Orbis Bug Thread (Old)

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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? :)
Thanks :blush:

And yes, it was a really long way. I am really glad I decided to release Orbis - the feedback and suggestions did wonders :)
Bugfixing and balancing is not the best way to attract players. And if done for a longer time, gets really tiresome.
But it is a great feeling if I fix something that was broken for a longer times. Especially if FfH has problems with it, too. It might have bigger impact on the gameplay than new civ.
But Orbis 0.30 will get some new features. Or even more than some.
[to_xp]Gekko;8593919 said:
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!
Ever since I imported Xienwolf's splitting of barbarian factions, some lairs are created in later game.
Every x turns (x is dependant on game speed) a number of lairs is created. That is different than animals creating dens as no unit is rerquired. Some lairs spawn out of the blue provided there is free space. Number of lairs depends on difficulty.
Different lairs are allowed to work this way: barrows, ruins, steadings, but also dungeons.
I have now added block that Xienwolf forgot (?) that forces spawning to check what terrain the lair spawns on.

Regarding chests, I have fixed only one side of the problem. Chests are now one-use only. But it is still possible to open them with a stack, and every unit from the stack gets separate prize. It is a problem in FfH as well, but I still have hope to find a way to fix it.
 
First, I'd like to second Moshi's statement of there being way too many gryphons now. I've played 3 games on the latest patch(k), and in each of them there have been no less than 3 gryphons either wandering or nesting around my starting city. Makes exploration very difficult. (Orbis mapscript, standard size, default settings, epic speed)

Second, I've got something regarding the CTD's. I'm trying out the all-civ map for orbis from that recent thread, playing as sheaim, epic speed, trying to rush infernal pact. Everytime I ended turn 244 the game would CTD just after the autosave finished. I have 'new random seed' on, and it happened every time I tried reloading, for over 20 tries.

I entered worldbuilder and started deleting civs, trying to figure out which one was causing the problem, and found that removing either the Mechanos or Mazatl allowed the game to continue. The Mechanos and Mazatl are directly adjacent to each other so I have to surmise that some interaction between the two is causing the crashes.

Is there any way to know what relations 2 AI civs have between each other or what techs they're about to research?

Anyway, here's a save directly before the crash, just end the turn.
 

Attachments

Also, another bug, while I like the changes to Hyborem's spawning and the instant spreading of ashen veil, there seems to be an unintended consequence of the change. Because AV now spreads instantly when a city is captured, it's not possible to boost the Armageddon Counter by razing cities when playing as Hyborem, because when you raze it it's already an AV city, so the Armageddon counter goes down.

The redundancy of that sentence is killing me but I'm too tired to change it.
 
without the Mechanos in my new game there have been no CTD's on ending the turn. there have been some CTD's when i try to open the world builder. but they arent that frequent.

i third the griffen thing. they come very early and in high numbers

but the big probelm i have now is the complete lack of unit making and wars going on. i am at turn 250ish and on diety level. (started at monarch but wiht increasing difficulty) and there hasent been a single war started NOT ONE. all the religions are in the game and the armeggedon counter is at about 23 and aggressive AI is on. the AI has so little units its crazy. just enough for a small defensive force but nothing beyond that. i have never had a game this peaceful in all my civilzation 4 games. i am on large tectonics map (quite large) and the whole map isnt taken up yet. but alot of civs are bordering eachother. i remember that the AI was so agressive with agressive AI turned on that they would rush me with scouts and warriors. but that was a long time ago before i stop playing FFH for like a year.
 
Also, another bug, while I like the changes to Hyborem's spawning and the instant spreading of ashen veil, there seems to be an unintended consequence of the change. Because AV now spreads instantly when a city is captured, it's not possible to boost the Armageddon Counter by razing cities when playing as Hyborem, because when you raze it it's already an AV city, so the Armageddon counter goes down.
Actually, it is not releated to spwaning change. I just changed back to FfH version of spreading AV on conquest as the old one was causing OOS. I am trying to change the mechanics a bit to solve both problems at once.
without the Mechanos in my new game there have been no CTD's on ending the turn. there have been some CTD's when i try to open the world builder. but they arent that frequent.
Interesting. No idea what is so special about mechanos, will take a look.
i third the griffen thing. they come very early and in high numbers
Working on it. This way or another, griffons will spwan later in next patch.
but the big probelm i have now is the complete lack of unit making and wars going on.
i am at turn 250ish and on diety level. (started at monarch but wiht increasing difficulty) and there hasent been a single war started NOT ONE.
That is strange. I am going to try xienwolf's forlife fix again. It makes AI to build more dfenders (and units in general), so they should be more willing to fight, too.
SOme people complained that it is killing AI economy though. :confused:
 
Did a test with my friend to find out what was causing OOS when one of the players are playing scion. When I settled my city, I got 2 population, however he saw it as 1 population so the problem stems for the free population gained.

#On that note, which file is used to make this change in population? Want to try modifying it :)
 
#On that note, which file is used to make this change in population? Want to try modifying it :)

Thanks for looking into it. It is really hard for me to debug OOS issues, plus I have my hands full with standard bugs & features.
I will try to either fix the issues you find or simply add OOS fixes as a separate pack (some features disabled for multiplayer compatibility) to download

The code you are looking for is in CustomFunctions.py. Look for iTombPop.
 
Flesh Golems can get the mounted champion benefit, while I suppose its not that powerful by itself, it is possible for them to get multiple different benefits. (And they get the ability to mount which turns then into a mounted unit allowing them to get promotions.)
 
Did a multiplayer test after removing the code which gains a bonus population point to the first scion city. I managed to settle without causing an OOS :)
 
Awesome changelog is awesome. Looking forward to testing Orbis 0.24 L, since it looks to take care of just about all the minor annoyances I've had so far. Great work Ahwaric! :cool:
 
Did a multiplayer test after removing the code which gains a bonus population point to the first scion city. I managed to settle without causing an OOS :)
I will probably remove it then (or do it some other way).
Thanks!
Awesome changelog is awesome. Looking forward to testing Orbis 0.24 L, since it looks to take care of just about all the minor annoyances I've had so far. Great work Ahwaric! :cool:
:)
I assure you there are some left. I am trying to get rid of all such things and as you can see, plenty of patches it took...
This job never ends ;)
But L should be out today. I just want to fix a few more things and finish adding treeshape - shape only avaliable to nature III shapechanging units...
Very, very minor one - Skilled Jeweler event is missing text. Answers are correct, just no base text :)
Thanks - fixed (hope so - you can't be sure with events).

Keep them coming people - I hope to include as many fixes as possible in 24 L.
 
But L should be out today. I just want to fix a few more things and finish adding treeshape - shape only avaliable to nature III shapechanging units...

Will it brake saves ?
And about treeshape - how about Doviello shamans having it (with channeling III) as well ? They already have wolf and bear shape :)
 
Will it brake saves ?
Yes :(
Some of the recent additions to changelog forced it.
And about treeshape - how about Doviello shamans having it (with channeling III) as well ? They already have wolf and bear shape :)
I want it to be separate, nature III only. So for druids (non-dwarven, thinking on stoneshape for dwarves) and archmages specializing in nature magic.

Whole system is an expansion on doviello shamans. They still get it for free, but now so do druids. Also, some units can learn it under special circumstances. I have described it in the changelog.

For channeling III, I will add another shape. But what will it be remains to be decided (ideas? I willl start separate thread soon) and I will work on it for 0.30.
Treeshape is just a teaser...
 
Keep them coming people - I hope to include as many fixes as possible in 24 L.

Well since you're asking... Not a bug but an old balance issue with the Dovellio. Mahala is lot weaker than to Charadon and Thudr, since her Ingenuity trait doesn't work well with the civ. Doviellio already have very cheap unit upgrades in the melee line and doesn't receive gunpowder units. Perhaps Expansive or Creative would be a better trait? Or maybe convert her to a Minor Leader?
 
Treeshape? Oh... I was planning on this for the Ngomele :(

Anyway, nice changelog :)
Why not calling it "Halloween Patch"? :p
 
I believe ingenuity also halves the cost of upgrading their units, so it makes the cheap, cheaper. Works well with a slave army.

Heh, whatya know. I hadn't considered that at all. Great point Master Hugian. Perhaps Mahala is a lot stronger then I gave her credit for. Sort of an unexpected bonus for the Dovellio and not very thematic.
 
Well since you're asking... Not a bug but an old balance issue with the Dovellio. Mahala is lot weaker than to Charadon and Thudr, since her Ingenuity trait doesn't work well with the civ. Doviellio already have very cheap unit upgrades in the melee line and doesn't receive gunpowder units. Perhaps Expansive or Creative would be a better trait? Or maybe convert her to a Minor Leader?

I gave Mahala Ingenuity, Financial, and Raiders. ;)
 
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