Orbis Bug Thread (Old)

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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.
Agreed. I should have done it long ago. Good you have pointed it out.
I gave Mahala Ingenuity, Financial, and Raiders. ;)
She is (will be) Imperialist/Raider/Ingenuity in LENA 1.00 :)
Do not think financial fits. They are barbarians after all.
Not sure if imperialistic fits either.
Mahala is very adaptative, but caring for her people. An opposite of Charadon - he only values strength and thinks if something worked during ice age, it will work now.

So, how about raiders/expansive/ingenious? I think expansive really fits.

One more thing. I am not sure when new patch will be ready. I have tried to rewritte part of the code and have some trouble. Sorry for the delay, will keep you informed.
 
*Tents his fingertips* "Excellent. All is coming together as planned." :D

Raiders/Expansive gets my vote as well. And no worries, take as long as you need. It's caturday after all.
 
What about reworking the PromotionImmuneX tags? Or are there replaced by PromotionExcludes?
 
What about reworking the PromotionImmuneX tags? Or are there replaced by PromotionExcludes?
I beg you for mercy ;)
Just spent 6 hours rewriting buffing/rebuffing spells and unless I have good reason, not going to start another one soon. ;) Especially as I have promotionduration tag to fix.

Also, promotion excludes works fine when it comes to replacing promotion immune

By the way, patch L is ready. I planned to add a few more things but as I am tired and there is enought stuff in L for two patches, I have releasd it.
That is probably the last big patch for 0.24, but I might release some non save breaking fixes.
Buit you never know, K was supposed to be the last one, too.

OK, enough ramblings. You can download the Halloween/Dziady patch here. Hope you like the changes.
Time to dine with the dead...
 
Hmm... needs more easter eggs in my opinion (What? No halloweeny special stuff? :p)
 
Tried new patch and got killed by skeleton at turn 5 :D I got event about grave of ancient warrior and decided to move grave for -1 :food:, +2 :commerce:, skeleton spawned at my city and I died :) I believe it's special Halloween feature, isn't it ? ;)
Btw, is there a way to see which tile will be affected by event ?
 
Tried new patch and got killed by skeleton at turn 5 :D I got event about grave of ancient warrior and decided to move grave for -1 :food:, +2 :commerce:, skeleton spawned at my city and I died :) I believe it's special Halloween feature, isn't it ? ;)
Btw, is there a way to see which tile will be affected by event ?

this one is my bad , i forgot to exclude cities while making this event ^^
 
I was wondering how
<DefineName>RANGE_COMBAT_DAMAGE</DefineName>
affects range damage, I have a feeling that it may be this that causes OOS. Trying to isolate what is causing it exactly as I miss ranged attacks.
 
Tried new patch and got killed by skeleton at turn 5 :D I got event about grave of ancient warrior and decided to move grave for -1 :food:, +2 :commerce:, skeleton spawned at my city and I died :) I believe it's special Halloween feature, isn't it ? ;)
Btw, is there a way to see which tile will be affected by event ?
Yeah, the event was not checking if the plot is city, only if it is hills...
Fixed in next patch. Which I want to prepare really fast - it contains some fixes I have plannned for L before I decided to split them.
And I hope to make it not to break saves
I was wondering how
<DefineName>RANGE_COMBAT_DAMAGE</DefineName>
affects range damage, I have a feeling that it may be this that causes OOS. Trying to isolate what is causing it exactly as I miss ranged attacks.
It modifies how much damage is done with ranged attacks (for fine tuning). Setting it to 0 should disable ranged attacks.

Have you tried RANGE_COMBAT_XP_PERCENTAGE define?
Try set it to 0 and see if that helps.
 
I tried setting RANGE_COMBAT_XP_PERCENTAGE to -1 to disable ranged experience, but that ended up not fixing the OOS, in the next game I can try setting it to 0 (will be making archers very powerful :P) to see if OOS are caused then.
 
Just tested a game with RANGE_COMBAT_XP_PERCENTAGE on 0, went OOS when (presumbly) an AI did a ranged attack against a bear, both of us saw the bear had 4.5 strength left so difference in damage might not have been it, also the archers had the same promotions ect... in both versions so still really unsure as to what exactly is causing it.

Mechanically, how does range attack actually work?
 
L - Dedicating a monument to growth mouse-over shows 2 health, actual result is 2 happy.
Congratulations, you have just reported a generic BtS bug (still in as of 3.19) that went unnoticed to FfH and then to Orbis. Just tested. :crazyeye:
Wow.
Will try to fix it.
Just tested a game with RANGE_COMBAT_XP_PERCENTAGE on 0, went OOS when (presumbly) an AI did a ranged attack against a bear, both of us saw the bear had 4.5 strength left so difference in damage might not have been it, also the archers had the same promotions ect... in both versions so still really unsure as to what exactly is causing it.
Mechanically, how does range attack actually work?
:(
Ranged attacks are BtS feature that is used by starbases in Final Frontier mod.
There are some changes to when it is possible, also to make it more random and grant xp.
Will try to prepare dll without these changes, maybe we will be able to track the source.
I thought that it was caused by xp fix, as that is the only (I think) difference between Orbis and Fall Further in ranged attacks code.
Does FF have problems with ranged attacks OOS?
Or, for that matter, does Final Frontier have?

EDIT:
Looks like the health bug will be fixed in the next unofficial patch version by jdog5000
I will wait for it and then merge. Will probably just assimilate the whole thing.
 
walking on an abandoned village with my scout, didn't destroy the village. screen shot included.

ahwaric, some really nice re-balancing in the latest patches! thank you for providing us with an amazing game :)

EDIT: walking on the village again, did make it dissapear.
 

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Just did a search on the FF forums and it seems ranged attack are also an OOS issue, but someone pointed out that they usually only seem to happen when the person making the ranged attacks are visible to the player.

Assumption
Ranged OOS happen when an AI make a ranged attack while a player can see it.

Now why this would cause an OOS I am unsure about, and it may not be the problem, but I guess we can assume its part of the same code FF uses. As for Final Frontier I found no referances to OOS being a problem. Will continue disabling this one by one until hopefully something will work :)
 
Ok, did some further testing today and have narrowed down the problem to this.

If player A can see a ranged attack but player B cannot, an OOS is caused
If both player A and B see the unit (in this case it seems to be the target of the range attack) any ranged attacks against that target will not cause OOS even if it is no longer seen.
If player A sees only the ranged attacker and not the victim it can still go OOS, same with seeing only the victim.

Narrowed it down, still no idea why it goes OOS though, damage is the same for both players as are actions, by all the looks of thing it seems like there is actually nothing different with the games.
 
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.
Interesting, I think you might be on to something here. In my latest game got a crash them went to world builder and deleted Mechanos - solved the problem. (I was playing as the Mazatl though this might be a red herring, got CTDs in the past playing as both the Sheiam and Hippus, cant recall if the Mechanos were on the map, I could dig up the saves if It'd help troubleshoot.).


So I've attached the save if anyone with a better grasp of the code wants to take a look and try to search for the cause. Seriously, good luck, I'd love to see this CTD stuff dealt with (even if it means disabling the Mechanos for the time being), there's nothing worse then getting deeply committed to a game only to have it become unplayable due to crashes.
 

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