Orbis Bug Thread (Old)

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The guilds display is not an issue.
I need to know if Fonts pre22.zip works for you - need to find when and how it got broken. I recently removed and rearranged guild icons plus added ranged strength symbol. I know that a file without the changes work, but want to know if the one halfway to a broken one works fine (regarding the problems you described).

Save please?

Well, even simple disabling would be fine for me. But Assimilation leader palace is much better of course.
Glad to hear that you still thinking about it :)

@Mylon
To explain:
Tolerant leader can build foreign palace replacing it's default one. That changes war wearnes, palace mana and plenty of othr things that make civs unique. I think that is wrong and want to disable this.
Tolerated cities only allow special buildings and units, plus promotions from civ traits. But nothing else. So you can build camel archers with nomad promotion in captured malakim city, but do not get any extra yields from desert (or be able to build improvements in forests near elven cities). I think you should get this, too, plus current state is really military heavy. You just conscript locals to the army, but do not let them keep their ways...

It is an ok place :)
I really neeed to fix the formating, there are such problems all over the editor. But you caneasily bypass it - just copy and paste a cell with the right value. It gets accepted unless you manually write the forbidden text.

It sounds easy enough to disable a foreign palace from being built. Find the code that enables it in the first place and kill it. Possibly under leader traits. For the extra yields, that would be a bit touch. Marking a city as "elven" for the purpose of being able to build improvements... That's also tough. Could make it check for the "elven" worker promotion rather than being based on leader. Xenophobic elves rejecting foreign workers isn't too unusual. Or could make it an or check. For the other bits, you'd have to find pretty much every unique civilization ability and do a check, "was this city conquered? Andif new owner is tolerant? Then grant this bonus regardless of civilization."

Something that would be nice is if the units's racial promotion was based on the culture makeup of the city. That is, if it's 20% dwarven, 80% human, any worker generated will have a 20% chance of being a dwarf. Added in with my cultural model (which I'll modmod in soon) and that would be pretty fun.

Edit: Took a peek at the leader changes, it's in the xml for the yield bonus for malakim and desert. So I'd go to where terrain yield is done and the civ's yield bonus is added in and do an extra check: Is city conquered & is city owner tolerant? Then use max(original owner's formula) or (new owner's formula).
 
I think I figure out why, I was researching Infernal pacts at the time. I thought that as long as you began teching for it, then you would be okay to switch religion
 
What is the deal with the arms splayed out animations?

Whenever I play and load up a game, many units (mostly warriors and scouts) do not animate when they move, they just have their arms splayed out and glide along the ground. Moreover, when I click on those units, their unit menu (where I can click to fortify, sleep, etc) does not show up.
 
The Orbis editor is really nice but, phew!, isn't there the same without all the coloring? I mean, it's great for knowing what has been modified but for modding, it's a PITA as I have to "de-color" everything in order to make my changes stand out. That's not hard for Leaders but for units, it's awful.
 
Sorry about disapearing for a few days there.

I installed the fonts files you posted and it solved the white lines issue, I'm going to play through a game and see how the guilds display.

My system is Vista 32 bit x2 1.6g Athalon. Nividia GeForce Go 6150 (just updated the drivers but that didn't help).

The problem started only with this most recent version of Orbis and doesn't appear in bts or FfH games.

I wanted to say how much I appreciate the time you put into this mod. It plays better than many commerical products I've purchased, thank you! :)

Try stepping through all the combinations of graphic modes and quality settings to see if it goes away....
 
Not sure if this is a bug or I'm not doing something right.

I can't seem to be able to drain swamps with Troll lairs in them. However, if I remember a post Ahlwaric did awhile back, the only way to destroy troll lairs was to drain the swamp!

So not quite sure if that's changed or if there is some bug preventing me from doing it. It almost seems like the lair is interrupting the process because every turn the work acts like an enemy has interrupted their work. I've had multiple workers try to do it and it still doesn't work after turns and turns.

UPDATE: Forgot to mention, I also tried keeping a military on the tile with the workers to see if that helped. Plus there wasn't any type of unit that could 'explore' the lair to delete it that way. Finally had to use the Worldbuilder to do it. =[
 
Naughty editor bug. Here is what my CIV4CivilizationInfos looks like after an export:
Code:
        <CivilizationInfo>
            <Type>CIVILIZATION_LJOSALFAR</Type>
            <Description>TXT_KEY_CIV_LJOSALFAR_DESC</Description>
            <ShortDescription>TXT_KEY_CIV_LJOSALFAR_SHORT_DESC</ShortDescription>
            <Adjective>TXT_KEY_CIV_LJOSALFAR_ADJECTIVE</Adjective>
            <Civilopedia>TXT_KEY_CIV_LJOSALFAR_PEDIA</Civilopedia>
            <DefaultPlayerColor>PLAYERCOLOR_LJOSALFAR</DefaultPlayerColor>
            <ArtDefineTag>ART_DEF_CIVILIZATION_LJOSALFAR</ArtDefineTag>
            <ArtStyleType>ARTSTYLE_LJOSALFAR</ArtStyleType>
            <UnitArtStyleType>UNIT_ARTSTYLE_LJOSALFAR</UnitArtStyleType>
            <bPlayable>1</bPlayable>
            <bAIPlayable>1</bAIPlayable>
            <Cities>
                <City>TXT_KEY_CITY_LJOSALFAR_1</City>
                <City>TXT_KEY_CITY_LJOSALFAR_2</City>
                <City>TXT_KEY_CITY_LJOSALFAR_3</City>
                <City>TXT_KEY_CITY_LJOSALFAR_4</City>
                <City>TXT_KEY_CITY_LJOSALFAR_5</City>
                <City>TXT_KEY_CITY_LJOSALFAR_6</City>
                <City>TXT_KEY_CITY_LJOSALFAR_7</City>
                <City>TXT_KEY_CITY_LJOSALFAR_8</City>
                <City>TXT_KEY_CITY_LJOSALFAR_9</City>
                <City>TXT_KEY_CITY_LJOSALFAR_10</City>
                <City>TXT_KEY_CITY_LJOSALFAR_11</City>
                <City>TXT_KEY_CITY_LJOSALFAR_12</City>
                <City>TXT_KEY_CITY_LJOSALFAR_13</City>
                <City>TXT_KEY_CITY_LJOSALFAR_14</City>
                <City>TXT_KEY_CITY_LJOSALFAR_15</City>
                <City>TXT_KEY_CITY_LJOSALFAR_16</City>
                <City>TXT_KEY_CITY_LJOSALFAR_17</City>
                <City>TXT_KEY_CITY_LJOSALFAR_18</City>
                <City>TXT_KEY_CITY_LJOSALFAR_19</City>
                <City>TXT_KEY_CITY_LJOSALFAR_20</City>
                <City>TXT_KEY_CITY_LJOSALFAR_21</City>
                <City>TXT_KEY_CITY_LJOSALFAR_22</City>
                <City>TXT_KEY_CITY_LJOSALFAR_23</City>
            </Cities>
            <Buildings>
                <Building>
                    <BuildingClassType>BUILDINGCLASS_ALCHEMY_LAB</BuildingClassType>
                    <BuildingType>NONE</BuildingType>
                </Building>
                <Building>
                    <BuildingClassType>BUILDINGCLASS_PAGAN_TEMPLE</BuildingClassType>
                    <BuildingType>BUILDING_LJOSALFAR_TEMPLE</BuildingType>
                </Building>
                <Building>
                    <BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
                    <BuildingType>BUILDING_PALACE_LJOSALFAR</BuildingType>
                </Building>
                <Building>
                    <BuildingClassType>BUILDINGCLASS_DUNGEON</BuildingClassType>
                    <BuildingType>NONE</BuildingType>
                </Building>
                <Building>
                    <BuildingClassType>BUILDINGCLASS_VACANT_MAUSOLEUM</BuildingClassType>
                    <BuildingType>NONE</BuildingType>
                </Building>
            </Buildings>
            <Units>
                <Unit>
                    <UnitClassType>UNITCLASS_SIEGE_MAGE</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_AXEMAN</UnitClassType>
                    <UnitType>UNIT_SWORDSMAN</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_DEMAGOG</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_FLAGBEARER</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_PRIEST_OF_WINTER</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_CROSSBOWMAN</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_HORSE_ARCHER</UnitClassType>
                    <UnitType>UNIT_FYRDWELL</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_CHARIOT</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_FERIS</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_HERNE</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_CATAPULT</UnitClassType>
                    <UnitType>UNIT_BALLISTA</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_ARQUEBUS</UnitClassType>
                    <UnitType>UNIT_FLURRY</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_BERSERKER</UnitClassType>
                    <UnitType>UNIT_WAR_DANCER</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_GOLIATH</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_HIGH_PRIEST_OF_WINTER</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_WAR_CHARIOT</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_CANNON</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_ADVENTURER</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_FREAK</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_HERALD</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_VALKYRIE</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_SERAPH</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_REPENTANT_ANGEL</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_ANGEL_OF_DEATH</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_OPHANIM</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_LIGHTBRINGER</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_MONK</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_GRIGORI_MEDIC</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_ABASHI</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_ACHERON</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_ALAZKAN</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_BARNAXUS</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_BASIUM</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_BLACK_WIND</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_LUCIAN</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_CORLINDALE</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_DONAL</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_EURABATRES</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_GOVANNON</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_GUYBRUSH</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_HYBOREM</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_LOKI</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_LOSHA</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_MAGNADINE</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_MAROS</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_RANTINE</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_RATHUS</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_TEUTORIX</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_TUMTUM</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_WAR_MACHINE</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_WILBOMAN</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_COATLANN</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_LUONNOTAR</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_STEAMTANK</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_REBORN</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_ALCINUS</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_PELEMOC</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_THEMOCH</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_MELANTE</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
                <Unit>
                    <UnitClassType>UNITCLASS_KORRINA_BLACK</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
            </Units>
            <FreeUnitClasses>
                <FreeUnitClass>
                    <UnitClassType>UNITCLASS_BANUNG_THE_BLIND</UnitClassType>
                    <iFreeUnits>NONE</iFreeUnits>
                </FreeUnitClass>
                <FreeUnitClass>
                    <UnitClassType>UNITCLASS_NGA_EYE_EATER</UnitClassType>
                    <iFreeUnits>NONE</iFreeUnits>
                </FreeUnitClass>
                <FreeUnitClass>
                    <UnitClassType>UNITCLASS_SETTLER</UnitClassType>
                    <iFreeUnits>1</iFreeUnits>
                </FreeUnitClass>
            </FreeUnitClasses>
            <FreeBuildingClasses>
            </FreeBuildingClasses>
            <FreeTechs>
                <FreeTech>
                    <TechType>TECH_HUNTING</TechType>
                    <bFreeTech>1</bFreeTech>
                </FreeTech>
            </FreeTechs>
            <DisableTechs>
            </DisableTechs>
            <InitialCivics>
                    <CivicType></CivicType>
                    <CivicType></CivicType>
                    <CivicType></CivicType>
                    <CivicType>CIVIC_DESPOTISM</CivicType>
                    <CivicType>CIVIC_RELIGION</CivicType>
                    <CivicType>CIVIC_TRIBALISM</CivicType>
            </InitialCivics>
            <AnarchyCivics>
                    <CivicType>CIVIC_NEUTRALITY</CivicType>
                    <CivicType>CIVIC_NO_MEMBERSHIP</CivicType>
                    <CivicType></CivicType>
                    <CivicType>CIVIC_DESPOTISM</CivicType>
                    <CivicType>CIVIC_RELIGION</CivicType>
                    <CivicType>CIVIC_TRIBALISM</CivicType>
            </AnarchyCivics>
            <Leaders>
                <Leader>
                    <LeaderName>CIVIC_NEUTRALITY</LeaderName>
                    <bLeaderAvailability>1</bLeaderAvailability>
                </Leader>
                <Leader>
                    <LeaderName>CIVIC_NO_MEMBERSHIP</LeaderName>
                    <bLeaderAvailability>1</bLeaderAvailability>
                </Leader>
                <Leader>
                    <LeaderName>LEADER_AMELANCHIER</LeaderName>
                    <bLeaderAvailability>1</bLeaderAvailability>
                </Leader>
                <Leader>
                    <LeaderName>LEADER_ARENDEL</LeaderName>
                    <bLeaderAvailability>1</bLeaderAvailability>
                </Leader>
            </Leaders>
            <3>LEADER_THESSA</3>
            <4>LEADER_IVELLETH</4>
            <5></5>
            <CivilizationSelectionSound>AS3D_CELTS_SELECT</CivilizationSelectionSound>
            <CivilizationActionSound>AS3D_CELTS_ORDER</CivilizationActionSound>
            <Fall from Heaven Attributes></Fall from Heaven Attributes>
            <bGraphicalOnly>0</bGraphicalOnly>
            <MaintainFeatures>
                <MaintainFeature>
                    <FeatureType>PROMOTION_ELF</FeatureType>
                    <bMaintain>1</bMaintain>
                </MaintainFeature>
                <MaintainFeature>
                    <FeatureType>UNIT_GILDEN</FeatureType>
                    <bMaintain>1</bMaintain>
                </MaintainFeature>
            </MaintainFeatures>
            <FeatureHealthPercentChanges>
                <FeatureHealthPercentChange>
                    <FeatureType>FEATURE_FOREST_ANCIENT</FeatureType>
                    <iHealtPercentChange>FEATURE_FOREST_NEW</iHealtPercentChange>
                </FeatureHealthPercentChange>
            </FeatureHealthPercentChanges>
            <ImprovementYieldChanges>
                <ImprovementYieldChange>
                    <ImprovementType>-1</ImprovementType>
                    <ImprovementYields>
                        <iYield>0</iYield>
                        <iYield>0</iYield>
                        <iYield></iYield>
                    </ImprovementYields>
                </ImprovementYieldChange>
            </ImprovementYieldChanges>
            <TerrainYieldChanges>
            </TerrainYieldChanges>
        </CivilizationInfo>
It's for all civs! :eek:
I think I figured it out: is adding lines a bad thing? :p
Edit: Okay, so I need to modify the macros? It seems that since there is line limits (91 to 204 for example), I need to extend those in order to enable the macroing of my new lines...
 
What is the deal with the arms splayed out animations?

Whenever I play and load up a game, many units (mostly warriors and scouts) do not animate when they move,
You have installed Orbis on top of old FfH version - blood animations are missing. Update FfH to z and reinstall Orbis.
The Orbis editor is really nice but, phew!, isn't there the same without all the coloring? I mean, it's great for knowing what has been modified but for modding, it's a PITA as I have to "de-color" everything in order to make my changes stand out. That's not hard for Leaders but for units, it's awful.
You can use your own shade of red/orange/whatever. But just for you, next version of Orbis will get red markings removed (green still in). Some were missing anyway, plus I do not think these are still usefull. Too many changes.
I can't seem to be able to drain swamps with Troll lairs in them.
My bad. When fixing other bug I forgot it disables removing features required by permanent improvement. Feature no longer required, removal handled in python. So bug fixed.
Naughty editor bug. Here is what my CIV4CivilizationInfos looks like after an export
You did add a new units or builings to "replaced by" list in editor, didn't you? Anyway, you can't add any lines to editor without editing visual basic. You need to tell the exporter where blocks start and end.
Most sheets require that, except unitart and similiar ones.

Edit to your edit: Yes. You need to enable developer tab, and then you will be able to access visual basic. Then go to appropiate sheet and change "For j = 230 To 235" and any other lines that have anything to do to lines numbers. You need to add the number of lines that you added over the lines you are changing, or just check if they point to the right blocks.
If you have any trouble with that, I will probably add a few blank lines to building and unit replacement parts...
 
You can use your own shade of red/orange/whatever. But just for you, next version of Orbis will get red markings removed (green still in). Some were missing anyway, plus I do not think these are still usefull. Too many changes.
I did use my own shade :) But thanks, it'll be nice not to have all those red lines everywhere :D

You did add a new units or builings to "replaced by" list in editor, didn't you? Anyway, you can't add any lines to editor without editing visual basic. You need to tell the exporter where blocks start and end.
Most sheets require that, except unitart and similiar ones.

Edit to your edit: Yes. You need to enable developer tab, and then you will be able to access visual basic. Then go to appropiate sheet and change "For j = 230 To 235" and any other lines that have anything to do to lines numbers. You need to add the number of lines that you added over the lines you are changing, or just check if they point to the right blocks.
If you have any trouble with that, I will probably add a few blank lines to building and unit replacement parts...
I fixed the problem. As I was meddling with this, I tried to understand why some promotions weren't included (namely the last ones... I have 4 promotions "forgotten" by the macro!). But I still don't know why it does that.
 
I have an oddest issue. There is a whole bunch of information missing in my interface. Running Orbis 0.22c. I cannot see the icons for unhappiness and unhealthiness in a city. Nor can I see the icons for which religions and guilds are present in a particular city.
 
has been posted before (by me and tathain) you should download the pre22.fonts file on page five and replace them with the ones in the orbis folder.

oh and ahwaric, in case you haven't read, it works now ;)
 
Any chance a hard long look will be taken at OOS errors? I seem to get them on game start and even on turn 2. Me and my friends want to play Orbis mod multiplayer (or possibly even my own mod-mod-mod) but the game goes OOS immediately.
 
Any chance I could get my hands on the source code? I attempted to compile it, but the cvunitai file was missing! I obviously could not use the BTS one. I used the FFHz source files and that error went away, but it got stuck on CvCityAI, but that's not going away when I use the FFHz code. The FFHz code seems to have a newer timestamp. Which means if it changed in orbis...
 
I fixed the problem. As I was meddling with this, I tried to understand why some promotions weren't included (namely the last ones... I have 4 promotions "forgotten" by the macro!). But I still don't know why it does that.
That is why I told you to insert your promotions befere the last one. It would be great if I could fix it, bot no idea what the bug is...
Any chance a hard long look will be taken at OOS errors?
OOS logs would be helpfull. I will try to run some test games, but first, I have one vista and one xp machine, so it may cause some oos on it's own.
Is FfH free/low on OOS? I did not play it in ages, especially with simultaneous turns.
Anyway, with the bugs and AI problems, OOS are far from my top priority.
Any chance I could get my hands on the source code? I attempted to compile it, but the cvunitai file was missing!
All needed files are in. Checked it.
It should work if you just replace 0.40z source files with the ones provided by Orbis. Works for me. Does compiling just FfH 0.40z files with no Orbis changes work for you?
 
That is why I told you to insert your promotions befere the last one. It would be great if I could fix it, bot no idea what the bug is...
Yes, I did that but the last one got eaten, so I tried to arrange this... Now I have a bunch of useless promotions just here to get eaten so the others are fine :crazyeye:
 
That is why I told you to insert your promotions befere the last one. It would be great if I could fix it, bot no idea what the bug is...

OOS logs would be helpfull. I will try to run some test games, but first, I have one vista and one xp machine, so it may cause some oos on it's own.
Is FfH free/low on OOS? I did not play it in ages, especially with simultaneous turns.
Anyway, with the bugs and AI problems, OOS are far from my top priority.

All needed files are in. Checked it.
It should work if you just replace 0.40z source files with the ones provided by Orbis. Works for me. Does compiling just FfH 0.40z files with no Orbis changes work for you?

Don't think vista is bad! I play the game on vista. The one time my own mod crashed on Vista but not XP was because it ran into an undefined situation. XP ignored it, Vista didn't. It was my own sloppy programming that caused it.

I did look for OOS logs, but I couldn't find any. I've only had a couple of OOS errors with base FFH. I think one was from a random event, and one time when the infernals/mercurians were summoned. But otherwise it's been pretty smooth for me and my friends. Where do they show up?

I did manage to compile it... I had copied over the base dll files and then yours on top of it, but that wasn't enough. Anyway, now I can tinker around with the code a bit.
 
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(( Well, actually this isn't bug, but I don't want to create new topic ... ))
Where is located reqBreeding() function? (It's Farmer ability prereq) I can't find it with search ... *confused*
 
It's in entrypoints/CvSpellInterface.py, line 4263 :)

... oh, cool - thanks ...

(( *confused* my system search function get bugged again ))

edit: Tuatha De Danann (Great Prophet) has instead of picture little pink(that default color) rectangle(32x32px) ... :)
edit2: amazing modmod ... i love forts and Foresters lodge + Survival ... :D
edit3: sometimes shows me notice "Longbowman died in combat" in white color, and i cannot find where ... (it's not in event log)
 
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The prospector's 'Find Resources' button never seems to light-up and enable for me. I am inside my own borders. I've tried it on various developed and undeveloped tiles. Is there some trick or something that needs to happen before I can use this ability?
 
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