than 50. I need to check their code to see if I can "acomodate" any improvements.
 
Opera, have I told you recently that you are genius? :D
:lol: I'm testing right now but I'm not sure it had any significant change since I didn't try Barbarian World since a long time... How is BarbarianWorld as of now?

There are many other possibilities though. I have heard FF 51 runs better than 50. I need to check their code to see if I can "acomodate" any improvements.
Yeah, this may not be just the Stats. I guess we could check where the barbarian code differs from FF51.
 
First I have to say: this mod (I played two Orbis and two LENA) is very cool!

The first Orbis game (since a year or something) was so impressively immersive.

I tried the Barbarian World, no city raze, no settlers option on standard and this was really quite slow - on small it was faster. The last game I played was with 0.40 LENA and it was quite fast (on small), but I'm not sure if you changed that value you wrote about above already?

I played Ljosalfar and the peace with animal with the ability to engage them, was a very good experience. I played (the last game) on noble and the AI was a bit handicaped by the no settler option. But the game is really fun, when there are many places you won't settle. It's a good thing, that Forts can be built anywhere, to increase borders, I think.

thanks for this mod! :)
 
11 ai + 1 human player = 12 total civs
Erebius Continents Map Huge with Barbarian World - 25-30 seconds per turn
Erebius Continents Map Large with Barbarian World - 18-22 seconds per turn

11 ai + 1 human player = 12 total civs
Erebius Continents Map Huge no Barbarian World - 2 seconds turn
Erebius Continents Map Large no Barbarian World - 1 seconds turn

Big difference. So much so that I have turned off one of my favorite game options.
 
Ahwaric, I think Horseback Riding shouldn't require The Wheel but only Animal Husbandry. If it's a balance problem, just give it ~100:science: more ;)
 
there is a logical explanation why it does require the wheel.

animals where mainly used to pull cart's wich had indeed, wheels :P
it was only after that, that our ancestors had the briljant idea of horseback riding. so in fact following earthen history, the wheel should be a required tech for horseback riding
 
11 ai + 1 human player = 12 total civs
Erebius Continents Map Huge with Barbarian World - 25-30 seconds per turn
Erebius Continents Map Large with Barbarian World - 18-22 seconds per turn

11 ai + 1 human player = 12 total civs
Erebius Continents Map Huge no Barbarian World - 2 seconds turn
Erebius Continents Map Large no Barbarian World - 1 seconds turn

Big difference. So much so that I have turned off one of my favorite game options.

This is before the fix. I will try the fix out tonight.
 
there is a logical explanation why it does require the wheel.

animals where mainly used to pull cart's wich had indeed, wheels :P
it was only after that, that our ancestors had the briljant idea of horseback riding. so in fact following earthen history, the wheel should be a required tech for horseback riding
Hm. Well, maybe.

This is before the fix. I will try the fix out tonight.
Great :)
 
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