Orbis Bug Thread (Old)

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Our game was playing with 3 human players and 5 AI. The human player are Mechanos, Khzad, and Elohims. We did kind of figure out that mercenary causes the OSS. But did not know that ranged attack could have cause it too. guess we should try that. And I guess I was the lucky few who downloaded patch J..but the OSS exist even before that. The OSS become much more frequent are we goes over 100 turns. where as in the beginning we don't really encounter OSS as often.

The map script we used is Erebus continent. I'll try out the suggestion.

Also, I don't know if this is fixed yet, but for twice I've played Elohims and around turn 120, the game would just crash to desktop without any warning. The second game I check the status using world builders and doesn't looks like any thing weird is being build. I do have Scion in this game and he was almost finishing building the awakened. I've tried going back to previous save, but it seems like it crashes around the same turn number too.

Edit: I've try again and this time I just delete the city that was building the awaken which also had Korinna and Melante, in it. But then I was able to advance to next turn without crashing. So I think this might be somehow related?
so I was bored kind of felt bad so I put Korinna and melante back in and long and behold it crashes again. this time I deleted Melante and Korinna again and the game come on as usual. I think that some action that Melante or Korinna is trying to do causes the crashes.

at any rate, I'll try the new patch and follow the given instruction and hopefully have better luck this time. Thanks

btw, I also encounter the great people bug where the screen menus just goes blank.
 
Still having this issue in the latest patch, I wouldn't exactly call it "minor" since you end up essentially wasting a turn each time you spawn a GP.
btw, I also encounter the great people bug where the screen menus just goes blank.
Just to make sure, by last patch you do mean 24 K?
I have not been able to reproduce the crash.
The map script we used is Erebus continent. I'll try out the suggestion.
It might have impact only at the beggining. Later mapscript is not important - it is not used any more.
Also, I don't know if this is fixed yet, but for twice I've played Elohims and around turn 120, the game would just crash to desktop without any warning. The second game I check the status using world builders and doesn't looks like any thing weird is being build. I do have Scion in this game and he was almost finishing building the awakened. I've tried going back to previous save, but it seems like it crashes around the same turn number too.

Edit: I've try again and this time I just delete the city that was building the awaken which also had Korinna and Melante, in it. But then I was able to advance to next turn without crashing. So I think this might be somehow related?
so I was bored kind of felt bad so I put Korinna and melante back in and long and behold it crashes again. this time I deleted Melante again and the game come on as usual. I think that some action that Melante is trying to do causes the crashes.
Thanks for the info! In general, I think I have found all missing art crashes. Most are now related to the AI. Will check Melante.
Her AI is weird, so I will probably change her. The residence mechanics is not so great anyway.
 
Still having this issue in the latest patch, I wouldn't exactly call it "minor" since you end up essentially wasting a turn each time you spawn a GP.



Minibump! I don't know if my patch didn't work or something, but in my most recent game the main GP bar at the top of the UI is still displaying the wrong odds, seems like this only started after i spawned my first GP but I'm not quite sure. (It's currently showing 100% for a GA though when i mouse-over in the city view I've got the correct chances) Screenshot:



Also, I've noticed a minor bug, the AI seems to hate duskwood and will trade it to you for nothing :crazyeye:
 
Sorry for the double post but it looks like we posted at the same time. Ahwaric, I'm playing patch J, which was the most recent patch I was aware of. Please disregard if this issue has been addressed in K.
 
It is always a good idea to check the changelog before posting a bug report. In might be already reported and fixed and you might find a patch that you were not aware of that fixes that exact problem you are reporting. :mischief:
moshi said:
Please disregard if this issue has been addressed in K.
Ahwaric said:
Current version changelog
0.24k
Fixed great people techs bulbing (thanks again Opera)
Fixed great people bar
Too bad I have already spent an hour trying to find where another bug is hiding - when there was none :p
But I am glad we have cleared this problem. I hope your playing experience will be better with patch K.

EDIT: By the way, patch k breaks saves. If you want to fix only great people display problems and continue your game, use the file I have posted a few days ago in this thread. Should be a page or two to the back.
 
The icon was changed in recent FfH patch (and I updated to that change). Update FfH and then reinstall Orbis - should be fine, you probably installed on g base.




Ahwaric - I updated both FfH and the latest patch K for Orbis. The art on the map shows up, but in the build menu it has a pink/purple blob for the warrior art and crashes when told to build it. I opened up the Orbis file and it looks like the spelling on the unit art is different -- one lacks capitalization (I don't know enough of the specifics of the programming to be able to know if the files are case specific are not). Anywho, that's my two cents on that error.

Outside of that, I have really enjoyed the modmod; thank you for all of the hard work.
 
If it displays ok on unit, it should display ok in the build order in the city.
Both are fine for me.

Are you sure you followed this order:
FfH 0.41
FfH 0.41 patch J
Orbis 24 I
Orbis 24 patch K

Sorry for the complications, Orbis 0.30 will have stand-alone install.

Also, always remove old Orbis folder when reinstalling. It is hard to do via installer.
 
Just to make sure, by last patch you do mean 24 K?
I have not been able to reproduce the crash.

It might have impact only at the beggining. Later mapscript is not important - it is not used any more.

Thanks for the info! In general, I think I have found all missing art crashes. Most are now related to the AI. Will check Melante.
Her AI is weird, so I will probably change her. The residence mechanics is not so great anyway.

You might want to check Black Korinna too, it seems that might also causes the crash. I am not too sure, since I play on a large map so there is a lot of variable that might have cause the crashes.
 
Mesmerize Animal spell does not appear (Tested in two seperate games, one as kuriotates and the other as ljosalfar)

EDIT: Realized what the problem was, my unit was not level 4 :P
 
Found a bug where a treasure chest doesn't despawn after being used. This was with Orbis patch j. I haven't tried recreating it yet, but if needed I'll post the save later.

-Colin
 
Unsure whether this would be a bug, but workers upgrading to warriors (for Doviello) keep their worker promotions, so you can have 3/8 str warriors running around early on in the game.
 
It is always a good idea to check the changelog before posting a bug report. In might be already reported and fixed and you might find a patch that you were not aware of that fixes that exact problem you are reporting. :mischief:
crap really sorry about that, i feel awful :blush:


1) anyway this thing happened, map is erebus continent:

yup that's ivory and dragon bones on the same plot lol
2) i reported it above but it may have been lost in the shuffle, AI currently trades duskwood away for nothing in return.
3) maybe just unlucky, but there were swarms of griffons very early in my last game, i went from never seeing them on the old patch to having them be everywhere.
4) maybe disabling the great commander's "create command post" ability for organized leaders who can build them from scratch?
5) duskwood appeared in starting area on an unforested grassland tile
 
crap really sorry about that, i feel awful :blush:


1) anyway this thing happened, map is erebus continent:

yup that's ivory and dragon bones on the same plot lol

That's actually working as designed. Dragon Bones place Ivory on the plot... Ivory resource is an elephant, so you end up with a small elephant under the dragon bones. ;)
 
Hey guys. having a couple of problems. First im playing v .24i with patch .24 k. Playing as the Mechonas (sorry if i spelled it wrong) when i build a cottage there is no cottage on the plot, it still grows but it just kinda looks wierd. Third In another game playing as the Sheiam i built the infernal pact and Hyborem didnt spawn and i had the AC counter up to above 50 and no hell terrian. Fourth i was playing another game as the Elohim and my scouts were red blobs. Any help would be great. Love the mod mod its awesome.
 
crap really sorry about that, i feel awful :blush:
That is ok. I do not feel angry or anything - just check the changelog from time to time ;)
3) maybe just unlucky, but there were swarms of griffons very early in my last game, i went from never seeing them on the old patch to having them be everywhere.
Yeah, it is really hard to balance them. But I am still trying.
4) maybe disabling the great commander's "create command post" ability for organized leaders who can build them from scratch?
I would if I could...

Rest of the bugs (not only ones reported by moshi) are being worked on. Stay tuned - the patch should be out within 48 hours.

That's actually working as designed. Dragon Bones place Ivory on the plot... Ivory resource is an elephant, so you end up with a small elephant under the dragon bones. ;)
Actually, it is how it works in FfH & FF. I have removed ivory from the bones for the very elephant reason.
But now there is no resource forced into the tile, so such things happen - if bones are placed on already existing resource

Edit:
@edwin562
Your install is broken. Please follow the order:
Uninstall Orbis (including manual deleting of the Orbis folder in mods directory), then install (to make sure, you might want to remove FfH folder first)
FfH 0.41
FfH 0.41 patch J
Orbis 24 I
Orbis 24 patch K

SOme of the problems above should be fixed in k (or even j), I am not sure if you experienced these problems before or after updating?
Anyway, lack of scout graphics clearly indicates broken install.
 
Just wanted to stop by and let you know that I really like polish you added to the mod. It's always fun when you add big new features but balancing and bugstomping really makes the mod shine. A year and a half since you started out already. Little Orbis sure have come a long way since then, no? :)
 
I see you have "Lairs" listed as a feature in the changelog for the next patch, what's that? :p

great job on fixing the "get tons of stuff from treasure chests" thingie!
 
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